I found out a bit back that Black Sonata had a new expansion last year. Like before, the designer has released a print and play version for free, so I snapped it up.
To use elements of this new expansion, I would need to print a new version of the board. This is because, when I made mine, I took out some of the colours that would now be required.
After that, it was the remaking, printing and cutting of the darkest lady cards, the blazonry cards, and the new tokens.
My laminator definitely didn't help me here, as it scrunched up my first print of the new board, and also scuffed up several of the new tokens. Stupid thing.

It's a hot day in London

It was emblazoned on the side of the trams
A few of the indirections cards have colours on the back, but most have a compass, that can only be used in certain dark lady routes. I wanted all of the indirections cards to be usable in any route. To this end, I scrapped the idea of using the compass cards, and instead printed different combinations of colours to use instead. This led to me sitting down and working out where each card could fit in certain routes, and required changing the letters on many of them to account for this.
After a load of printing and cutting, it was time to get back into the game, to try out some of these new modules.
For my first little foray, I used the darker ladies from the first expansion, along with the rendezvous module for the first time. In addition, I swapped out just 5 stealth cards for new indirections cards from the second expansion.
As it turned out, the random 5 I drew were all ones I'd edited myself, with three of them being harder than the official ones, as they give 5 possible locations instead of the 3 or 4 on the official ones.
I went around the city during the dark lady's first rotation, noting down her possible route, while learning about the rendezvous point. I was able to work out that the rendezvous location was a residence, but could only fully deduce part of her route without starting to search.
I hampered myself big style in two ways. Firstly, I got all the way up to six clues, but when I properly studied my info, I could have fully deduced the the identity of the dark lady after just 4. What a muppet.
The second big oopsie was during the end game, with just a few cards left in the stealth deck. I'd positioned myself at Bishopsgate, as I knew I needed to confront her at a residence, and this was the only place left on her route I knew for certain had such a landmark.
Imagine my horror, when I rotated the stealth deck, to see a fog card at the point she came to join me in Bishopsgate. This meant I had already searched for her at this point in the stealth deck earlier in the game, and I had not written it down to remind me. As you can only search for her once at each point, with that specific card being replaced by a fog card, this meant I could not confront her here.
There were just 5 steps left in her route before the game was over, and the only one of these that had even the slightest chance of being a residence was in two turns. The stealth deck card (one of my own concoctions, no less) showed a blue or green location, which at this point could be either Cornhill or Bishopsgate. With my only chance now to stay in place and hope she came back to me, I rotated the deck 2 more steps, and then confronted her.
Gladly, it turned out alright in the end, and she had come right back to me in Bishopsgate. Not the smartest dark lady. But I gladly took the win.
With just 4 cards left in the stealth deck, and 3 in the fog deck, this would have been just 10 points. However, I got 15 more for the rendezvous, and 2.5 points for adding 5 indirections. This meant I ended with 27.5 points, making me a golden lad.

Working out the rendezvous spot

The dark lady can not escape me
But then it was time to get really dark, with the introduction of the darkest ladies from the latest expansion. In addition, I added in the blazonry module, so I would need to deduce the symbols on her shield before I could confront her.
To help me out a little, I went back to a simple route, and then promptly scuppered myself when I missed writing down one of the initial steps when making my notes. There was much confusion when I got to the end of the 26 card deck, and I'd only written down 25 locations.
As I needed to seed a lot of blazonry cards into the stealth deck, I had already replaced many of the cards, so figuring out my mistake on the second loop through the deck was also a bit of a challenge.
Nevertheless, early in the third rotation, I'd got 4 blazonry clues and 6 dark lady clues. I decided to knuckle down and see if I could figure them out.
Turns out, there was enough info to figure out what I needed, but it took some serious trial and error, and evaluating all of the possible options.
Though I'd got the solution far earlier in the stealth deck compared to my other games, it took so long to crunch the solution, that I spent far longer playing this one.
With 18 cards left in the stealth deck, and 3 cards left in the fog deck, plus the blazonry and darkest lady, this gave me 39 points, making me a golden lad again, just 2 points away from being a fair youth.

My brain hurts after that one
I returned to the floor for my latest attempt at playing Crystallo.
This time, things went a little more in my favour, and instead of failing the first stage with just one bond left to release, I was able to succeed with just one card remaining.
In addition, I had managed to gain all of the battle items, so I went into stage 2 with 11 cards to trap the dragon with.
Luckily, my available cards all had plenty of the different coloured orbs, and a nice selection of different crystals, so I was able to defeat the dragon with one card remaining.
In the second stage, I'd also picked up an extra two treasure cards, making it 7 in total, and giving me the title of Wealthy Knight, and bagging me 1400 points.
A bit of a step up from my first attempts at the game.

Rescuing all six creatures at last

I'm a dragon trapper