We used this rule in high school because we had kids that would cheat. This kept everyone honest.A dark horse said:So tonight I convinced my sister and brother in law to play A game of Risk. Seeing how he has never played A game he decided to play. What followed was pure he complained the most about how we would roll the the dice inside of the game's box bottom, and if the dice rolled out it would be a redo.
He would just go on how it wasn't in the rules, so tired of his whining I answered "house rules" which until then never thought about doing it any other way. So out of curiosity what kind of rules do you guys use while playing games to make them more interesting/fun ?
I used to try to play it like that, but people always complained, so I just went with it. Now its 500 dollars and anything you pay to the bank other than buying and improving properties.Shawnacy said:How about the houserules that are so universal people forget they aren't actually part of the game?
Such as Monopoly's Free Parking space which, despite misconception, does not award you any money the bank has taken from players.
speaking of Monopoly, we never bothered with that "auction" rule if a player didn't want to buy a property they landed on. If you bought it, fine. If not, next player, please.Shawnacy said:How about the houserules that are so universal people forget they aren't actually part of the game?
Such as Monopoly's Free Parking space which, despite misconception, does not award you any money the bank has taken from players.
Which is weird because it's this rule that actually makes a game of Monopoly go faster.DarkAudit said:speaking of Monopoly, we never bothered with that "auction" rule if a player didn't want to buy a property they landed on. If you bought it, fine. If not, next player, please.Shawnacy said:How about the houserules that are so universal people forget they aren't actually part of the game?
Such as Monopoly's Free Parking space which, despite misconception, does not award you any money the bank has taken from players.
I could never play that because I often only played with one other person, so if someone passes, the other can buy it for a dollar.DarkAudit said:speaking of Monopoly, we never bothered with that "auction" rule if a player didn't want to buy a property they landed on. If you bought it, fine. If not, next player, please.Shawnacy said:How about the houserules that are so universal people forget they aren't actually part of the game?
Such as Monopoly's Free Parking space which, despite misconception, does not award you any money the bank has taken from players.
That certainly makes minions a lot more terrifying.Zarvox said:House rule for 4th edition D&D: monsters deal double damage and have half HP. I love it so much. Speeds up combat (4E combat is just too long), and makes it more exciting, since a tough monster can deal enough damage in one round to make the player worried about survival. Though I keep forgetting to double monster damage, so I think from now on, I'm just going to make the PCs and the monsters each have half health.
ARGH! I freaking hate that rule! The biggest complaint about Monopoly is that the game takes too long to finish, and giving money away at Free Parking only makes it worse! Pumping extra money into the game only serves to prolong the time it takes for people to go bankrupt! :explode: :explode: :explode:blotsfan said:I used to try to play it like that, but people always complained, so I just went with it. Now its 500 dollars and anything you pay to the bank other than buying and improving properties.Shawnacy said:How about the houserules that are so universal people forget they aren't actually part of the game?
Such as Monopoly's Free Parking space which, despite misconception, does not award you any money the bank has taken from players.
Minions are largely worthless past 5th level or so; this at least gets them back in the game.Mr. Lawface said:That certainly makes minions a lot more terrifying.Zarvox said:House rule for 4th edition D&D: monsters deal double damage and have half HP. I love it so much. Speeds up combat (4E combat is just too long), and makes it more exciting, since a tough monster can deal enough damage in one round to make the player worried about survival. Though I keep forgetting to double monster damage, so I think from now on, I'm just going to make the PCs and the monsters each have half health.
Krisken said:Risk took too damn long, so we instituted Nuclear Risk. Cards with countries on them could be used to turn those countries into nuclear wastelands. Any continent no longer attached to another continent became unlivable. Things could turn very quickly if you drew the right card.
Is it still Untap/Upkeep/Draw? We were pretty anal about that way back when.Heavan said:If you don't untap your mana before you draw your card, you're shit outta mana.
Magic the Gathering :toocool:
(That also may or may not be a real rule)
Correct.PatrThom said:I'm sure the rules lawyers will have something to say about it, but I think you can't voluntarily 'skip' your untap phase unless some card (such as Brass Man or Stasis) mandates this. If there is nothing like this in play, you must untap.
Have you ever heard of Risk 2210? It's a futuristic risk game by Avalon Hill that gives you access to ability cards and new territories (including underwater facilities and the moon). One of the sets of cards you can buy are the Nuclear cards which usually involve blowing stuff up. Right at the start of the game two countries are chosen at random to be nuke wastelands. And later in the game someone can use a nuke card to do the same to a country of their choice.Krisken said:Risk took too damn long, so we instituted Nuclear Risk. Cards with countries on them could be used to turn those countries into nuclear wastelands. Any continent no longer attached to another continent became unlivable. Things could turn very quickly if you drew the right card.
cvgurau said:Also, I played Monopoly once with a cousin who thought that "Get out of jail free" cards could be sold to the bank for as much money as she wanted (which, invariably, was the whole bank). That was pretty infuriating, too, because she couldn't be persuaded otherwise.
Tress said:cvgurau said:Also, I played Monopoly once with a cousin who thought that "Get out of jail free" cards could be sold to the bank for as much money as she wanted (which, invariably, was the whole bank). That was pretty infuriating, too, because she couldn't be persuaded otherwise.
I'll have to give that a look see. It definitely need to check that out!Shawnacy said:Have you ever heard of Risk 2210? It's a futuristic risk game by Avalon Hill that gives you access to ability cards and new territories (including underwater facilities and the moon). One of the sets of cards you can buy are the Nuclear cards which usually involve blowing stuff up. Right at the start of the game two countries are chosen at random to be nuke wastelands. And later in the game someone can use a nuke card to do the same to a country of their choice.Krisken said:Risk took too damn long, so we instituted Nuclear Risk. Cards with countries on them could be used to turn those countries into nuclear wastelands. Any continent no longer attached to another continent became unlivable. Things could turn very quickly if you drew the right card.
In Risk 2210 it is an absolute death sentence to amass a giant army in one location and march across the land.
I like the addition of Nukes. Never played Risk 2210, but I might have to implement a nuke rule next time we play regular old risk.Krisken said:I'll have to give that a look see. It definitely need to check that out!Shawnacy said:Have you ever heard of Risk 2210? It's a futuristic risk game by Avalon Hill that gives you access to ability cards and new territories (including underwater facilities and the moon). One of the sets of cards you can buy are the Nuclear cards which usually involve blowing stuff up. Right at the start of the game two countries are chosen at random to be nuke wastelands. And later in the game someone can use a nuke card to do the same to a country of their choice.Krisken said:Risk took too damn long, so we instituted Nuclear Risk. Cards with countries on them could be used to turn those countries into nuclear wastelands. Any continent no longer attached to another continent became unlivable. Things could turn very quickly if you drew the right card.
In Risk 2210 it is an absolute death sentence to amass a giant army in one location and march across the land.
Blocks and jellybeans. Yep, my father still has a set like that.Rob King said:I hesitate to buy a newer version of risk, because I have a [strike:2fvr3krk]stolen[/strike:2fvr3krk] borrowed edition from like ... 1952 or something. I don't know the real year, but man is it old. All of the units are painted wooden blocks.