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5

I think the best house rules here are going to be the ones which don't actually change mechanics of the game, and which encourage or at least allow you to play well, i.e. ones that are consistent with the better than big money strategies with most sets of kingdom cards. That way as you continue to get better at the game under your house rules, everything ...


5

For my suggestion of a house rule to use, please see the section of this answer titled "Embargo Counters". If I understand correctly, you were learning the game naturally by playing it - it's just that at the current stage of learning it you have got to, it isn't very interesting, which makes it harder than it has been to carry on learning it simply by ...


4

I think you shouldn't limit the possible actions by removing the money, but you could try to somehow devalue money cards. One way to do this would be to give money cards a negative victory point value, like copper -1, silver -3, gold -6 victory points. You would both start the game with -7 victory points obviously, but it doesn't really matter. For a weaker ...


4

That doesn't sound too bad, except that the drawn cards could be really off. Alternatively, you could try to play a cooperative variant. These two are interesting: The game is cooperative. Each player is the storyteller five times for a total of 10 turns and you go for a high score. The highest possible is 70. Neither player has a hand. Each ...


3

The rules seem very explicit. "The captain turns his over and carries out the two actions" "In turn, the other players do the same: they turn over their card and carry out the two actions" I can't comment on what the effect of your house rule would be, but it clearly is not the intended way to play.


3

I play with a large group of people (5+) when we play Planechase, and we have a runnning rule: after 2 null rolls, you flip a coin and call it for either planar or chaos. While it assures an eventual result for spending the mana, it also limits the ability to spend it freely to achieve a result by placing a 50% chance at the end, which can be devastating. ...


2

Ok, we tried a method that worked for us (family of 6). Using the original US map we divided up into three teams. Each player was given two cards and could only keep one. There was no "sharing" of information just trains. We each were given 4 train cards to start the game and we were off. New tickets could only be drawn when you finished your original route. ...


1

Both City of the Ancients and Swamps of Death (the two base game sets available) include an adventure book. Each adventure book features 12 missions, the first six of which are the same in both books, and then the last six are specific to the setting. They can be played through as a campaign or as individual missions, supposedly getting harder as they ...


1

I found a bunch of house rules in this document, some of which could be used to weaken The Tower: Towers cannot capture over empty tiles. (Thanks to viberunner) A single-storey tower can only capture a follower on its own tile. Each additional storey adds an additional tile of range in each direction – the rate of increasing range is the same as ...


1

The simplest way to modify the game to avoid big money is to remove the money! If you remove Gold from the game, then you will need to use Kingdom cards in order to get enough Silvers in your hand at once, in order to afford the Provinces. If you remove Silver from the game, then you will need to use Kingdom cards in order to get enough Coppers in your hand ...



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