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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 ...


7

In all official rules that I know this means instant forfeit of the game. Of course, in casual play, mistakes like this can be allowed to take back at the will of the players. In tournaments I would strongly advise against making such a mistake as well as trying to ask for a take back. If the other player does not seem to allow a take back by his own active ...


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 important point to understand is that in an amateur tournament, whenever both players agree on something, then it's ok. For example, if one player plays an impossible move (like taking back a ko immediately) and the other says "take back your move and let's pretend nothing happened", then so it is: nothing happened. Problems only occur when the players ...


5

Make the first eliminated player be "the banker." When more than one player is eliminated, they should start another game. Like the banker in Monopoly, they'll hand out all cards/tokens, make change, and manipulate pieces that aren't controlled by a player directly. It's not that fun, but it keeps them participating, and they can heckle all-the-while. ...


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

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

Another possibility is to just create house rules that will go along these lines: Remove the card from the deck before play, and explain new players why. Extend the amount of levels needed to win ie. 15-20 (this will only delay, but may help prevent surprise wins.) Personally, I'd keep it! Although it sucks to lose to it, just deal with it and maybe luck ...


3

There are a couple of approaches that I can think of if it happens: Don't worry about it - Shuffle up and play again. Random victories are part of the Munchkin experience. Or, if you'd rather play a deeper less swingy game, try out another game. Munchkin's fun, but maybe it's not perfect for you and your group. (I added this as a comment on the question, ...


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 ...


2

In terms of rule tweaks (as opposed to expansions), Richard Launius' house rules (pdf) are as close to canonical as it gets (he designed the game). They're linked in the accepted answer, but there's a lot more, so I think it's worth having a summary here. The document is organized by rule type; to help make it easier to find rules to tweak the difficulty how ...


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

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

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

I've been thinking about this problem. On top of that I've also noticed that the wonders barely get used in our games. So we thought it might work to restrict level 3+ tech until after the 4 ancient wonders are placed, then restrict level 5 until all medieval wonders are placed. Haven't tested this yet but I think it might work to balance the huge ...


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

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


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

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 ...


1

In college, I played Diplomacy as a member of a "club," so we had "social" constraints for everyone to end the game together so we could go on to the next thing as a group. To keep the game at six hours, rather than "all night," we had a house rule for a "minority-majority" victory. That is, any three people (a minority out of seven) could declare a team ...


1

We've used the d12 several times, and I enjoy the change of pace. When using the d12, we've always treated the one as equivalent to the seven. That seemed like the most obvious choice. The idea of picking up a development card is intriguing. We have the event card expansion that is intended to replace dice. It's goal is to keep the probability curve ...


1

Getting custom printing of arbitrary shapes on arbitrary materials is hard to do, even in this internet age of CafePress and print-on-demand book publishing. One thing that's easy, though, is making custom stickers: go and Google "sticker maker", and it will show you sticker-making machines. Those machines take any shape of cut-out paper, and make the back ...


1

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 ...



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