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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 ...


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 ...


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 ...



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