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Variants to make bad games better.
James To My Friends
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Many of us have little changes we would like to make to games. Sometimes it's because the game isn't balanced so it's perceived as unfair. Sometimes it seems like there is too much luck and it's too difficult to think of ways to mitigate it. Sometimes a game is too confrontational and we don't like to lose what we just spent 2 hours building up because we didn't see it coming even though it's written on the box and in the rules. In summary we all want games where nothing bad ever happens. Here I propose some variants to make bad stuff go away.

If you have any other variants then please feel free to add and together we can make the misery go away.
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1. Board Game: The Settlers of Catan [Average Rating:7.50 Overall Rank:85]
James To My Friends
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First up is the one we hate the most for being completely luck based.

For players who can't evaluate risk and reward, potential future scenarios, other players needs, differentiate uncertainty and randomness from luck, and can't adapt accordingly I suggest the following. Each player takes a set of 6 tiles and makes their own little island. They are then free to build on their own without the worry of being blocked by another player. The dice provide action points which players choose to allocate to available tiles and the resources they wish to harvest. The limited supply of ports are available to buy during the game and can be placed wherever the player wants around their island. The robber is renamed as The Provost and remains impotent throughout the game.
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King Ævil

South Euclid
Ohio
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Wouldn't 7 tiles be better (to make a filled hexagon)?

If you're going to do that to the robber, perhaps better to call him the Grand Impotentate.
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  • Posted Thu Jan 26, 2012 2:41 am
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Matt N


Illinois
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Okay, I'll bite; what's the difference between uncertainty, randomness, and luck? I'm assuming that uncertainty and randomness are there if you like the game, and luck is there if you don't like the game?
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  • Posted Sun Jan 29, 2012 4:36 am
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Christopher Boat
United States
Des Moines
Iowa
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Well, it sounds like this variant would at least remove the part where my best friends build roads in a tight circle around my stuff, effectively leaving me useless for the next 3 hours of gameplay. whistle
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  • Posted Mon Jan 30, 2012 8:03 am
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Pee di Moor
Netherlands
Rotterdam
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Catan: Event Cards
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  • Posted Tue Jan 31, 2012 1:07 pm
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Georg von Lemberg
Canada
Toronto
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You forgot to include the monarch/ruler that we get to impress at the end of the game. How do we know which two of us get to rejoice in a shared victory if there is no overlord for us to swear fealty to?
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  • Posted Wed Feb 1, 2012 2:48 am
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2. Board Game: A Few Acres of Snow [Average Rating:7.81 Overall Rank:58]
James To My Friends
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If you don't like imbalance and don't want to have a challenge then throw out your French deck and buy a second copy of AFAOS. Take the British deck from that copy and throw the rest away, you won't be needing it. Now play with the two players having a British deck each. Wait a minute, that's still not the same for both sides. That's not balanced. Throw the board away. Now divide the cards into types and put them in stacks in the centre of the table. These cards are now available to both players to buy and add to their decks. Much better.
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"L'état, c'est moi."
Canada
Vancouver
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Roger's Reviews: check out my reviews page, right here on BGG!
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If you want to play Dominion, then just play Dominion.
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  • Posted Thu Jan 26, 2012 1:19 am
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Steve Kearon
United Kingdom
Cardiff
Feeling great. How about you?
Well I don't know why I love you like I do. Nobody in the world can get along with you.
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leroy43 wrote:
If you want to play Dominion, then just play Dominion.


Succinctly put, but James' way of saying this was more entertaining.
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  • Posted Thu Jan 26, 2012 9:03 am
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C J
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To paraphrase:
voynitsky wrote:
Throw it away.


Good idea.
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  • Posted Sun Jan 29, 2012 10:48 am
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3. Board Game: Dominant Species [Average Rating:7.95 Overall Rank:21]
James To My Friends
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This game is far too confrontational, it might damage your delicate constitution. If it wasn't full of cute fluffy cubes then it might even be considered a war game. So remove the Dominance Cards completely even though you have a full turn to mitigate any affects. Don't use the Competition action, that's silly, having animals compete and resulting in the death of other animals is too ridiculous. Don't use the Regression or Depletion actions either, planning this far ahead is too stressful. Additionally make sure there is at least one adaption per player is available, players unfortunate enough to be last shouldn't miss out.
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Clare Johnson
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Are you trying to be amusing?
Or do you actually believe these changes improve the game?
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  • Posted Thu Jan 26, 2012 10:20 am
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Tristan Brightman
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Bracknell
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exparrot wrote:
Are you trying to be amusing?
Or do you actually believe these changes improve the game?


I would certainly not have expected someone with so serious an avatar, and geek badge, and username to spot a joke based on absurdity.

This is an ex-variant.
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  • Posted Mon Jan 30, 2012 10:56 am
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Calavera Hermosa
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Tucson
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hancock.tom wrote:
I think he is parodying all the crazy complainers on BGG...

The problem is that the complainers themselves are so absurd it is hard to tell a parody from real life.



Which is indeed the function, and part of the joy, of good satire.
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  • Posted Tue Jan 31, 2012 12:52 am
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chuck dunn
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This is tongue in cheek I'd say ... why don't ya all play rock paper scissors but take out the rock and scissors
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  • Posted Tue Jan 31, 2012 3:40 am
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Joe Heaney
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MScrivner wrote:
hancock.tom wrote:
I think he is parodying all the crazy complainers on BGG...

The problem is that the complainers themselves are so absurd it is hard to tell a parody from real life.



Which is indeed the function, and part of the joy, of good satire.


Nah, good satire bites you in the face.
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  • Posted Wed Feb 1, 2012 7:09 am
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4. Board Game: DungeonQuest [Average Rating:6.72 Overall Rank:688]
James To My Friends
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This fast-moving thrilling ride of an adventure is too luck based to be any fun. So instead, each player starts with some treasure, let's say 100 GP. Each round new tiles are placed face up each with a face up room card. Then 1 tile and card per player is auctioned off. Tiles that are won are then placed on the board. Any rooms containing treasure generate treasure for the player every single turn. Adventures need rations, so after turns 6, 11, 15, 18, 20, and 21 the players must pay for their rations. No idea why, but it seems fun. The first to reach the centre doesn't encounter the dragon, but instead has found the entrance to the King's castle. He is there to greet you and gives you a favourable exchange rate on treasure for Prestige Points. Whoever has the most Prestige Points at the end of the game is seen in a slightly more favourable light by the King.
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Evan Schwartzberg
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Thornhill
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Don't forget to first remove all traps from the game.

All negative effects for potions should now read:
Die roll 10 - Cures the common cold
Die roll 11 - Clears the adventurer's acne
Die roll 12 - Prevents hair loss

Snotlings - Receive 10gp for each snotling. They then cheerfully disappear.
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  • Edited Thu Jan 26, 2012 5:09 am
  • Posted Thu Jan 26, 2012 5:09 am
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Simon Lundström
Sweden
Örbyhus
Now who are these five?
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That's some DEVIOUS trade negotiator, there, in the central chamber.

But basically, that IS what you do. You have some red cubes (HP) that you gradually trade into yellow cubes (Gold). It's just that the trade is a little unreliable and quite risky.
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  • Posted Sat Jan 28, 2012 5:58 pm
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Adrian V
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Mmmh, I don't know... Unreliable and risky things have always bothered me in that game. Actually, I think the game would be far better without dice and random events. Drawing room tiles alone is too much randomness for my taste, even when they are auctioned off. All tiles are face up and availabe for purchase all the time!

Also, thinking about it: The room tiles could as well be railroad tracks instead, and the board could consist of hexagons instead of squares, with some cities to connect here and there.
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  • Posted Sat Jan 28, 2012 7:19 pm
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Simon Lundström
Sweden
Örbyhus
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I know, and you could ship some cubes from some cities to another.

And if they're ever shipped to the center, they get a bonus. Except they're eaten by the dragon, too.
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  • Posted Sat Jan 28, 2012 8:14 pm
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Coen Velden
Germany
Geldern
Deutschland
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We remove the dragon.
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  • Posted Wed Feb 1, 2012 12:23 am
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5. Board Game: Tinners' Trail [Average Rating:7.46 Overall Rank:148]
James To My Friends
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This game is silly, when prospecting an area for the first time it's completely random as to what is found and this makes the whole game luck based. That's completely unrealistic, in real life when people look somewhere unexplored for the first time they know exactly what they are going to find. Instead every prospected area should start with 1 copper, 1 tin, and 1 water. Each time a player takes an action they can place a copper, water, or tin cube in a prospected area of their choice. This represents stuff magically appearing out of nowhere. Fixed.
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Maarten D. de Jong
Netherlands
Zaandam
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Have you read the designer notes? Martin Wallace explains that life in the copper and tin mines in those days was brutally capricious. And no, you don't know exactly what you're going to find, certainly not with the technology then available. So what wins out? Subject or game design? In your case obviously game design. I would argue for the subject in this particular case, and then simply pronounce the game not for me. It's rare that I do this, but it happens at times.
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  • Posted Thu Jan 26, 2012 10:58 am
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James To My Friends
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cymric wrote:
Have you read the designer notes?


Being born and bred in Cornwall I have spent over half my life waking up in the morning to a view overlooking abandoned tin mines. Therefore I was fully aware of tin mining history, evolution, and technologies even before reading Mr. Wallace's short remarks on the subject. You will be pleased to learn that local history is taught with much vigor and passion in the schools of Cornwall.

I think maybe you should read again and understand the concepts of irony and sarcasm with which this entire list is littered.
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  • Edited Thu Jan 26, 2012 5:40 pm
  • Posted Thu Jan 26, 2012 4:52 pm
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Maarten D. de Jong
Netherlands
Zaandam
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voynitsky wrote:
I think maybe you should read again and understand the concepts of irony and sarcasm with which this entire list is littered.

Apparently I'm not the only one who got confused. Nothing more irritating than finding out that other people do not have perfect irony and sarcasm detectors, eh?
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  • Edited Thu Jan 26, 2012 8:59 pm
  • Posted Thu Jan 26, 2012 8:58 pm
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James To My Friends
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cymric wrote:
Nothing more irritating than finding out that other people do not have perfect irony and sarcasm detectors, eh?


Not in the slightest. Different strokes and all that.

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  • Edited Thu Jan 26, 2012 10:09 pm
  • Posted Thu Jan 26, 2012 10:09 pm
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B. G. Kubacki
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cymric wrote:
voynitsky wrote:
I think maybe you should read again and understand the concepts of irony and sarcasm with which this entire list is littered.

Apparently I'm not the only one who got confused. Nothing more irritating than finding out that other people do not have perfect irony and sarcasm detectors, eh?


No, no, no - James won fair and square. Don't be a sour looser, my good sir.
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  • Posted Mon Jan 30, 2012 2:31 pm
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6. Board Game: Gunslinger [Average Rating:6.98 Overall Rank:745]
James To My Friends
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This game is far too violent. Instead rename it to Nerfslinger. Each player's character has a cardboard chit representing a foam missile shooting toy gun. The board represents a garden where the players are running around hiding behind the wheelbarrow and trying not to fall into the pond. While you are playing Nerfslinger you can imagine you are a child imagining you are playing cowboys.
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Amauri Silva
Brazil
Rio de Janeiro
RJ
American Psychological Association (APA) really loves this devil
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  • Posted Fri Jan 27, 2012 10:57 pm
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Doug Mann
United States
Corpus Christi
Texas
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"Brawling" becomes "Pillow Fighting"thumbsup

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  • Posted Sun Jan 29, 2012 8:33 pm
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7. Board Game: Roll Through the Ages: The Bronze Age [Average Rating:7.05 Overall Rank:258]
James To My Friends
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Dice rolling can be so unfair we all agree on that. The natural distribution of values can seem so harsh as you remember all those bad rolls you had and forget the average or good ones. So let's get an even distribution of 'rolls' and replace the dice with a deck of cards. Now we have Draw From The Face-Down Deck Through The Ages. Actually even cards can be a bit too much randomness to handle. We should deal the cards out to all the players then pick one and pass the remaining cards to the next player. And so Draft Through The Ages is born.
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Sean Westberg
United States
Ventura
California
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Best suited for 7 players right?
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  • Posted Sat Jan 28, 2012 1:14 am
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Dan Bradshaw
United States
Southington
Connecticut
That does sound wonderful.
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  • Posted Sun Jan 29, 2012 3:16 pm
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Eric Phillips
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Fort Wayne
Indiana
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Then add some little beads you can use to keep track of how many mines and soldiers etc. you have.
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  • Posted Tue Jan 31, 2012 4:25 am
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8. Board Game: Dune [Average Rating:7.63 Overall Rank:91]
James To My Friends
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Making players segregate into factions against each other is so mean. The popular kids will end up just picking on the nerdy kids that always win games. Instead of fighting in factions we should all learn to work together. Make Dune a co-operative game by having all the players in the same faction. The players collectively win when they hold 5 strongholds. It will still be tough and exciting and you all get to enjoy the triumph of winning together.
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Tom Hancock
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Charleston
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Actually you can have a 5 way win in Dune.

My first game went down exactly like that.

We started the game a couple hours before dinner, we were all starving even at that point.

The House Atreides player started writing down every treachery card taken, with constant "hold on, hold on" slowing the game down.

So, our three person alliance convinced the Atreides' allies to come over to our side, for a five way win, one way loss, to punish atreides and get dinner faster!
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  • Posted Sat Jan 28, 2012 10:58 pm
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Guido Gloor
Switzerland
Ostermundigen
Bern
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hancock.tom wrote:
The House Atreides player started writing down every treachery card taken, with constant "hold on, hold on" slowing the game down.

That sounds very annoying...
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  • Posted Sun Jan 29, 2012 2:28 pm
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chuck dunn
United States
memphis
Tennessee
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funny as hell but no notes allowed in my games
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  • Posted Tue Jan 31, 2012 3:42 am
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Roy Stephens
United States
San Jose
California
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haslo wrote:
hancock.tom wrote:
The House Atreides player started writing down every treachery card taken, with constant "hold on, hold on" slowing the game down.

That sounds very annoying...


"The slow blade penetrates the shield." "The slow player ruins the game."
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  • Posted Tue Jan 31, 2012 11:20 pm
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9. Board Game: LCR [Average Rating:2.60 Overall Rank:7963]
King Ævil

South Euclid
Ohio
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LCR (if I understand the game—have never played it) is played in a circle, or the surface of a 2-dimensional sphere. Instead, figure out how to play it on the surface of an 8-dimensional sphere. (There will be 7 different, mutually orthogonal kinds of "left" and "right".)
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Jack Defevers
United States
Fort Thomas
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Let’s follow that thinking through to its logical conclusion and play on the surface of nature's harmonic simultaneous 4-day time cube.
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  • Posted Sat Jan 28, 2012 8:40 pm
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Doug Mann
United States
Corpus Christi
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Wow, string theory. Move this to "educational" category.
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  • Posted Sun Jan 29, 2012 8:36 pm
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Bradley Eng-Kohn
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Poughkeepsie
New York
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Greywing wrote:
Let’s follow that thinking through to its logical conclusion and play on the surface of nature's harmonic simultaneous 4-day time cube.


I visited the link. You owe me IQ points back.
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  • Posted Tue Jan 31, 2012 11:08 pm
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Jack Defevers
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Fort Thomas
Kentucky
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Sorry Dude. I put all my points in Charisma.
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  • Posted Wed Feb 1, 2012 12:57 am
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Was George Orwell an Optimist?
United States
Corvallis
Oregon
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robigo wrote:
Instead, figure out how to play it on the surface of an 8-dimensional sphere.

Whew - gave me a start when I first read that. I'm only 7-dimensional, though, so I guess you're not suggesting playing on me.
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  • Posted Wed Feb 1, 2012 5:15 pm
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10. Board Game: Monopoly [Average Rating:4.50 Overall Rank:7952]
Kai Bettzieche
Germany
Ladenburg
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Invite your hottest friend.

Remove:
- The dice
- The pawns
- The money
- The buildings
- The board
- The cards
- The clothes

Play with what is left.
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Luke Morris
Japan
Nagoya
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Bravo.
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  • Posted Thu Jan 26, 2012 3:39 pm
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DoomTurtle
United States
Redford
Michigan
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QuintMorrison wrote:
zeroanjo wrote:
Dude, I applied these rules to Pandemic and the game got a 10! thanks

Ah! And dont forget SLEEVES devil Always play with sleeves devil


If you're using more than one sleeve at a time, your partner is either someone you should think twice about playing with or you're doing it wrong.


Well, it wouldn't be Pandemic without diseases, right?
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  • Posted Mon Jan 30, 2012 7:41 pm
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David F
United States
Emeryville
California
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Set up a lot of the PBF framework for BSG, Runewars, Small World, The Devil's Castle. PBF in Gears of War, Death Angel, A Game of Thrones. Currently playing Twilight Struggle, Middle-Earth Quest and Eclipse on Vassal.
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WOW, this sounds like an amazing variant! Definitely a lot faster than my Stripoly variant. You no longer have to wait a full hour before somebody can't pay their rent and has to pay with clothes.

The HOT FRIEND element sounds awesome too! Can't believe I didn't think of that.
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  • Posted Tue Jan 31, 2012 4:50 am
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Kenny VenOsdel
United States
Saint Paul
Minnesota
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I could see this becoming just a multiplayer solitaire variant though. How do you fix that?
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  • Posted Tue Jan 31, 2012 9:48 am
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Bryan Thunkd
United States
Florence
Massachusetts
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As this is typically a children's game I envision the "Go directly to Jail" scenario may come up frequently.
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  • Posted Tue Jan 31, 2012 7:21 pm
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11. Board Game: London [Average Rating:7.54 Overall Rank:106]
Martin Boisselle
Canada

Quebec
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Since the first time we played this game, we decided to start the game with 50£ each.
This way, we explore and enjoy the game a lot more.
No more loans and rough times.

Also, poverty cubes are a drag and not really pleasant.
We just stopped playing with them altogether.
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Leslie Taylor
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I use this variant with every game that has victory points: everyone gets a hundred to start the game with. It makes for very fast games of Settlers of Catan.
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  • Posted Sat Jan 28, 2012 9:07 pm
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12. Board Game: Citadels [Average Rating:7.27 Overall Rank:144]
Samo Gosaric
Slovenia
Ljubljana
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How many times your perfect building plans have been ruined by complete nincompoops, who can't figure out what the assassin is for and always end up targeting you, hence putting too much randomness in the game. Also the drafting phase is always a burden with people trying to figure out which character to draw for 5 minutes each (and they end up picking assassin and guess who the target is).

This variant provides for a simple solution of all the game's biggest fault: get rid of character deck altogether. No more randomness, no more chaos, just perfect building game that flows smoothly - draw card or pick two coins, play a building, next.
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Jeff Forbes


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Wow! That variant sounds amazing!
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  • Posted Mon Jan 30, 2012 4:41 am
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René van Bussel
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And then you're left with the randomness of the building card deck. How would you suggest to "fix" that?
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  • Posted Mon Jan 30, 2012 4:15 pm
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Samo Gosaric
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Ljubljana
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RenevB wrote:
And then you're left with the randomness of the building card deck. How would you suggest to fix that?


Well that variant was for a gateway game.

For serious gamers I propose these additional rules.
once per turn:
- you can discard a building from your hand to draw as many cards as the card is worth, put one in your hand, and the rest at the bottom of the library.
- you can destroy a building you own to gain half that many coins (rounded down).

I suppose we could go the auction route, but Race for the Galaxy seemed a more appropriate inspiration for a building game with cards.
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  • Edited Mon Jan 30, 2012 7:17 pm
  • Posted Mon Jan 30, 2012 6:54 pm
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13. Board Game: Titan [Average Rating:7.08 Overall Rank:335]
Michael Debije
Netherlands
Eindhoven
The Netherlands
Man it really, really sucks when you have to sit there waiting when you've been eliminated. And all due to random dice, since that's the only thing that determines the winner. Its so annoying when other players remember what's in your stack better than you do.
First, turn all the pieces over: no more memory required.
It seems awfully unfair some creatures better than others, and the battle boards take so long to fight out while everyone watching. Just have the larger stack 'win'. When you win, score a victory point and your opponent gets a recovery point. The main board awfully confusing as to where to go: just move any way you want. Make sure to use a d6 dice deck to even out the move rolls! At the end, whoever gets to the middle with the most 'victory points has won the game, and those with the most recovery points have impressed the Gods and also win.
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Mike B
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Utrecht
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Brilliant, this way I think even I can manage to play another game and be able to survive for more than 20 minutes. Now I just have to see where I hid this box to try it out.
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  • Posted Sun Jan 29, 2012 4:19 pm
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14. Board Game: RoboRally [Average Rating:7.24 Overall Rank:162]
Adrian V
Spain
Stuttgart
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Roborally, too, is a pretty pointless game the way its usually played. There are no meaningful decisions, it suffers from a load of randomness and doesn't reward skilled game play at all. I mean, how many times have you carefully programmed your robot just to find out that you mixed up left and right, or that another player's robot unintentionmally crashed in yours? The game is also comes with player elimination and cannot keep up with modern standards of board gaming.

But: It can be helped.

So, here's the solution: First, each player must be granted enough time to thoroughly plot his robot's movement. Don't use the timer! It only favours careless players who speculate on the mistakes of others. Players also need the opportunity to discuss their movement with each other (that benefits everybody since unintended interactions like collisions and such stuff is avoided). Second, the game's main basic design flaw is that all robot race towards one and the same goal! What if all robots started in the middle of the board and raced for an individual goal placed in each corner? That would of course limit the number of players to 4, but would also make the game a lot more managable and structured.

In order to appeal to contemporary standards, game play in general needs to be upgraded with modern elements such as role selection or worker placement. I haven't really thought that through yet, but why not limit resources for movement (electric power, anyone?), or obligatory maintenance actions? A little more depth and complexity won't do any harm, on the contrary.

All in all, I'm sure there is a huge potential hidden in that game. It just needs to be revealed. Hoewever, that way it is - sorry. I can't make friends with it.
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Simon Lundström
Sweden
Örbyhus
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Role selection? Worker Placement? What are you talking about. Teh shit nowadays is DRAFTING. So all cards should be drafted, that's step one.

Step two is that there are several goals to which you can navigate your robot. Each spot is a role selection area which will allow the player to either build robots, repair robots, discover new technology or open up a new worker placement area. When a sufficient amount of robots have populated a worker placement area, or after 10 rounds, then points are auctioned out according to number of robots, cards in hand and number of technology points. The last player at the table wins.
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  • Posted Sun Jan 29, 2012 9:53 am
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James To My Friends
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You need the option to build a larger robot that is 'worth' double a normal robot when it is used.
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  • Posted Sun Jan 29, 2012 11:26 am
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Guido Gloor
Switzerland
Ostermundigen
Bern
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Zimeon wrote:
The last player at the table wins.

What happens if all the players leave at the same time? Everybody wins?
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  • Posted Sun Jan 29, 2012 11:26 pm
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Laurence Parsons
United Kingdom
Bristol
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Zimeon wrote:
Role selection? Worker Placement? What are you talking about. Teh shit nowadays is DRAFTING. So all cards should be drafted, that's step one.

whoa, wait, hang on. I think I actually like this idea. Each player chooses their first movement card, then passes the rest clockwise. Taking damage (and getting a smaller starting hand) actually disadvantages someone else.
I'm gonna try this...
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  • Posted Mon Jan 30, 2012 1:20 pm
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Simon Lundström
Sweden
Örbyhus
Now who are these five?
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Hey… actually, you're right.
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  • Posted Wed Feb 1, 2012 10:16 am
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15. Board Game: Tales of the Arabian Nights [Average Rating:7.26 Overall Rank:218]
Samo Gosaric
Slovenia
Ljubljana
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TALES OF THE ARABIAN RIGHTS VARIANT

The game has no tension to speak of, this variant fixes that with plenty of drama and heated discussions.

This variant manages to bypass randomness of the game, by giving it in the hands of one player. Choose one person to act as a game master. We'll all that person "Uncle Sam". Uncle Sam is the only one with the right to use the Book of Tales Spins. When a player draws an encounter and decides on a response, no dice a rolled, instead Uncle Sam reads the three relevant paragraphs and decides on a result. All players may bribe Uncle Sam with oil barrel tokens to influence his/her choice. Players get new tokens after each successful city encounter (number of tokens = number on a city).

Uncle Sam may spend oil barrel tokens for the following effects:
40 tokens: nuke a city. the city is deleted from existence and walking though it's former location give the character "glows in the dark" status.
40 tokens: a character is sent to a power location "Island prison". Use prison chart for the character from then on.

Players may spend oil barrels for following:
15 tokens: initiate a revolt. All tokens Uncle Sam gained this turn, are returned to bank.
15 tokens: put your character on fire. Location and characters in that location are out of bounds for Uncle Sam for 3 turns (use tokens). Next turn start with a new character in Baghdad.
25 tokens: start a republic. Use tokens to declare 4 neighbouring cities a republic. Uncle Sam cannot interfere with characters and locations within a republic. Baghdad cannot be part of the republic.
30 tokens: create a Shia republic - same as above, but other players can't enter. Only one Shia republic can be declared during the game.
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16. Board Game: Magic: The Gathering [Average Rating:7.35 Overall Rank:138]
Samo Gosaric
Slovenia
Ljubljana
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LOST MANA VARIANT

Avoiding MtG for being a money sink with endless expansions, arcane rules, not the mention the general randomness of the draw. Here's the family frienly Lost Mana variant.

1. Throw away everything but the basic lands.
You'll need 12 of each. prepare each colour by leaving 3 lands blank (with a large mana symbol, or if you use ancient editions, draw a huge mana symbol on them) and draw on the rest numbers 2-10.
2. All cards are shuffled in one deck! No more of that elitism of who has thrown the most money in a deck.
3. Each player draws 6 cards. Yer fancy mulligan rule, does not apply.
4. On a player turn you play one card and draw one card.
5. Each player attempts to make the best mana ritual. As a player begins a ritual he or she suffers mana burn for -20 life (that comes into effect only at the end of the game). A player can than add one or more of the 3 blank colours as mana that function as mana catalyst doubling (one card), tripling or quadrupling the power of the ritual (and mana burn as well). A player can than add numbered cards, starting with simpler evocations (low number) going to more complex ones (You can only play a higher number on top of a lower one).
6. A player may also decide not to play a card into his own rituals, instead placing it on the wizard research desk (This is a friendly game, not that adolescent romp with gory weaponry). A player can choose to draw a card from wizard's desks instead of drawing from a draw pile.
7. When the deck in depleated, the game ends. The person with highest life total (for each ritual = (sum of all evotion numbers in a ritual - 20) * catalyst factor) wins.

The variant teaches that to be a good mage one must calculate well the risks of mana. Magic is all about controlling oneself and ones desires.
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Dan Wojciechowski
United States
Aurora
Illinois
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Well, I liked it an got the joke. Thanks. laugh
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  • Posted Tue Jan 31, 2012 4:13 pm
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Bradley Eng-Kohn
United States
Poughkeepsie
New York
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This is a great idea! Can you figure out a similar way to take all the hard parts out of Keltis?
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  • Posted Tue Jan 31, 2012 11:19 pm
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17. Board Game: Carcassonne [Average Rating:7.46 Overall Rank:88]
David H
Canada

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A common problem in this game is that you will take 10 turns or so building up a road or city, and somebody will just come along and take it (or share it without doing their proper share of work).

A simple house rule is to assign points proportionally to the number of tiles contributed to a given feature. For example, if I add 3 tiles to a road, and you add 4 tiles to the same road, then I get 3 points and you get 4 points. You can take cubes from another game (eg. Tigris and Euphrates, which is too broken to bother playing) to track who placed which tile.

We find this makes for much closer games, which is a lot more enjoyable!
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Adrian V
Spain
Stuttgart
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Completely agree. Carcassonne is notorious for being too confrontational to be played by families, so it's crucial to decrease the degree of hostility. In consequence, we introduced some minor fixes. In our family friendly variant, there is no such thing as "occupied" roads or cities anymore. We actually stopped distributing "victory points" at all.

Instead, players now cooperate in the construction of a perfect landscape without unfinished cities or dead end roads. Then, after the last tile has been laid, a circular race track is plotted with a defined start/finish city. Players now take one meeple each, roll a dice and move in turn order. Whoever arrives last has to put the game back into the box.
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  • Posted Mon Jan 30, 2012 11:51 am
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18. Board Game: Ticket to Ride [Average Rating:7.49 Overall Rank:74]
David H
Canada

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Sometimes, when trying to complete a route, the other player will block you. Some players even block intentionally! This makes the game extremely unfair and unfun. Therefore, we use stations from the Europe version to help make the game more fair. As a bonus, when you have stations, it makes the game more of a "gamer's game",
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Steve Herron
United States
Johnson City
Tennessee
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I wonder what it would be like if one had partisian units from Fire in the East/ Scorched Earth and one of the actions was to try to cut someone's rail line?
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  • Posted Tue Jan 31, 2012 6:51 pm
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Sicaria Occaeco
United States
Salt Lake City
Utah
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I thought stations blocked other railroads from passing through. devil
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  • Posted Wed Feb 1, 2012 5:04 am
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19. Board Game: Chicago Express [Average Rating:7.33 Overall Rank:156]
Martin Boisselle
Canada

Quebec
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It's frustrating having your company's stock get stolen right under your nose in the Auction round...

Instead, we each choose a color, get the corresponding company.

The "Auction Action" is replaced by the "Stock Action" where players can only buy their own stock.
Players can now concentrate to build their tracks by themselves!

No more elbowing! No more backstabbing!

Just a nice, clean game.
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Samo Gosaric
Slovenia
Ljubljana
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A: Who wants to be red?
B: It's the best color, just look how fast can it go.
*snicker*
D: okay, I'll take red, I guess.
C: (from the back): We'll crush you in the mountains, block you off, you'll be toast!
A,B, C: Mwhahahaha!
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  • Edited Mon Jan 30, 2012 6:56 pm
  • Posted Sun Jan 29, 2012 7:33 pm
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20. Board Game: Claustrophobia [Average Rating:7.85 Overall Rank:54]
Kaja Sadowski
Canada
Vancouver
BC
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The asymmetry and randomness (just look at all those dice...) of this game is simply unbearable. The following changes should be made immediately to bring Claustrophobia in line with acceptable standards for balance and pure strategy:

Both players will start the game with equal numbers of Condemned and Troglodytes. While it is unavoidable that one will have the Redeemer and the other a major Demon, all effort should be made to balance powers exactly between these two principals.

Instead of rolling to determine available actions, players will be available to select from the same communal pool of options; however, once one player chooses an action, it is denied to the other player for the remainder of this round.

The randomness and unsavoury direct conflict of combat also needs to be eliminated. Instead, players will total and compare the attack and defense scores of all of their team's figures on a given tile. The player with the higher number will earn victory points equal to the total number of figures on said tile. Defeated figures will not be removed from the game, but will simply be denied the opportunity to score in this round.

The game will end after a predetermined number of tiles have been drawn, and the player with the highest number of victory points wins.

There, fixed!
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Chris Morse
Wales
Merthyr Tydfil
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not the nose, not the nose!!!
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My detailed reply is:
Nah.shake
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  • Posted Tue Jan 31, 2012 3:35 pm
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Kaja Sadowski
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Vancouver
BC
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See, and the problem with a sarcastic Geeklist is that I can't tell if your comment is shooting down the variant (which I actually think is...not so good), or my sad attempt at comedy.
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  • Posted Wed Feb 1, 2012 8:29 am
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21. Board Game: Thunderstone [Average Rating:7.31 Overall Rank:157]
Luis Fernandez
Venezuela
Caracas
Miranda
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Thunderstone (Resident Evil/muchkin)

Instead of being so eurogame, place monster deck face down, when going to the dungeon (kick the door) and reveal the monster and roll a D3 to see the darkness level.

In the setup place 1 more hero deck and 1 more artifact from the random selection for this setting of the game.

You also could go to the town and then kick the door each turn. Is ameritrashing thunderstone, we played several times and was pretty fun because you have to deal with those monsters.

this was a
Marte Dubuc
Venezuela
Araure
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idea.
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22. Board Game: Agricola [Average Rating:8.25 Overall Rank:2]
Simon Lundström
Sweden
Örbyhus
Now who are these five?
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This game is just a big Excel spreadsheet to calculate the optimum decisions and lacks excitement and variation. Also, calculating the points when the game is finished takes so long that you can get a decent filler in, not to mention the time it takes for peopel to peruse their cards before the game starts. Instead, the game should start with no cards. When you choose to do an occupation, you draw a random occupation and see what you get and deal with that.
Also, that you can't bake bread when someone else does, just doesn't make sense. If someone else has the position you want, you make an attack roll and the defender makes a defence roll. If you get equal to or higher, you get to place there AND your opponent's piece gets hurt and can't place the next round.
When you don't have enough food, –3 points is for sissies. Your family simply dies.
As counting points is ridiculous, the family with the most booze at the end wins.
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Bryan Thunkd
United States
Florence
Massachusetts
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The competition for resources only allows indirect player interaction, which is flawed. Armed conflict would provide a new element to the game and fix the broken interaction mechanic. Wood & Stone --> Catapult --> Death to a neighbor's family member. With the Moors expansion fire --> burning neighbors crops, horses --> cavalry. Additional hexagonal maps and military figurines may be needed.

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  • Edited Tue Jan 31, 2012 7:38 pm
  • Posted Tue Jan 31, 2012 7:34 pm
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Guido Gloor
Switzerland
Ostermundigen
Bern
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Thunkd wrote:
The competition for resources only allows indirect player interaction, which is flawed. Armed conflict would provide a new element to the game and fix the broken interaction mechanic. Wood & Stone --> Catapult --> Death to a neighbor's family member. With the Moors expansion fire --> burning neighbors crops, horses --> cavalry. Additional hexagonal maps and military figurines may be needed.

Hey, I'd play that
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  • Posted Tue Jan 31, 2012 11:58 pm
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Shawn Woods
Canada
Halifax
Nova Scotia
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Quote:
When you don't have enough food, –3 points is for sissies. Your family simply dies.


lol
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  • Posted Wed Feb 1, 2012 3:06 am
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Adrian V
Spain
Stuttgart
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Indeed. Agricola is a truely disappointing war game. I mean, seriously. It doesn't even come with counters, but with stupid wooden discs.thumbsdown I swear this poor design will never get any close to the top 100 in the war game rankings.
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  • Posted Wed Feb 1, 2012 9:52 pm
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23. Board Game: Automobile [Average Rating:7.53 Overall Rank:107]
David F
United States
Emeryville
California
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Set up a lot of the PBF framework for BSG, Runewars, Small World, The Devil's Castle. PBF in Gears of War, Death Angel, A Game of Thrones. Currently playing Twilight Struggle, Middle-Earth Quest and Eclipse on Vassal.
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The demand tiles completely ruin the game for me! It's absurd that I should only know 1/5 of the information, and not know the exact market demand for all the produced cars. A better representation of the market is to let each player produce as many cars as they want, and sell them all for the same profit. If you make 'em, you should be allowed to sell 'em, and as we know, demand for automobiles in America is infinite.

In other news, I also think that Blackjack is broken. The dealer should only let me play if I know beforehand that I'm going to get 21 exactly.
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24. Board Game: Puerto Rico [Average Rating:8.26 Overall Rank:3]
David F
United States
Emeryville
California
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Set up a lot of the PBF framework for BSG, Runewars, Small World, The Devil's Castle. PBF in Gears of War, Death Angel, A Game of Thrones. Currently playing Twilight Struggle, Middle-Earth Quest and Eclipse on Vassal.
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It's completely broken that the player to the left of the newbie always wins.

I suggest that if you win the game, everybody at the table gets to call the player on your right a n00b for a whole year. This will denigrate and humiliate him, and force him and other n00bs to stop playing the game, improving the experience of Puerto Rico in general as n00bs are forced out and prevented from ever exploring the game further.
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Sicaria Occaeco
United States
Salt Lake City
Utah
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Exploring the game further leads to slavery. whistle
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  • Posted Wed Feb 1, 2012 5:06 am
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25. Board Game: Star Fleet Battles: Captain's Edition Basic Set [Average Rating:7.27 Overall Rank:1157]
Learn to swim, learn to swim, learn to swim, learn to swim..
United States
Cleveland Heights
Ohio
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Even rabid fans of this game admit it is rule heavy and complex. Some go as far as to say it is bloated with all it's expansions. I have come up with a variant that retains all of the wonder of the game with 1/100th the rules (maybe less, but I'm too lazy to do the math, hence the variant). I retained the rules style to ease existing players into this advanced variant.

1. Setup: Pick a ship counter that looks cool
1.1 Flip counter onto the board like a coin toss, that is your starting position.
1.2 each person gets five shield tokens.
2. Movement: You move by rolling the dice and moving exactly that number of hexes.
2.1 You can make one hex-side turn a turn.
3. Combat: Anytime your ship is pointing at another ship, you fire all your weapons and they lose a shield token.
3.1 Once someone loses all their shield tokens, the next hit they take destroys their ship.

Voila! Can you just imagine the smorgasbord of tactics and strategy required to win this tension packed variant? I probably could, but it takes too much mental effort to think about stuff like that so i'll just take my word for it, as should you!
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Learn to swim, learn to swim, learn to swim, learn to swim..
United States
Cleveland Heights
Ohio
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Also, as similar as they seem, I did not steal this variant by just retyping the rules from Federation Commander
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  • Posted Tue Jan 31, 2012 2:58 pm
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Bradley Eng-Kohn
United States
Poughkeepsie
New York
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Step 2 adds too much randomness to the game.
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  • Posted Tue Jan 31, 2012 11:22 pm
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Learn to swim, learn to swim, learn to swim, learn to swim..
United States
Cleveland Heights
Ohio
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bengkohn wrote:
Step 2 adds too much randomness to the game.


I did consider that, but then what is more streamlined and simple than roll-n-move? It's one of the first game mechanics that people learn when they are children. Why add complex and bloated decision trees about how fast you should go when the dice can decide for you?
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  • Posted Wed Feb 1, 2012 1:55 pm
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Jesse Escobedo
United States
Pasadena
California
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Took me a while to get the sarcasm.
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  • Posted Thu Jan 26, 2012 1:59 am
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Tristan Brightman
United Kingdom
Bracknell
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petercox1001 wrote:
Ohhhh, we're taking the p**s out of people who like to play in a different way to other people.

Cool, that's really funny.


This complaint has too much randomness and no real meaningful decisions. I replaced it with a deck of complaint cards, which are dealt out to all players. Each player is forced to play a similar complaint to the complaint led, and the most over the top one receives all of the cards to keep score.

In order to add some strategic depth, I partnered players with the complainer opposite them.
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  • Posted Mon Jan 30, 2012 11:01 am
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Matt N


Illinois
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petercox1001 wrote:
Ohhhh, we're taking the p**s out of people who like to play in a different way to other people.

Cool, that's really funny.


Actually, I think he's mocking people who dislike certain games, as opposed to people who like variants. Making up bad variants is probably not a way to mock variants in general.

I personally think that mocking people's opinions with poorly executed sarcasm is a pretty bad way to make a point, but I guess more than 112 people think this sort of thing is pretty clever. Maybe I'd like this sort of thing if the variants made clever references to other games or were actually interesting.
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  • Posted Mon Jan 30, 2012 6:51 pm
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James
United States
Midlothian
Virginia
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Stunna wrote:
I personally think that mocking people's opinions with poorly executed sarcasm is a pretty bad way to make a point, but I guess more than 112 people think this sort of thing is pretty clever.


That is an awesome sentence; you have to admit, Matt!

I do think the list is amusing. I count myself among the critics he's targeting for a couple of the games and I don't feel mocked too harshly. Ah, well; YMMV, with games and Geeklists, too.

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  • Posted Mon Jan 30, 2012 8:00 pm
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Georg von Lemberg
Canada
Toronto
Ontario
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Great list man. Nothing like some good old mockery to make my day.
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  • Posted Wed Feb 1, 2012 3:30 am
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