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13

There is certainty a first-player advantage in Dominion. However, that particular house rule gives a possibly even more significant second-player advantage. The reason for this is that the first player can never safely end the game. He has very little control over how the game ends. The best he can do is to build up a significant lead, then end the game and ...


6

The game is structured such that there are shared turn phases. Everyone's moves happen in a single phase and the order is determined by model statistics. Then everyone's shooting happens in a single phase and the order is determined by model statistics. You can basically add as many people to that system as you like and they just take their actions in ...


5

One way to speed up the game is to increase resource production. There are two common approaches to this: During setup, each player's second placement is a city. This gives a boost to everyone's economy/engine from the start. Play a 3/4-player game with the map layout for 5/6 players. There will be many more spots, more valuable spots, and less ...


5

Doing a quick search for "chess" and "immobilizer" led me to Baroque Chess.


4

The answer to this depends a lot on why the game is taking you so long to play. We had been suffering from the same problem, and the main reason is because we have one player who is just an incredibly slow thinker. He often took over 15 minutes just to make one move. Over time, we made a lot of small changes to the game to reduce the amount of information ...


4

We own several versions and editions of the crayon rail games in my house. In each one that we have, there is a "Variants" section of the rules. One of the variants we always play with is the fast game. It has 5 main effects that I can think of offhand: Increases starting cash by $20 Adds one additional pre-movement turn Gives you 5 initial demand ...


4

Me and a friend came up with a solution last night on how to play a 2-person catan game that actually worked really well and very close to the original rules. Rules: Instead of rolling both dice to see who goes first we both only roll one. Instead of placing (2) settlements to begin with, we each start with (3) to fill the board more off the start. The ...


4

We let players who lose team up with other players. As more players get eliminated our teams get larger and the game gets more intense. As a bonus this preserves all the mechanics of the original game.


4

While you are technically allowed to make such a deal, due to the fact that trading allows you to give another player money; there is nothing in the rules that would enforce your opponent to keep her end of the deal. If you later landed on the property in question, she would be fully within her rights within the rules to ask you to pay, and you would have to ...


3

The creator of Dominion has stated that the reason for the first player advantage is that he or she can effectively get more turns. If you force everyone to have the same number of turns using phantom Provinces, then you should nullify the first player advantage. Getting an extra turn is definitely an advantage. But going first is only an advantage if ...


3

I made up some of my own rules to play with my friends, they wanted to game the be more cuthroat, but I had to keep the game somewhat simple without adding more pieces. You can try it out, I haven't been able to try it out too much though. Pokemon Master Trainer Caleb's Rules At the beginning of the game all trainers are randomly given a starter ...


3

The "extra turn" mechanism in Ora et Labora is something Uwe carried over from Le Havre. The intention is to avoid the The Kingmaker Dilemma, where a 3rd player is unable to win himself, but is able to choose between two actions that decide the winner. During the "extra turn", players can't be blocked out of actions, so each player acts in his own best ...


3

There are various ideas that I've used in the past to help. Be warned though - ultimately long games are long, and there's only a limited amount you can do about it. 1) Use a timer Timed negotiation phases go back to Diplomacy. They're an official rule feature of Here I Stand. Not only does the time limit help the game along, and focus players, but it ...


3

The most truly objective method may be to conduct a scientifically rigorous poll. You will need a random sampling of people from the world, we'll limit it to native English speakers to ensure that translation doesn't become a concern. Each will need to be kidnapped to prevent self-selection bias, and deprived of both sight and sound so that other factors ...


2

It wouldn't really make sense to keep the gates on the board since they would be tied to the threat of an oncoming great old one. Presumably your characters would have had some downtime between one game in the campaign and the next. I imagine it would be like seasons in an ongoing tv-show. However, one could always make a roll for each gate to close some of ...


2

In addition to any of the other variations mentioned, one of the variations we have used to speed up games is to provide each player a number of "trade tokens." We keep this low as we don't want to diminish the value of having ports, so typically 1-3. These trade tokens can be used to trade two resources (same type) for any one resource. When the token is ...


2

Late reply is exceedingly late, but oh well. I tested these rules out and liked them; I also came up with some modifications I think add a little length and tension to the game. Objective: Get 16 victory points before 4 years are up. (N.B. this is theoretically extensible for use with add-ons et cetera- the 4VP/1yr formula seems to balance decently.) ...


2

The problem with 6 players is that one of the losing conditions of Pandemic is running out of time (via empty Player Card Deck). With more players that deck becomes used up faster. I wouldn't try six players without somehow enlarging the player deck. Perhaps if you buy another set of player cards and then add more Infection cards.


2

If you have just two investigators in total, time is of the essence. There is no time to slack, and every missed opportunity to act is another token on the doom track. Therefore: Avoid monsters. They stop your movement when they engage. The terror track is less of an issue than the doom track. Hunt for clue tokens. As in, try to arrange your movement ...


2

This are my homemade rules, tested in several games. The trick is just: reuse the setup for four players (since that setting is widely tested) and make a limit to avoid "unbalances" toward one of the two colors. Here i use color or colors meaning the faction that is playing and not the player (because in a 1on1 each player controls two factions). for the ...


2

Have each player play two positions in the game, in alternating turn order. Disallow trading between the two positions controlled by the same player. Trade opportunities will be twice as common as strict two player play. The leading position will be targeted by the robber up to 2/4 of the time and the trailing position <1/4 of the time. The normal board ...


2

From the Official Monopoly Rules by Hasbro (my emphasis): MISCELLANEOUS: Money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player Any exchange of money for future considerations is a form of loan, so by the official monopoly rules your actions are illegal. One ...


2

We had three variants: for a more casual play, you can discard cards and draw replacements whenever you want. this lifts some of the mental blocks. A player must play the same clue twice in a row, so he has to choose his clue wisely. As a catch-up mechanic - the player with the least points gets to play two cards.


2

At least in European tournaments current rule is that if you play an illegal move you have to take it back, and play a legal move. You don't lose the game by default.


2

This is just off the top of my head, but if the issue you're having is that someone needs to be 'stuck' there, then how about giving everyone a special action to skip their whole turn to "radio the driver" to take the action. This way, effectively, any player can be it without having to be in the truck, and people can take turns. Try it out, and if it ...


2

Look in the Variant subforum on BGG, there are quite a few ideas. For example: http://boardgamegeek.com/thread/1094976/2-8-players-queen-jester


2

http://boardgamegeek.com/boardgameexpansion/148931/coup-reformation is the expansion for more than 6 players. It contains 15 cards; 3 of each rather than 2 of each. I think the rules from the game say how many cards to use for how many players, since someone quotes it as 25(5 of each) cards for 9-10 players. Since you use 15(3 of each) cards for 6 players, ...


1

I tend to think of Unseen Force as annoyance, whereas The Computer is probably the strongest card in the game. There are various things you can do to try to dilute the power of an opponent's The Computer, raising the draw and play count rules and creating hand and keeper limits. Plus you can always steal keepers or play Brain Transference. That said, if ...


1

My groups have enjoyed having players always have two terrains from which to choose. When you play one draw to replace it.


1

Time limit and patience for the experienced player. If the experience player limits self to 15 to 30 seconds per play and is very patient with new players, the game levels without house or extensive rule changes. For new players to get-into-the-game, competition is not needed so much as enjoyment. For a seasoned competitor, obliging a quick play (and ...



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