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Your Favorite Chrome Rules
In Arkham Horror 2nd edition, there is a terror tracker that seems to exist primarily to trigger thematic effects. Every time the terror tracker goes up one, a potential ally gets discarded from the game. There are other thematic effects such as the closing of certain businesses, but that gradual loss of allies feels like pure chrome.
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- hotseatgames
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Feng Shui had a rule where if a character was wielding a shotgun, and their player at the table pantomimed cocking it while making a "chk-chk" sound, then they got a +1 to their attack roll.
In Alien, you gain stress if a scientist fails to figure out what something is.
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In Torchbearer, the order you write down your gear is how it is vertically packed in your bag. So if your rope is written at the bottom of the list, you need to take all that other stuff out first.
I love stuff like this.
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dysjunct wrote: If RPGs count:
Feng Shui had a rule where if a character was wielding a shotgun, and their player at the table pantomimed cocking it while making a "chk-chk" sound, then they got a +1 to their attack roll.
In Alien, you gain stress if a scientist fails to figure out what something is.
In re: Feng Shui
As a former GM to the game, can confirm. However, it was lost to the sands of time because my players would forget about the rule, and that other firearms were better, despite the +1.
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In Clash of Monarchs, the Austrians get a +1 on siege rolls since they were legendary for their engineers and siegecraft. Sieges occur on a d6 with modifiers. It isn't obvious but the dynamics of the entire game are defined by this chrome modifier along with prussian/English activation values.
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- Sagrilarus
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There are so many in wargames it's hard to know where to start, and then separating the annoying/pointless ones from the really interesting ones...
How about Wallace's ability to teleport to Selkirk Forest in Hammer of the Scots? That's a pretty good one, and you end up using it frequently as well.
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In the game, these are three separate characters. If you have any one of them as a member of your crew and another player hires one of her alter-egos, she leaves your ship.
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n815e wrote: In the Firefly television show, there is a grifter character that goes by Saffron, Yolanda and Bridget.
In the game, these are three separate characters. If you have any one of them as a member of your crew and another player hires one of her alter-egos, she leaves your ship.
I haven't played enough Firefly to see that happen yet, but that is a neat chrome rule. I need to get Firefly on the table again sometime. I knew a couple that was really into Firefly and wanted to set up a big game, but they broke up early in the pandemic. He kept the game, but she is the one that I am still friends with, at least on Facebook.
Marvel Champions now has a more extreme version of the Saffron/Yolanda/Bridget situation. Every hero deck includes a sidebar nemesis to that hero, and that nemesis only enters play if that player draws the Shadows of the Past encounter card. Both Gamora and Nebula (from the Guardians of the Galaxy movies) now have hero decks. Gamora has a Nebula ally card, but also a Nebula nemesis module, and Nebula has a Gamora ally card and also a Nebula nemesis module. In actual play, that means that Gamora will often bring out Nebula as an ally, but if the Nebula minion card from that nemesis module enters play, the Nebula ally is discarded. The reverse is true for a player running the Nebula hero deck. However, if both hero decks are played in the same game, the evil minions will never enter play unless one of the two players gets eliminated. Also, both decks have a card that offers a bonus effect if both characters are in play as heroes. And I would be remiss if I didn't mention that there is also a Nebula villain deck. If that is in play, neither the Nebula ally or minion card would ever enter play that game.
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