We played again (29-19).
That would clear things up on the rusty key front, though I do think a weaker key is something to look into.
And that makes sense from the complexity point, it is a nice quick and simple game as it is, wouldn't want it to get too muddled.
My girlfriend thinks that being able to defeat Precious makes it seem too easy. Maybe if it counts as monsters before you get the chance to lock it up? So if you already have monsters in the dungeon you don't get the chance to lock it up. Because if you were being chased it would be hard to lock up a beast.
I've decided to try this with dice soon, I'll be stickering them after work or tomorrow.
So far, great game!
The rusty key is just for theme and reference for used keys from the dungeon that go back in the bag versus the starting key die you give to the next player. Otherwise, it has the same exact function as every other regular key. I think I will add this wording in the gameplay, "Your Adventurer will start every turn with an old rusty key which functions the same as regular keys found throughout the dungeon."
Then the rules will refer to all keys as either regular or magic keys.
Btw, here is the very plain prototype I have been using for the rusty key card. Hopefully I'll have the actual PnP pages for the cards soon.
We have thought about the player rolling the starting key die to determine what "special key" they would start with. The distribution would be 3/2/1 or 2/2/2. Ultimately, we haven't implemented it yet because it adds another layer of randomness and complexity that we didn't want right now in the basic game. But that may change over time.
Good point about they key/chest order. Ill change that now.
Update: the rules have been updated to reflect the changes discussed in this post.