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12

I would veer away from having to paying money to raise armies, which, depending on implementation, might be perceived badly (as either being able to pay money to buy huge armies, or requiring money to even make it to the end by having to pay ever-increasing amounts of money just to play.) Instead, I would suggest allowing players to pay money to re-roll the ...


4

I have two reasons to conclude you pay to the bank: The rulebook doesn't say that you have to pay to the bank when building a district. This is assumed because it wouldn't make sense otherwise. Similarly, if the rulebook doesn't say whom to pay to destroy, then I assume it must go to the bank. The warlord can destroy one of it's own district if he wants to ...


4

Meta suggestion: Playtest: I strongly suggest that you do a dry run with whatever combination of rule modifications you come up with. Maybe give a few Risk-loving friends allocations (different allocations, since different people will have different amounts of money they are willing to spend) of poker chips, and try some of the rule ideas that get ...


3

You could allow players to buy Risk cards (they eventually turn into armies when you get a set) - $5 per card, only can buy one card per turn. This would allow 'eliminated' players to buy back in - as if they collect a set while 'eliminated' (by buying a card each round) they could get some armies and attack back in (say, allowing them to attack back in at ...


3

If you don't have a discard during the game, it means you have played all of your cards, so the round ends. You can end the round either by discarding your final card, or by playing all cards in your hand. The color doesn't change in Phase 10. Perhaps you are thinking of Uno rules? You can discard any card you like; the color doesn't matter.


2

Tweaking with the starting deck is a handicap that scales on most Kingdom setups and, in particular, replacing Copper(s) with Silver(s). Before analyzing this, here is why some other handicaps would not work: Deduct points: it's simple to apply, but not simple to design it, as it's arbitrary. You have to decide before the start of the game, but on what ...


2

Check out the Civ Expansion Project. Allows up to 18 players!


1

Axis and Allies when played with many players (one player per nation, usually this means five) can be a long game with a lot of down time between turns. A house rule we have used when we have a player for each nation is to rearrange the turn order so that allies move together (all the Axis, then all the allies). Yes, this does affect the game, some ...


1

Our group plays regularly with 9 players. We add a Hittite empire using the orange Asia tokens starting in the small 1'er space in the middle east (Jerusalem?). This empire uses the Asia AST and has a "start location" for barbarian hordes of the two large 1'er spaces of the Arabian desert.


1

At the start of the game after seeing the available kingdom cards, allow the junior player(s) to choose a kingdom card the senior player(s) will be disallowed from gaining by any means this game. For a harsh handicap, ban the senior player(s) from two or even more cards. This forces you into your "second strategy".



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