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House Rules, do you use them?
We increased the framework depth a little by adding house-rules for partial cover, pushing, and different terrain types. The order marker mechanic works well for skirmishes involving small numbers of units (HS was designed as a skirmish game) but it's so tempting once you have accumulated enough figures to engage in large-scale battles, so we also allow for extra order markers to be allocated to each player to enable larger amounts of units to be moved each round.
The only other game I own that I have been tempted to house-rule is Warrior Knights. Like Michael mentioned earlier, the starting number of influence doesn't feel right to me and I usually increase the pool.
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A house rule is something that got made up in my house, and is only known and used among a small group of people. If I were to play the game with people outside of my small group of friends and family, they wouldn't know about our rule.
Also, I don't annoy people I don't know really, really well with, "The way WE play is..."
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Also, I don't annoy people I don't know really, really well with, "The way WE play is..."
That strikes me as a warranting a death sentence in some circles.
I hear what you're saying about variants, but somehow it seems different now than digging through issues of The General looking for some new way to play The Russian Campaign [including, with any luck, a proper bonus countersheet with proper die-cut counters]. With, for example, BGG's large audience and instant gratification capabilities, every house-rule has potential to be a "variant" within a month of you coming up with it.
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Given the collector-ish and consumptive nature of this hobby, we should all be so lucky to own games that we are playing frequently enough to need house-rules. Give me a game like that any day over something that only gets bought to pad one's purchase amount to hit a free shipping threshold and then sits unopened on a shelf for eternity.
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With, for example, BGG's large audience and instant gratification capabilities, every house-rule has potential to be a "variant" within a month of you coming up with it.
I know this is in no way scientific or measurable, but my personal perception is that despite the fact that many house-rules may be posted up on on BGG, only a very small number are used widely enough for me to personally consider them to be variants. I don't play Carcassonne, but I've not only heard of people playing with a hand of tiles, I've seen many people at different places playing that way, so I would consider that widespread and well known enough to be considered a variant. On the other hand, people have posted several different suggestions regarding how to choose cards for the markets in Runebound, but none seem to be widely used, so I don't consider those variants. They are still just experiments in house-rules.
On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
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- Michael Barnes
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Given the collector-ish and consumptive nature of this hobby, we should all be so lucky to own games that we are playing frequently enough to need house-rules. Give me a game like that any day over something that only gets bought to pad one's purchase amount to hit a free shipping threshold and then sits unopened on a shelf for eternity.
Wow, Joel...that's a totally different perspective on it that I actually agree with even though I don't like house rules.
It does go back to owning a stack of 10 games versus owning a room full of 1000, doesn't it?
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- metalface13
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On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
That's a good idea. I have no clue what kind encounters you have at the bank, shops, hospital, etc.
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ubarose wrote:
On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
That's a good idea. I have no clue what kind encounters you have at the bank, shops, hospital, etc.
Some of our Arkham Horror players like to explore a variety of locations, especially if the game stabilizes with 3-4 gates sealed but not enough clue tokens available for a win yet. At the Bank, you can sometimes get an encounter involving a little free money, though not as often as at the Newspaper. There is a small chance that you can get rid of a Madness or Injury card at either the Asylum or the Hospital, but you will most likely get an encounter that messes you up even worse.
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metalface13 wrote:
ubarose wrote:
On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
That's a good idea. I have no clue what kind encounters you have at the bank, shops, hospital, etc.
Some of our Arkham Horror players like to explore a variety of locations, especially if the game stabilizes with 3-4 gates sealed but not enough clue tokens available for a win yet. At the Bank, you can sometimes get an encounter involving a little free money, though not as often as at the Newspaper. There is a small chance that you can get rid of a Madness or Injury card at either the Asylum or the Hospital, but you will most likely get an encounter that messes you up even worse.
Yeah, and not only do many of them hit you with some damage, but some of them toss you out into the street, and then you can't even use the special ability of the location that turn. We never play this way, except with a couple of people who have a good sense of humor.
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- Mr Skeletor
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On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
I always use thisd rule. Makes those locations more fun.
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ubarose wrote:
On an even smaller scale, sometimes we play that you have to have an encounter at the special locations in Arkham before you can use the special ability of the location. We do this because no one ever goes to the special locations for an encounter and we just wanted to see what the encounters were like. I don't even consider this a house-rule. It's just us goofing around with the game.
I always use thisd rule. Makes those locations more fun.
I like the rule, but it can be a handicap if a game starts going all wrong quickly.
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I've used some house rules to shorten the playing time of some games that I think take a bit too long for what they are. For me, this makes the game better. I've house ruled the way you get resources in Mwahahaha! because it is the most boring and time consuming part of the game. I've played dead CCGs with smaller decks because it makes the game go faster and more interesting.
I play Talisman with house rules just to make it more fun/less frustrating. Nothing huge or game-changing though. If you have the hag, you can stop at the village without an exact roll for movement. And I've pulled all the Talismans and dungeon doors from the adventure deck. Talismans because it's lame whenever someone finds one from the deck, and dungeon doors because they are pointless cards that don't serve any useful or interesting purpose and no one likes to draw one.
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In TI3, when someone left early, each planet they controlled gained a ground force or two, all their units/ships stayed where they were, and they returned everything else to the box. Role selection rules were then changed according to the number of remaining players (people may start getting 2 roles a turn instead of 1).
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