What house rule did you add that was more interesting than a game's standard rule ?
What house rule did you add that was more interesting than a game's standard rule ?
My monopoly house rule is "no deviation from the OG rules" meaning you can't magically create more houses and you can't make money elsewhere except the start. Then you focus on getting a whole streets and upgrading only to 4 houses. Eventually houses run out and nobody can upgrade their properties. After that it's just attritioning out the other players.
That is to say, Monopoly is not welcome in my house and I'm not welcomed to Monopoly in other houses. If you rules lawyer the superficial fun out of the game you're guaranteed to almost never play Monopoly. On the rare occasion you have to play you get to teach someone a valuable lesson on how Monopoly is not a fun game.
I've started playing 20-28 rounds of Agricola instead of the usual 14 because the players in my group feel like they're just getting into the groove of things during stage 5 of 6.
We also limit the total amount of sheep you can purchase to 6 because they usually breed too many and the points are capped at 8 sheep anyway. It's mostly to make sure people are diversifying enough to stay competitive and not suddenly find themselves really far behind because they forgot to focus on crops/other animals.
We usually play drunk or hungover and have new players joining every so often, so that's why. I want everyone to have fun.
Coup.
No one gets to look at their cards until they are called out.
Adds total random chaos as everyone is the duke the first round.
everyone is the duke the first round.
Sounds like every other game of coup
The game is Silver, but we hate to see all those sets go to water, so we created Super Silver.
We mixed ALL the decks together, and instead of reshuffling the deck in between rounds, the dead cards are set aside and you just keep going. If the deck is gone, the game is over. More surprises and variety this way.
In “Game of the Goose”, we added an extra NPC. Our geese pieces are coloured, so either the yellow goose (the “piss goose”) or the red goose (the “murder goose”) would go around the board just like the players do. Except, they didn’t get their own roll, they’d move on each player turn, advancing the number of spaces indicated by the lowest rolled die that the player rolled on their turn (eg a 2 and a 5 would see the player advance 7 and the piss/murder goose advance 2). If the piss/murder goose ends up on the same square as a player, that player goes back to the beginning.
If the piss/murder goose were to “win”, they’d reset to the beginning but now advance using the higher die. If they’d win again, they’d advance by the sum of both dice. If they were to win for a third time, all players lose and nobody wins.
Just makes the otherwise slightly boring game a bit more tense/funny.
We made the green cards in Viticulture - the ones with the grapes on them - more of a market. So there’s always two visible that you could choose from, or you could draw the top card of the deck.
You lose out, I suppose, on hiding a strategy where the other players don’t know what you’re going for, but I think it more than makes up for it by reducing the luck element of what grapes you’re able to grow. We found that being dependent on the shuffle for both the grapes and the orders could make for a very frustrating game if you consistently had unlucky draws.
When playing Telestrations and most other party games, my groups never bother to keep score. The joy is in the activity (and the s prong rules are often garbage because playing to win is less fun than playing).
When playing Burke’s Gambit, we often leave out the Manual Laborer. It’s just a nothing kind or role.
“Don’t get got” great game, lots of fun. Played sort of in the background of whatever you’re doing. You try to get other players to do or say something according to your secret objectives.
There’s a pretty vague official rule that if the other person becomes suspicious of you trying to trick them, they can just call you out and you lose the objective. But with my group you can’t sneeze without someone going “Is that for the game? Because I’m not saying bless you.” So our house rule is that they have to guess at least somewhat in the neighborhood of what you’re objective is for you to fail.
It does make you get a little more creative about how you might trick them so that even if they’re suspicious, they at least can’t tell what your goal is.
Going off memory, as we ran out of new people to play with and haven’t replayed it in ages, but Fool’s Blade had some balance issues, which we tried to fix with the following rules:
You must quest before you can fight, and you have to fight a higher level monster than the last one you fought (on loss, you could go back to lvl 1 enemies).
The quest deck felt pretty useless compared to the other ones, and there were more lvl 1 monsters with rewards than there were rewards, so you could win the game by getting 4 sword pieces and zerg rushing lvl 1 monsters.
I just really love birds.
Loving the theme is a very good reason to play a game :) As long as you enjoy it, don’t feel pressured to change!
Based on your changes, it seems you’re looking for extra complexity and length. I don’t know what other games you like, but I’d suggest Terraforming Mars as having similar gameplay with some of the changes you’ve house ruled. It’s also got a bunch of expansions so you could adjust as you see fit.
Beerio Kart
The standard rule is you have to put down the controller and let your player come to a stop while you’re chugging your beer. I introduced a “drinking and driving” variation where you can keep steering or hitting the gas with one hand while drinking with the other.
Cat in the box - We play that any colour higher can trump any colour lower, not just red as the sole trump suit.
This stops some unstoppable-washouts where someone can play an unbeatable string of cards.