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2

Ok, we tried a method that worked for us (family of 6). Using the original US map we divided up into three teams. Each player was given two cards and could only keep one. There was no "sharing" of information just trains. We each were given 4 train cards to start the game and we were off. New tickets could only be drawn when you finished your original route. ...


3

I play with a large group of people (5+) when we play Planechase, and we have a runnning rule: after 2 null rolls, you flip a coin and call it for either planar or chaos. While it assures an eventual result for spending the mana, it also limits the ability to spend it freely to achieve a result by placing a 50% chance at the end, which can be devastating. ...


1

Both City of the Ancients and Swamps of Death (the two base game sets available) include an adventure book. Each adventure book features 12 missions, the first six of which are the same in both books, and then the last six are specific to the setting. They can be played through as a campaign or as individual missions, supposedly getting harder as they ...


4

That doesn't sound too bad, except that the drawn cards could be really off. Alternatively, you could try to play a cooperative variant. These two are interesting: The game is cooperative. Each player is the storyteller five times for a total of 10 turns and you go for a high score. The highest possible is 70. Neither player has a hand. Each ...


-1

One thing that my friends and I do is take out cards that we don't like. When you have multiple sets combined, chances are that nobody will like seeing a Martian Manhunter or Suicide Squad. Edit the deck to take out cards that nobody wants to buy, so that people are always getting what they want. After you edit the main deck, you can also play with a house ...


3

The rules seem very explicit. "The captain turns his over and carries out the two actions" "In turn, the other players do the same: they turn over their card and carry out the two actions" I can't comment on what the effect of your house rule would be, but it clearly is not the intended way to play.


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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