One Character not enouigh for you? What not play multiple Characters?

Selecting and Starting

At the beginning of the game simply pick multiple Characters but with two restrictions.
First, you cannot pick both Good and Evil Characters - A Warrior of Chaos and a Priest are not going to cooperate with each other. Selecting two Characters of the same Alignment or at least one Neutral Character solves this pretty easily.
Second, you cannot select any Character that has "Always have a Spell as an ability" - and this includes the Scientist since it has the potential.
You place each Character on the board where it normally starts and give each Character the Objects with which it normally begins the game. Each player then draws all the Spells that his Characters normally have - so if a player is playing with the Necromancer, Rogue, and Inquisitor then he draws three Spells at the start of the game.
This why the "Always have a Spell as an ability" is disallowed since it would extend its benefits to the other Characters a player controls and unbalance things. Likewise either remove the Wand and the High Mage from the game or play with these weaker counterparts.

Playing

You roll a die for movement and it applies for all your Characters - you do not roll a seperate die for each one.
All your Characters move at the same time. Cards are drawn if needed, spaces are encountered, and all the regular things happen. If a die roll needs to happen for one or more Characer then on roll is made and applies to all of them.
For example you could have a Priest encounter an Imp, a Ranger run across a Dragon, and a Druid vist the Mystic. All these situations require a die roll and if you get a 3 it is applies to all the situations so Priest is teleported to the Tavern by the Imp, the Ranger rolled a 3 in Combat, and the Druid is ignored by the Mystic.

Party Time!

You can have two or more of your Characters join together in a single party. Select one Character to be the leader and remove the other Characters from the board - the leader now represents the entire party.
The leader is the Character that loses lives in Combat or Psychic Combat but the other Characters can help him. Any Character with a higher base (before any modifications) Strength or Craft gives him a +1 bonus to Strength or Craft. That 6 Strength 1 Craft Troll now has a Craft of 3 if he has two others to help him out.
The leader can also now use any Object, Magic Object, or Follower belonging to any secondary Character at will as long as his would normally be allowed to use it.
The secondary Characters use their Special Abilities as usual and their Strength and Craft values can be used instead of the lead Character in non-Combat/Psychic Combat situations like getting through the the Mines in the Inner Region.
A new leader for a group can be selected at the start of a players turn.
Characters in the same party can give and trade Objects, Magic Objects, Followers, or Gold any time during their players turn.

A special note on the advantage of numbers.
When visiting the Village or the City each member in a party can visit a different board personality. For example our Priest, Ranger, and Druid mentioned above could group together and visit the Village. The Priest could visit the Blacksmith for a new Shield, the Ranger could visit the Healer to restore a Life, and the Druid could visit the Mystic and hope to get a new Spell out of it.
Also when encountering a Place card each member in a party can encounter it individually (helpful if you run across the Pool of Healing or Fountain of Wisdom or something similarly beneficial).

The Party is Over!

Characters can break away from their party at the beginning or ending of their players turn. Place their pieces on the board and continue play as usual.
A party is automatically disolved if the leader dies.

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