Page 10 is noteworthy because it covers both of the rules we added to the game as part of development and playtesting.
Treasure came into the game after the first wave of gameplay. The game was a little too relentless in beating up the players. Treasure seemed like an obvious way to add micro-rewards, little boosts to reward you for slaying a monster. Of course, we made the game a little harder to account for that power up.
The Healing Surges were added after we discovered that the game entered a fairly annoying cycle. If the Heroes lost, there was a tipping point where a few Heroes were defeated and the rest of the group had to fight on. While that was sometimes exciting, too many times it left one person playing the game while everyone else watched. We added Healing Surges to bring downed Heroes back into the game, though at the price of defeat if you used up your surges.
Originally, using a Healing Surge was optional. This led to almost the same pattern, where the players were using a Surge only if they absolutely had to. There were also situations where it made sense for a Hero to fall, remain down while the monsters around him moved elsewhere, and then spring up with a Healing Surge on a later turn. By making them mandatory, we both made Healing Surges a precious commodity and gave the cleric a huge incentive to run in and heal a downed character.
The tactics printed on each card in the Monster Deck proved an important turning point in the game. Originally, the players controlled the monsters with a few guidelines dictating actions. It proved too easy for players to game the system. The tactics proved easy to understand and fast in play. They also let us give monsters some unique features and even a bit of personality.