Here I try to provide a few solutions to use the Malign Portents rules.
Both for Matched Play, or as a Ruse card for Open and Narrative play.
The Malign Portents ruleset is quite interesting, if a bit cumbersome, but if used in small bits it can be very interesting.
Depending on the army, it could complement it in a really interesting way.
Therefore, I separated the Matched Play rules, with points, to use only Interpreters and Signs.
As an alternative, because the Prophecy Points rules introduce a "finite resource" mechanic that you need to make more decisions on (on top of your spells, Command Abilities and Allegiance Abilities) here is a simpler way to use them.
As an alternative, because the Prophecy Points rules introduce a "finite resource" mechanic that you need to make more decisions on (on top of your spells, Command Abilities and Allegiance Abilities) here is a simpler way to use them.
A Ruse card, to use in Narrative or Open Play, that grants one of your Heroes the ability to become an interpreter and choose a Guiding Malign Portent. Then, you get continuous Signs being revealed, one at a time, but they are automatically triggered as soon as the conditions are fulfilled!
No more prophecy point allocation decisions: you just know which Sign is coming, and try to get into position to fulfill its conditions as soon as you have enough Prophecy Points. Just like trying to fulfill a prophecy!!
Hope it is helpful, and can bring back some use of these really interesting, cool and creepy rules.
And probably in a more streamlined manner.
If you try it, please leave some feedback!
Roll high and prosper!