58

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 ...


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 ...


39

We've played many enjoyable games with the following system that does nothing to deal with the loss of trading, but handles the other issues raised above quite well: Change hex setup to barbell shape (see picture) 3 of each resource hex (ores always placed as shown with 3-8-11, rest randomized) 8 randomized ports (5 2:1, 3 3:1) A set of randomized numbers ...


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

As Matt Sheppard notes, the main problem with two-player Munchkin is that it eliminates the automatic balancing effect present with three or more players, where the weaker players can band together to pull the stronger ones down. In normal play, this is the main effect that counteracts the otherwise fundamental unfairness of Munchkin — without it, it'...


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

There are a couple of expansions I think could help, as well as some strategery. First, expansions: The River II tends to at least break the board up into 2 or 3 big farms, if not lots of smaller ones. Abbey & Mayor adds a Barn piece that can really change the way fields are played. I think the dragon from The Princess & the Dragon might play in ...


23

I have played plenty of games that ended up with a lot of points being scored by the person who owns the largest farm. Having said that I've played plenty of games where either that person didn't win, or where the game ended with several smaller farms (and consequently the game didn't hinge on this). One important consideration is what rule set you are ...


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 ...


20

Yes! You simply have to fix rules about the sentence you want to use when it's your turn to play. For example: you must say a movie title, or lyrics from a song, or you can only make a grimace of some sort, or just a sound, and so on. We've tried something else that completely changes the game: first, the other players give you a card of their choosing, and ...


19

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 ...


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 ...


19

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 ...


19

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 ...


18

Ticket to Ride Asia has a double-sided board, one side for up to 5 players playing individually, and the other side for 6 players in 3 pairs. It's very well written and playing in pairs doesn't just mean a straightforward teaming up as you only share half your information with your partner. Complicated on first play... but all the best games are!


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. ...


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

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, ...


14

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 ...


13

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 ...


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

Dixit Odyssey has rules for 7+ players. The suggested scoring system for 7+ players: Each player has two vote tokens, not just one. They can split their guess between two cards if they want. If all players correctly identify the storyteller's card, or none do, everyone except the storyteller receives two points each. Otherwise, the storyteller receives ...


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 ...


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