I have already given this one a try. I just made a fourth stack for coastal hazards.
The thing I find is that it is hard to get going because one's company does not start with any minor items and the hazards can be difficult.
I was thinking that maybe having a draft that also included a small number of minor items. One could draft two or three of these. This would be similar to one of the "official" variants (Variant 15, I think) for playing with 2-5 people and no deckbuilding, just drawing from piles, like this game.
From my one play this game seems susceptible to making the wrong hazards or creatures available in your separate piles.
Have you (or anyone else) had a similar experience? I really do like the idea behind this and want to play around with it some more. I would be interested in anybody else's thoughts.
Thanks for posting this David and taking the time to also do an English translation. I love MECCG and am always interested in new ways to play.
Thanks for your feedback Greg. I didn't experience a problem with the hazards being to difficult during the few games I tried it. But the hazard decks probably need some tuning. And why not start with a couple of minor items, sure. You could have a pile of around 15 minor items, deal 5 to each player, pick one, send the other 4 to the player on your left, pick one, done.
I'm a newcomer to MECCG but went ahead and tried this solo this evening. I must say I vastly preferred it to last night's solo play using the regular rules. I like turning the Sites and the Characters into a Dominion-like draft for all players and am thinking it would be even more interesting to do the same for the Quests (i.e., display a row of 5 from which players draw, possibly retaining the option to draw from the facedown pile instead).
I went ahead and posted a thread in the Variants forum to hear others' feedback.