# My take on a complete Treasure Hunt revamp

**URL:** <https://community.gemsofwar.com/t/my-take-on-a-complete-treasure-hunt-revamp/59582>\
**Category:** Feature Requests and Game feedback\
**Created:** [November 27, 2019, 7:16pm UTC](https://community.gemsofwar.com/t/my-take-on-a-complete-treasure-hunt-revamp/59582 "2019-11-27T19:16:51Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![Stratelier](https://avatars.discourse-cdn.com/v4/letter/s/977dab/32.png) [@Stratelier](https://community.gemsofwar.com/u/Stratelier)\
**Post date:** [January 18, 2023, 1:37am UTC](https://community.gemsofwar.com/t/my-take-on-a-complete-treasure-hunt-revamp/59582/9 "2023-01-18T01:37:50Z")

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> [@canadademon](#):
>
> There’s actually a contingent of players that prefer Treasure Hunt.

I personally use Treasure Hunt as a way to cool down at the end of a play session (typically followed by spending all keys + checking for upgrades).

I agree Treasure Hunt needs some core improvements – here are my top 3 “wishlist” ideas for it, all to the tune of improving rewards (per player time spent) and adding a sink for excess Treasure Maps:

- Event Sigil type payout multiplier. E.g. 1 map = normal run, 3 maps = 2x rewards, 5 maps = 3x rewards
- When running out of moves, spend Treasure Maps to reset the timer and continue the same run.
- Spells (unique to Treasure Hunt) that can be cast during gameplay. (e.g. “collect all Copper, Silver, or Gold coins on the board”) Instead of requiring a full Mana meter, they cost a Treasure Map per cast.

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_[View the full topic](https://community.gemsofwar.com/t/my-take-on-a-complete-treasure-hunt-revamp/59582)._
