New answers tagged house-rules
I'm just learning the game with an online game. Blind nil is done without looking at your cards? A mill is after you have seen your cards? The benefit of this is to get extra points when you are behind? How many points for each
In our games, the game is usually won by someone conquering a capital city.This is even with the Fame and Fortune expansion.
Meta suggestion: Playtest: I strongly suggest that you do a dry run with whatever combination of rule modifications you come up with. Maybe give a few Risk-loving friends allocations (different allocations, since different people will have different amounts of money they are willing to spend) of poker chips, and try some of the rule ideas that get ...
You could allow players to buy Risk cards (they eventually turn into armies when you get a set) - $5 per card, only can buy one card per turn. This would allow 'eliminated' players to buy back in - as if they collect a set while 'eliminated' (by buying a card each round) they could get some armies and attack back in (say, allowing them to attack back in at ...
I would veer away from having to paying money to raise armies, which, depending on implementation, might be perceived badly (as either being able to pay money to buy huge armies, or requiring money to even make it to the end by having to pay ever-increasing amounts of money just to play.) Instead, I would suggest allowing players to pay money to re-roll the ...
Similar to the Event Cards and Deck of Dice, there's also Dice Cards: https://www.thegamecrafter.com/games/dice-cards
what i do to play with five or more is double the supply and make it so 6 piles are gone instead of the normal 3 are gone and double victory points cards like estates, duches, Providence card. the rules are still the same but at least everyone has fun. i play with at least 10 people at my local game shop and i also have all the expansion plus an app on my ...
Tweaking with the starting deck is a handicap that scales on most Kingdom setups and, in particular, replacing Copper(s) with Silver(s). Before analyzing this, here is why some other handicaps would not work: Deduct points: it's simple to apply, but not simple to design it, as it's arbitrary. You have to decide before the start of the game, but on what ...
I have two reasons to conclude you pay to the bank: The rulebook doesn't say that you have to pay to the bank when building a district. This is assumed because it wouldn't make sense otherwise. Similarly, if the rulebook doesn't say whom to pay to destroy, then I assume it must go to the bank. The warlord can destroy one of it's own district if he wants to ...
In my experience if you don't have a discard, you're out of the game. Some variations allow you to still compete for snaps though.
If you don't have a discard during the game, it means you have played all of your cards, so the round ends. You can end the round either by discarding your final card, or by playing all cards in your hand. The color doesn't change in Phase 10. Perhaps you are thinking of Uno rules? You can discard any card you like; the color doesn't matter.
After an attack on a true neutral country, allow your opponent to choose true neutrals to become pro-them equal to twice the IPC value of the violated neutral. E.g. If Germany attacks a neutral worth 3 IPCs, the allies may choose 6 IPCs of neutrals to become pro-allies. This significantly reduces the negative consequences of violating neutrality while ...
Check out the Civ Expansion Project. Allows up to 18 players!
We always play with each player having a hand of three tiles, each turn choosing one to play, then drawing a replacement.
At the start of the game after seeing the available kingdom cards, allow the junior player(s) to choose a kingdom card the senior player(s) will be disallowed from gaining by any means this game. For a harsh handicap, ban the senior player(s) from two or even more cards. This forces you into your "second strategy".
Our group plays regularly with 9 players. We add a Hittite empire using the orange Asia tokens starting in the small 1'er space in the middle east (Jerusalem?). This empire uses the Asia AST and has a "start location" for barbarian hordes of the two large 1'er spaces of the Arabian desert.
Axis and Allies when played with many players (one player per nation, usually this means five) can be a long game with a lot of down time between turns. A house rule we have used when we have a player for each nation is to rearrange the turn order so that allies move together (all the Axis, then all the allies). Yes, this does affect the game, some ...
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