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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 ...


5

I think the best house rules here are going to be the ones which don't actually change mechanics of the game, and which encourage or at least allow you to play well, i.e. ones that are consistent with the better than big money strategies with most sets of kingdom cards. That way as you continue to get better at the game under your house rules, everything ...


5

For my suggestion of a house rule to use, please see the section of this answer titled "Embargo Counters". If I understand correctly, you were learning the game naturally by playing it - it's just that at the current stage of learning it you have got to, it isn't very interesting, which makes it harder than it has been to carry on learning it simply by ...


4

I think you shouldn't limit the possible actions by removing the money, but you could try to somehow devalue money cards. One way to do this would be to give money cards a negative victory point value, like copper -1, silver -3, gold -6 victory points. You would both start the game with -7 victory points obviously, but it doesn't really matter. For a weaker ...


0

Another option instead of removing Silver and Gold entirely is just to limit the number in each pile. For example, only have 4 Golds and 8 Silvers in the game. Of course, that really ruins cards that specifically gain Gold or Silver, so maybe you just want to limit the number you can buy. I think a better alternative might be to play using powerful cards ...


1

The simplest way to modify the game to avoid big money is to remove the money! If you remove Gold from the game, then you will need to use Kingdom cards in order to get enough Silvers in your hand at once, in order to afford the Provinces. If you remove Silver from the game, then you will need to use Kingdom cards in order to get enough Coppers in your hand ...


0

How much have you played? I agree that someone who gets lucky and gets several long tickets that are all along the same route will have a big advantage. However, other players can disrupt the player by blocking his routes... in which case he loses a lot points. Also - the 1910 expansion has a 'most tickets' complete bonus -which gives a bonus 15 ...


3

The goal in TTR is not "complete the cards you're given", it's "get the most points". There are plenty of ways to do this with short routes (e.g. by focusing on building only length 4+, not going for longest route, and picking the spots where everyone wants to go). If no one in your group wants to adjust their play style to match the cards they're dealt, ...


0

Yes, without the risk of beïng disrupted, the long routes are a winner. I'm not sure if your solution helps. But I have a few of my own: Disregard the points for the routes. Divide the routes in three stacks (long, middle and short). First deplete the long routes, then the middle and then the short. That way each player has a similar chance for long ...


0

The hit-and-miss nature of the Ask The Audience seems like it is right. There is no mention in the rules that the answer that a player gives for Ask The Audience must match the answer they ultimately decide to go with. If you look at the rules for Phone A Friend (which appears to work similarly) it states this card does not have to match what the ...



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