Hot answers tagged

73

I like the following rule: If no new information has been disclosed since a decision, then a player is allowed to take back any action or inaction where this is practical. Information could be cards in a deck, rolls of dice, but also intentions of a fellow player.


44

Significantly. The thing about 2d6 is that you've got a range of numbers that have a certain probability of them showing up. When you're rolling 2d6, your available numbers are 2-12. You're dropping off the number 1. Also, you have an escelating scale of percentage probability. 2's and 12's will happen 2.77% of the time (each). 3's and 11's will happen ...


43

My friend and I have used the following and we think they work pretty well. Start with a lower life total. Start yourself off at 10 or 15. As the kids get better, slowly increase it until you are back at 20. Remind the kids about all their triggers or abilities they should be using. Especially when learning, having someone remind you to activate a ...


32

It's important to note that there's a direct relationship between the near-ubiquitous Free Parking and no-auctions rules and people's perception that Monopoly is a game that takes forever to play. The playing time of Monopoly is a function of how fast people run out of money, which is a function of a) how quickly all the properties get sold and developed ...


32

We've played many enjoyable games with the following system that does nothing to deal with the loss of trading, but handles the other issues raised above quite well: Change hex setup to barbell shape (see picture) 3 of each resource hex (ores always placed as shown with 3-8-11, rest randomized) 8 randomized ports (5 2:1, 3 3:1) A set of randomized ...


29

We use Start Player every time. That gives us the fun and twisted subjective criteria that is such a blast to work out, but also injects the truly random so that no one player continuously gets picked as the starting player for any particular game. Plus, the cards are hilarious! It is the best of both worlds.


28

The card system that you describe is not just a variant, it is an official expansion, Catan: Event Cards, which includes not only the rolls (in the form of the totals with the appropriate distribution) but also red dice for Cities and Knights and a selection of minor game events.


27

To play with more than 4 players, the rules for Intrigue (link - page 7) give the following guidelines: Provinces = players x 3 Curses = (players - 1) x 10 Exhaust 4 Kingdom piles (instead of 3) to end the game. Province pile still ends the game on its own. Of course you'll need 3 more Estates per player at the beginning of the game, but for the Coppers ...


25

I'm pretty lenient in general. Unless it is a tournament or something akin to it, denying someone their privilege may result in hard feelings. The exception is if another person made a move that would have been different if the privilege had been taken. To use your example, in Puerto Rico, if a person used the builder and forgot to deduct $1 a went to take ...


25

I played a diceless variant where every village has a worker, we use glass beads to represent them. When you create the village, place the worker in an empty tile next to it At the beginning of your turn you get one resource for each worker based on the tile it is on Or you may skip acquisition to remove another player's worker (he'll be able to ...


25

Dominion has the "player sitting to the left of the player who won the previous game" mechanic. Since play passes to the left, this means the person who won the previous game goes last. This also means every other player has a chance (on turn 3) to play attack cards before the player who won previously. Or to buy up the last copies of a popular card ...


25

I'll go first. The game's all set up, people are chatting about random things, and when nobody's looking, you decide to go first. I play in a somewhat casual group, and it's surprising how well this works. No dice to roll, no questions to ask, just go. If you don't like it, then you can go first next time. ;-)


24

Yes, We've played this way many times and it works quite well for an enjoyable game. I highly recommend it. You don't need to make any adjustment to the rules to do so, just make sure that you keep each character's possessions separate! Also remember that certain game elements are based on the number of characters, not players. One variation you might ...


24

As an informal handicap, when I'm playing in a game like this I usually try to make myself take my 2nd strategy - instead of doing the most obvious thing on the board, I come up with something more oddball and see if I can make that work. Another thing that's not a huge handicap but can help is letting the less experienced players choose the 10 Kingdom ...


23

There are a couple of expansions I think could help, as well as some strategery. First, expansions: The River II tends to at least break the board up into 2 or 3 big farms, if not lots of smaller ones. Abbey & Mayor adds a Barn piece that can really change the way fields are played. I think the dragon from The Princess & the Dragon might play in ...


23

I have played plenty of games that ended up with a lot of points being scored by the person who owns the largest farm. Having said that I've played plenty of games where either that person didn't win, or where the game ended with several smaller farms (and consequently the game didn't hinge on this). One important consideration is what rule set you are ...


22

There are a couple of expansions that reduce the usefulness of cloisters. You don't get the points until all the surrounding squares are filled, which is a safe bet in 'vanilla' Carcassonne, but not such a sure thing with expansions. The Tower expansion makes it less attractive to leave meeple on the board for any length of time, because they are sitting ...


22

We've played it slightly different than tttppp; we allow pre-drawing of tiles, as long as the drawing order remains unchanged, and there is no discussion of the tile you have pulled. For example, if we have players 1, 2 and 3, and it is player one's turn, player 3 can draw their next tile as long as player 2 has already drawn their next tile. Yes, tile ...


22

We use Better Settlers. The Better Settlers Board Generator is for use with the offline board game Settlers of Catan. Not only does it allow for faster game setup, it generates a fair and engaging game. We love playing Settlers. We've noticed that sometimes the game seems to be over in the first fifteen minutes--and no matter how fairly we ...


20

I have played this and it absolutely degrades the fun factor of the game. You end up getting everyone paying off to not get robbed. The person who will pay the least gets the robber. We had the person rolling the seven getting huge amounts of resources. It really disrupted the flow of the game. NOTE: we did not change the rules to allow this. It was ...


20

How complex are your decks? For teaching kids, you want simple decks: big green fatties, red burn, blue fliers, black removal, white weenies, etc. Most of the time when I want to handicap myself, I intentionally use a weaker deck against a stronger deck. You could also keep a cheat sheet of the phases of a turn, so that they make sure to go through all ...


19

Knowing that cloisters can have this effect is half the battle. Rather than adding a house rule to a very popular game I would advise you to alter your strategy a bit to account for future cloisters that you may not control. Examples: Leave a good cloister spot next to an open road that you own. When considering placing a tile between two relatively ...


19

As Matt Sheppard notes, the main problem with two-player Munchkin is that it eliminates the automatic balancing effect present with three or more players, where the weaker players can band together to pull the stronger ones down. In normal play, this is the main effect that counteracts the otherwise fundamental unfairness of Munchkin — without it, ...


18

Group the players according to skill level. Each of your words are eliminated if anybody in your group or below has a duplicate word. Players in groups higher than yours cannot eliminate your words, but you can eliminate theirs. I think there should be at least two players in the lowest group, but maybe you want to be really kind to the most junior player. ...


18

First thing is, that it would make the numbers more or less unimportant, since they all have the same probability now (that of 4 or 10 before). This means good building spots are nothing you have to fight for anymore. Settlements will be more spread out from the beginning, because a starting settlement with a 2 or 12 is no problem anymore. So there will be ...


17

I have never had this experience with Carcassonne either - typically in our games it's more likely that a late-game cloister will be wasted because the player doesn't have the meeples to spare for it. Even an 8-point late game cloister will be outpaced by a decent sized field, and it will tie up that meeple too. The other factor that can affect this is ...


17

While the free parking rule mentioned by LittleBobbyTables is quite common, there are a lot of other house rules people use in Monopoly. I know we never used the auction rule when we've played Monopoly, and that keeps property available much longer, since when someone lands on a parcel, it isn't necessarily sold. Wikipedia has a great list of house rules ...


17

A while back some friends and I had played a few long, boring games of Monopoly in a row. Before we gave up on the game entirely we decided to try one more game with strict adherence to the rules. Not only was the game fun, but it was over in 45 minutes. Two common house rules break the game in the following ways: Free parking money (free $500 and/or using ...


17

Play an open game If your friend is willing, why not play a completely open game? All players show all of their cards and explain why they're taking each action. If your friend really is significantly better, you could learn a lot by discovering why he makes certain moves. Perhaps there's some critical flaw in your strategy that's preventing you from ...


17

In my opinion, there shouldn't "always be a potential path towards victory". I've never found it a big problem to get my routes finished - though obstacles and impediments are often flung in my way! There are a few things you should be doing to ensure that you always have the best chance of success, though: (1) Obviously, don't overcommit. Know how far ...



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