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¿Question #1824?
Dave: Which of your "house rules" do you consider most essential? Name the game and the rule.
djdragon001: I stole Wil Wheaton's house rule of "Don't Be A Dick." I try and fit it in most of the games that I play.
Princess Superman: We don't really have any house rules unless you count just have fun
Spirit of 70: Open traiding for all players during every trade phase in Bhonanza.
Woelf: Pirates of the Spanish Main; action limit of two (it was so essential that it became an official rule)
Chatbus: BSG, spreading the battle cards evenly in the crisis deck.
muzfish4: Clothes must be worn whilst at the table - universal house rule
LazarusDarkeyes: Liar's Dice - You can't lose your last dice becauuse someone else called and the call was exact. You have to knock yourself out the game.
DKahnt: don't use house rules
gonzoron: 6-player Settlers. Player opposite the current player gets to build. (no everybody builds, no increased hand limit).
sffh: Citadels, no open chars rule
DHEK: Don't have any significant house rules. We play everything more or less by the official rules.
aleo09: dont' really have any.
POvidiusNaso: Killer Bunnies: if someone does not have a bunny for his first three turns (in hand or in Run), he gets a free one from the bottom of the card pile.
2amp: carcassonne: 1) no farming 2) take-backs are OK until next player plays 3) Large Meeple only used for tracking on score-board 4) while vicious & cruel, you can play a piece to screw up someone's city but payback's a B****
slowpokeiv: Axis & Allies (1984) - Heavy Bombers = triple attack power on the battle board, not just IPC raids. (only house rule I ever played with, so easy decision)
suncrush: Dice rolled off the table don't count.
smashface: Play fair is the most essential to a good time
domcrap: All games: Don't get into a game with people you don't want to spend time with.
nexttothemoon: House rule #1...When someone suggests Monopoly...slide the box back on the shelf and choose another game.
vampywife: Vampire the Masquerade RPG--we make a 10 roll on a d10 double successes to help balance out the ones.
Archvile: Citadels: The game ends after one player builds 7th building (not 8th).
mlanza: In all games, take backs are permissible so long as "no new information" has been revealed.
Chris Page: Carcassone: A player must draw next turn's tile at the end of his/her turn. A slow player must start thinking about his/her next move.
brainrob: Carolus Magnus - the Bruno Faidutti variant
Tushratta: No. Nor have I seen them die.
rawdawg: in axis and allies europe we play with no russian patriotic war or else the game is impossible for germany
bigbadsteve: On occasion, we will set a time limit on a really long game
hacksword: Shadows of Camelot: Vin Diesel may not enter the boiler room if the Carrot Top card is currently in effect.
ssmooth: You can only get Union Pacific stock by trading for it.
xlorp: Whoever suggests we play Trivial Pursuit or its ilk is banished unless they immediately spring for pizza delivery.
sourwyrm: only a 1 is an onsides kick in football strategy, and we use a 2 point coversion rule as well
Ludocrazy: You get all resources you're adjacent to at the beginning of Settlers. Moves the game along faster.
ngymish: Hard to say. The various trappings of The Great Dalmuti come to mind.
Lord_Prussian: I don't play with house rules except in Blood Bowl leagues.
Belash: No screwing the other person out of spite.
hobbes_inc: Old Axis Aliies Russion can't attack first turn
heli: In Silverton that everyone take their turns more or less simultaneously.
arkibet: Killer Bunnies: Deal 7 straight down instead of 1 at a time.
Redneon: All games; ;no animals on the table.
Sceadeau: The dice we've added to diplomacy. It's so much better now.
scriptorum: In Guillotine, Callous Guards are discarded at the end of the day instead of lasting the whole game.
chad56s: I keep trying to scale back the power awarded for reaching metropolis status for paper in Cities and Knights of Catan. We've settled on, if a production number is rolled which you receive no production on, you may choose one resource of a type that WAS produced. It limits things somewhat. The paper metropolis just seems to be more powerful than the other two. Maybe it's just us.
snoozefest: none
Drewcooter: Attacking subs can never submerge (All A&A games).
fizzix: Re-roll sevens for the first three turns of Settler's.
netfilterz: I don't really like house rules...
MisterCranky: Fortunately we don't have any house rules, so they can all take a flying leap.
gnomehome: I hardly use any
rawk: monopoly dont take it to seriosly
tragicpoet: Free Parking (Monopoly), it's the only thing that makes circling the board worthwhile
Scott Tepper: holding more than one tile at a time in Carcassonne
Wintergoblin: I like the free parking gets you money in Monopoly rule
darthcliff: Uno. Play and die.
Mosse: Have tried some house rules - am yet to find a house rule that actually improves any game... House rules are generally a bad idea
isolated: Uno. Playing the specialty cards on top of one another to counter the effect. They might have changed this rule by now.
chaddyboy_2000: Samarkand, everyone gets an equal number of turns. When someone gets to $500, the game continues until every has the same number of turns.
kennyb: try not to use house rules
Favre4MVP: For Tigris & Euphrates we play with all of the tiles face up instead of using the bag. You just take what you want. Also there are no screens. Just kidding.
jttm: Don't really use house rules
Blackwind: I dont like games that need house rules.
Dave: I'd say "Frank Zoo: use partnership scoring rules (lions, hedgehogs) even when not playing partnerships", but that's more of a variant, and everyone else plays that way. Instead, I'll go with Mississippi Queen: reveal the next tile when the lead ship just enters the last tile, rather than at the end of movement.
sos1: GOOTMU: must land on a gootmu to pick it up.
CDRodeffer: In Reed's Game (not on the BGG), it's essential that vulnerable (usually blue) gets to move up to two spaces, but aggressive (usually red) or blocking (usually white or yellow) must only move one space. Original rules allowed all three to move up to two spaces.
CortexBomb: Liberte: the "draft two single cards and can also play two single cards" rule, otherwise the draft pile turns into a log jam
skelebone: No house rules, except that if we start a game under the wrong rules pretenses, we continue playing it wrong rather than "fix" in the middle.