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1

In a 4 player game, you can make sure the researcher is in play for one of the players, and deal the other 3 roles from the deck. I have played with almost every combination of roles (with 2 and 4 players) and the researcher has significant advantage and is very difficult to win with 4 player without her.


0

Something you might consider is a rule that "detects" this behavior--if they move back far enough, late in the game or whatever, you call it an automatic resignation. I apologize for not having a precise definition--you might need to playtest it with a group and have someone play the vindictive, atmosphere-ruining jerk [oh, sorry, was that phrasing ...


1

A big part of the variation in difficulty is the fixed number of event cards. In the base game, you play with 5 event cards in the deck regardless of the number of players. If you pick up "On the Brink" there are more event cards, so you play with 2 event cards in the deck per player. This seems subtle but I've found that it smooths most of the effect of ...


0

Luck in your cards runs throughout the game. The enjoyable thing about RFTG is trying to make the best of whatever cards you have at any particular point. But when it comes down to it, luck isn't actually that important in RFTG! My wife and I used to play it a lot, but she got tired of it because I won about 95% of the time. Skill is far more important. So, ...


0

I give each player 2 start world ; one of each type - military and production. The each player gets 6 random cards and then you start drafting by picking one of the six according to you're preferred start world and then each of you give the remaining five cards to the left player. Do that 3 other times and on the last draft you have to choose between 2 ...


0

I mostly play with three players. I really recommend Cities and Knights, but besides that; Make a mainland and a sea with islands. (force people of the mainland for the discovery point per island and the longest road) Make the island tiles a random of undiscoverd gold and desert so there is a chance of rags or riches for the discoverers. Make one big map ...


4

As it says in the rules for Shattered Empire, if you're using the Age of Empire variant, you have to use the Imperial II strategy card rather than Bureaucracy.


0

I found these house rules. Haven't played yet, but my wife and I are wanting to give it a try. After shuffling the decks go through the doors and pick the first race and class and set them aside in a 3rd player’s spot. Optional: You can also set aside the first 5 monsters from the door deck which can be added to combat if the other physical player has a ...


2

We have looked at this game critically and found that we agree with your assessment that there is too much luck. Furthermore, the penalties and rewards for that luck are too extreme the way the rules were written. DISCLAIMER: If you love Monopoly please stop reading this, you will love Boxcars. If you like games of strategy and planning, please continue ...


6

There are some good suggestions all over the internet for making a three-player board more competetive in the early game. They all boil down to either removing hexes, or replacing them with desert pieces. The amount of hexes you replace/remove depends on preference, but I'd recommend either removing three or five total hexes. When removing five, just remove ...



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