Tag Info

Hot answers tagged

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 ...


8

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 ...


8

You could do, the game would work perfectly well without farmers. I would argue against it because this still leaves the new players in a position where they don't see farms being used and don't see how they can score highly if placed well despite the long-term sacrifice of a piece. In my experience with teaching Carcassonne, players tend to go very ...


6

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


6

Firstly, to extend the game you will need to add twice the train pieces as well as 2 boards. Maybe you should double the tickets too. This soon degrades into playing two different games at the same time, where you choose which one to play each round. The second problem is all the advantage is on the side of playing on only one board. This is because adding ...


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 ...


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

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

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 ...


3

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 ...


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 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

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 ...


3

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.


3

Just to add my 2 cents, I teach the game to my kids (when there was 9). Everything is easy, except on how to explain to them the concept of farms. After a few games without them, I let them put some mepples inside the field after the game was finished so they could understand how the farms works.. now they play it with farms, but they are not very good with ...


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

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

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 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

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 ...


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, ...


2

A couple points of advice here - 1) One easy way to teach the farm mechanic is to run through a sample game of perhaps 5 turns. Make sure to drop a farmer or two during this sample and at the end go through the scoring process. This will get you to the "aha" moment that people have about farmers much more quickly. 2) the game can certainly work without ...


1

Random article from Google Stand on soft 17 Eight decks No mention of shoe emptying rules Splitting up to 3 times (total of 4 hands) Double down after splitting is allowed Not explicitly mentioned but unlikely due to one card after split Ace One card each after splitting an ace (and no resplit) Ace and ten after split is 21 The dealer does check for ...


1

I would make the following observation, that there are THREE blocs (not two). They are: Central Powers, Germany, Austria-Hungary, Ottoman Empire, 77 IPCs; Western Entente, Britain and France, 54 IPCs; "fence sitters," U.S., Russia, and Italy 59 IPCs, in total. Although aligned with the Entente, the fence sitters basically had the balance of power. So game ...


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 ...



Only top voted, non community-wiki answers of a minimum length are eligible