I agree that five players is probably the limit and the box even say 1-6 players (1 GM and up to 5 players). I had 7 players in the 80s and 90s and now in the 00s and up I have 3-4 and really don't want more than that.What i would do is it only get's about 4 turns, but it get's one dodge as a freebie that you can cash in.
But IMO i don't think having 6 players is a good idea. I am running a campaign with 5 players, and i feel that is kinda the maximum the game is balanced around. There are enough cards to go around, but the monsters can be quite deadly, especially if they get multiple turns in a row.
This is a very nice Idea but I think some mechanics are difficult to translate to a big card deck. How do you use the HA Veteran or handle an ambush with the full deck of cards for example?I use a normal 52 card deck, no jokers. Less reshuffling. Break ties by suit. Actually works really well since you don't have to stop and shuffle near as much. We've also used two decks so a "backup" was ready when/if we had to reshuffle the main deck.
When we have used jokers, those were "benefits" on a red joker, a "bad thing" on a black joker (and usual a joker world initiate a reshuffle].
At its most basic level though, just use a 52 card deck, no jokers, break ties by suit and you good to go.
Yes, from a technical point of view it would work, but this HA would be significantly weakened. This HA is effective because it can influence the turn order and thus creates a certain predictability. If new cards are drawn every round from a deck of 52 cards, predictability no longer exists. In practice, a veteran often wants to have a very high or a very low card. This only works if the deck is manageable and predictable. The less initiative cards are in play, the more control the veteran have.Veteran wouldn't change.