Given the difficulty some people have reported finishing some scenarios, you might have just been lucky or perhaps you got some rules wrong.
Things that you might get wrong:
* The group starts with a total of two healing surges. (page 10)
* You draw an Encounter card at the beginning of the Villain phase if (a) you revealed a tile with a black arrow or (b) you didn't reveal a tile this turn. (page 7)
* You can only gain one Treasure card per turn (I keep forgetting this one). (page 13)
* XP goes to a group pile. You can spend 5 to level up only when you (a) roll a natural 20 or (b) draw a "level up" treasure card. You can also spend 5 XP to cancel an Encounter card. (page 14)
* You place the new tile and monster after your hero phase, so the monster always gets to attack first.
* When you level up, you do not heal - you just get another HP or two.
* If you draw a monster card you already control, discard it and draw a new one.
* If two of the same monster cards are out, both monsters activate during the villain phases of the players who control them!
Cheers!
Things that you might get wrong:
* The group starts with a total of two healing surges. (page 10)
* You draw an Encounter card at the beginning of the Villain phase if (a) you revealed a tile with a black arrow or (b) you didn't reveal a tile this turn. (page 7)
* You can only gain one Treasure card per turn (I keep forgetting this one). (page 13)
* XP goes to a group pile. You can spend 5 to level up only when you (a) roll a natural 20 or (b) draw a "level up" treasure card. You can also spend 5 XP to cancel an Encounter card. (page 14)
* You place the new tile and monster after your hero phase, so the monster always gets to attack first.
* When you level up, you do not heal - you just get another HP or two.
* If you draw a monster card you already control, discard it and draw a new one.
* If two of the same monster cards are out, both monsters activate during the villain phases of the players who control them!
Cheers!