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7

someone we play with regularly insisted on a rule that you're not allowed to purchase a "lower" technology power plant than you already have. e.g. if you have 13,17,25 as your power plants, you can't buy 24 or lower if they come up. Incorrect. You can buy any power plant that is in the market (the lowest four numbered plants). if a player didn't ...


2

As per the official rules, "[y]our turn ends when you are sent to jail". So in that situation, having landed on the "Go To Jail" space, the player gets put in jail and his turn ends so he has no opportunity to roll the third time.


2

The standard way to create balance in Axis & Allies is to use secret bidding. For example, bid an amount of money that Germany would get extra at the start of the first round of the game (the one bidding lowest gets to play Germany). For example, two players bid in secret. Player A bids 20 and player B bids 25. This means Player A gets to play the ...


1

Check out question 2:10 at The 18xx Rule Differences List: http://www.fwtwr.com/18xx/rules_difference_list/single_list.htm From my own stalled attempts at 18xx design, possible other implications: in full-capitalization games, a player who funds a company can then use that company's profits to keep a chain of companies going. Partial-capitalization games ...


1

As I was playing it many times with two players only, I wanted to remove as much luck as possible. The tools hut may help, but it hardly does in the first few turns, which might be the most important ones. I could eliminate most of randomness using this rule: For resource production use one die only. For each two workers simply count 7 pips without ...



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