57

First of all make sure you are following the base rules for Monopoly as there are a lot of different house rules that are used that make the game take much longer then it should. Judging on the accepted answer it seems that you are indeed using some house rules that make the game take longer. I am including 3 rules that are commonly changed by house rules ...


51

My friend and I have used the following and we think they work pretty well. Start with a lower life total. Start yourself off at 10 or 15. As the kids get better, slowly increase it until you are back at 20. Remind the kids about all their triggers or abilities they should be using. Especially when learning, having someone remind you to activate a useful ...


51

Player 1 hasn't won yet at all. They broke the rules. Uno says when it's your turn, you play a card. Then it's the next player's turn. That player might have to do something with their turn (like draw cards) but if they have a draw 2 in their hand, they have an opportunity to respond instead. Player 1 says [...] they are not obligated to give you time to ...


45

Significantly. The thing about 2d6 is that you've got a range of numbers that have a certain probability of them showing up. When you're rolling 2d6, your available numbers are 2-12. You're dropping off the number 1. Also, you have an escelating scale of percentage probability. 2's and 12's will happen 2.77% of the time (each). 3's and 11's will happen ...


27

Yes it is cheating and called out in the rules. Rules Verbal and nonverbal communication between the President and Chancellor is forbidden. The President and Chancellor MAY NOT pick Policies to play at random, shuffle the tiles before discarding one, or do anything else clever to avoid secretly and intentionally selecting a Policy. ...


24

We use Better Settlers. The Better Settlers Board Generator is for use with the offline board game Settlers of Catan. Not only does it allow for faster game setup, it generates a fair and engaging game. We love playing Settlers. We've noticed that sometimes the game seems to be over in the first fifteen minutes--and no matter how fairly we ...


23

How complex are your decks? For teaching kids, you want simple decks: big green fatties, red burn, blue fliers, black removal, white weenies, etc. Most of the time when I want to handicap myself, I intentionally use a weaker deck against a stronger deck. You could also keep a cheat sheet of the phases of a turn, so that they make sure to go through all ...


21

Take a look at my YouTube video for a great 2 Player Settlers of Catan version: http://www.youtube.com/watch?v=xcK5WhjRWio “Settlers of Catan” is designed for 3 or 4 players. When played by 2 players, the game has issues that affect play if standard rules are used. Here are some of the concerns: • There is less competition for territory because there is ...


20

Allowing play to continue can give the player who is choosing which tickets to pick up an advantage: Other players may place a route blocking one of the tickets the first player was considering keeping. Seeing what colours others pick up can indicate where they're going. Another round of this can only help decide which routes are worth keeping. If play has ...


20

Yes, you can. While certain questions like this will be up to each play group to decide; this one is actually directly addressed in the rules. At the bottom of page 6: England and island were originally compound words, but in this century, island is a valid clue for ENGLAND. Even land is a valid clue for ENGLAND. And anybody who says you can't say ...


19

First thing is, that it would make the numbers more or less unimportant, since they all have the same probability now (that of 4 or 10 before). This means good building spots are nothing you have to fight for anymore. Settlements will be more spread out from the beginning, because a starting settlement with a 2 or 12 is no problem anymore. So there will be ...


17

This is not an official rule; that is why you didn't find it in the rule book. The reason this isn't a rule is because it would detrimental to the game experience. The player with the 'largest army' has already moved the Robber at least three times and has 2 victory points. Giving the player the power to move the Robber each turn, without a roll or playing ...


15

There is certainty a first-player advantage in Dominion. However, that particular house rule gives a possibly even more significant second-player advantage. The reason for this is that the first player can never safely end the game. He has very little control over how the game ends. The best he can do is to build up a significant lead, then end the game and ...


15

Deal all the 28 properties to the two players (shuffle the deeds and then alternate properties) before the game begins. The trades occur at the beginning, and players can start building houses and hotels immediately once they have monopolies. This eliminates the property acquisition phase of the game and moves it right into the building phase of the game. ...


15

If you can't bid more than once in an auction, then you would want to go last. But everyone can't do this. The standard auction procedure is to sell to the highest bidder. So if someone tops your bid, you have the right to top their bid. Until one person runs out of money, or otherwise gives up bidding. Then the bank is supposed to give the property to the ...


14

I think the house rule will be harmless, and also that after playing a few games, no one will take advantage of partial renovation - because it's a terrible idea. It also introduces unnecessary complexity. Balance: The only balance consequence I see is that the Renovation action can be taken much more often than in standard Agricola. In principle, you could ...


14

When playing games that are supposed to eliminate some of the players and then speed up, you can always play as teams. In my group games with that kind of mechanic do not work, we are simply either too competitive or too strategic to come to an entertaining experience for everyone. This lead us to play in teams so that if one 'player' loses there are ...


14

someone we play with regularly insisted on a rule that you're not allowed to purchase a "lower" technology power plant than you already have. e.g. if you have 13,17,25 as your power plants, you can't buy 24 or lower if they come up. Incorrect. You can buy any power plant that is in the market (the lowest four numbered plants). if a player didn't win ...


14

You could do, the game would work perfectly well without farmers. I would argue against it because this still leaves the new players in a position where they don't see farms being used and don't see how they can score highly if placed well despite the long-term sacrifice of a piece. In my experience with teaching Carcassonne, players tend to go very ...


14

Of course this can happen, but the expectation is that all the players help contribute to finding solutions to the current problems. While you might see one path, someone else might see another, that happens to be better. Having multiple people working on the same problem from different perspectives generally provides better results. Kind of like crowd ...


14

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, ...


13

From the Official Monopoly Rules by Hasbro (my emphasis): MISCELLANEOUS: Money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player Any exchange of money for future considerations is a form of loan, so by the official monopoly rules your actions are illegal. One ...


13

There's two schools of thought on this subject - one is that you can do anything unless the rules say you can't, the other is that you can only do what the rules say you can. I believe there's a better argument for the second case, because the rules are generally written to define the game, and can't expressly prohibit everything you might try to do. The ...


12

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 ...


12

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 ...


12

These rules appear to be from 2001, and these rules appear to be from 2003. Both sets of rules do not indicate any restrictions on the choice of colour after either wild. The points from both rules about Wild Draw 4 are: You play it and choose the colour to continue. The next player draws 4 and misses their turn. You can only play this if you don'...


12

Not under the standard rules - there is no ability to respond to a Wild +4 (or a +2 for that matter). If the previous player to you played one of those cards, you take the cards and the turn pass. "Stacking" + cards is a common house rule, but we obviously can't tell you what your house rules are.


12

I played with my 5y old daughter using the Ticket to Ride: Europe base game and the following house rules. (We played twice; each game taking 20-30min.) The first player to complete 4 tickets wins! (We don't use the score track) Game setup Deal four train cards to each player Everybody play cards face up Remove all destination cards higher than 8 points ...


11

Aces are low in cribbage. Their point value is one in pegging and in adding up to 15 during pegging, in the hand, or in the crib. The American Cribbage Congress' Rules of Cribbage define a straight as "a sequence of three or more consecutive cards", and the card order is shown with King as the highest descending normally through Ace as the lowest. I've ...


11

Doing a quick search for "chess" and "immobilizer" led me to Baroque Chess.


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