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We play 5 and 6 player Mille Bornes without teams. Our solution was to buy another deck of Mille Bornes cards and use those and play as you usually would. You now have 220 cards instead of 110 cards. We play five games. 1000 miles per game. But we also stipulate that you must get exactly 1000 miles. For example. If you are at 975 miles you would need ...


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If you have Boss Monster 2, you will have twice as many heroes available to you, so you could figure out how many extra heroes to add to the hero decks, presumably +25%. This would solve the problem of game length. You would also want to balance which kind of treasures the heroes want, I assume something like: 5 Players: add the 2nd set of 3 player heroes ...


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The only problem with more players in Boss Monsters is that game length is dictated by a dwindling deck. More players means a faster dwindle. It's the same issue in Pandemic where a fifth player works in every level except that you will run out of cards even faster. The same thing happens with Dominion where the game ends faster because three piles will ...


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I was just considering this a few days ago: No, there are simply not enough hero types to go around. Because the game operates on 4 basic hero types, it is limited to 4 players for fairness. (ie each player can concentrate on one hero type in a 4 player game: A goes Thieves, B goes Clerics, C goes Fighters, D goes Mages). If you add more players ( E & ...


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Interested in what you say here about the Allies having a slight edge. I assume you mean First Edition here. My friend and I have been playing for years. We originally used to think that the Allies were slightly ahead. Usually this was due to US being able to afford a bomber or two that nails down German economy. We have had the optional rule of fighter ...


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The applicable rule would be: "Use the white dice ONLY when rolling to get out of jail." The speed die is an extra die that can be used in roll. This rule explicitly states that the speed die is NOT used for a roll where a player is trying to get out of jail. When they go to make such a roll, they are in jail. Once they roll they are no longer in jail, ...


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We usually play with Age of empire option and variant strategy card, using this set of strategy cards: initiative diplomacy II political logistic trade II warfare technology II imperial II It leads to very smooth matches, so it became our standard set up.


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I would stick with the original rules. The actual effect your house rule has on game balance is probably negligible. Most of the time you won't end up drawing anyone's discard anyway, and even when you do it's only slightly better on average than a random card (unless you were the one who discarded it, in which case it's a lot worse). Thus even if balance is ...


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If you read the design diary of Lost Legacy (a game designed to be in the same system, from a games mechanics perspective, as Love Letter) you'll note it's pretty similar. It also has explicit rules on how to incorporate more players (because it's a series of games and there are more) The Lost Legacy "MegaMix Set" This variant allows up to six players ...


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We've recently been playing with 5 and 6 players, first to 3 favours. For a 5 player game, add a Guard, a Priest and a Baron just to pad the deck a bit. This seemed to work seamlessly. For a 6 player game, on top of the above, also add another Guard, a King and a Countess. This worked well, but we found that the strategies started to change. The ...


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You obviously need to get more cards for one, but one solution I have used is to make it so that players have a limited number of lives. the limit is arbitrary, so long as there is a set number. For example: say I am in a game of 12 players and we all get 3 lives. After a while people will start dying and there will be (a lot of) looting going on. After you ...


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In addition to getting more cards for the deck, have more people go at the same time. This concept works for games of 8, 9, 10, and 12 players. Games of 7 and 11 present a prime problem. Plan. Have two or three players kick open the door at the same time. Each takes a card off the top of the Door pile, but keeps it face down in front of them. Then, they ...


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There's not much you can do about the time. It's Munchkin. it's a 30 minute game that extends to two hours with the regular number of players. More players means more piling on. Munchkin takes so long because you win not by defeating enemies but by out lasting the counter blows from your other players. More people mean you have to be even stronger to break ...


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First advice: get more cards. Fortunately, there are many expansions of Munchkin. I find it easier to combine 2 or more decks when playing with more than 4 players. Also, the "Cheat with both hands" expansion addresses the fact, that many sets have different added rules and classes/races are not compatible. In large playgroup, inadvertently factions ...


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Because Player 1 made the final raise, he should be the first to show his cards when players reach the showdown. However, according to the World Series Of Poker rules, When a player holds a hand that is likely the winner, they should show that hand immediately to speed play. In this case, it appears Player 2, in an effort to speed up play, short-cutted ...


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When there are only two players left, player 2 showing his hand hurts him and no one else. Thus you can just ask him to make an official move (i.e. actually call), and then proceed with the game. This would work even if the previous bid wasn't All In - player 1 could continue playing with full knowledge of player 2's hand, and player 2 has only himself to ...



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