Shannon Appelcline: Games You Should Play by Different Rules
In our modern world, I believe in playing games by the rules as written in the box. That’s not because I’m some fascist order freak (well, maybe a little), but rather because of the world of games that we now live in. In the old age of American designs, you might play Illuminati or Cosmic Encounter or Car Wars hundreds of times. Now, however, we’re in the age of the constantly new. Not only does the German design engine keep churning out new games, but many of those games just can’t support the replayability levels of the old American games. In this world, it’s makes sense to play by the written rules for the 5 or 10 times that you’re liable to play most games.
But, I think there are a number of games that you should nevertheless play by different rules, and I’ll offer my suggestions on those below.
Before I go further, however, let me say that you should always offer a disclaimer when you teach a game with variant rules. That way when one of your players moves on to the next run of the same game, they won’t be confused at to why the rules have suddenly changed.
Carcassonne: There are three variant rules for how to score farmers in the original Carcassonne; this is made more difficult by the fact that Rio Grande Games stubbornly refuses to publish the current German rules in English. Nonetheless, I suggest always using the current German rules, as they’re simpler, more balanced, and actually designed to work with the huge proliferation of supplements that continues to be published. In short, score farmers one field at a time not one city at a time. Once you’ve determined who has the most farmers in a field, that player earns 3 points per completed adjacent city, or 4 with a pig marker or pig tile.
Coloretto: Coloretto is one of many light card games, and thus I offer this as a stand-in for the entire category of games. Some of those games, like King’s Breakfast, say to play just one hand and to consider that a complete game. But others, like Coloretto instead suggest a set number of rounds. Don’t consider any of these hard and set rules: feel free to play a single hand of Coloretto or four hands of King’s Breakfast with a composite score. I’ll just suggest that it’s polite to agree upon how many rounds to play before the actual game begins.
Descent: Descent is a terrific game with one sometimes fatal flaw: you can have a really bad sense of anticlimax if all the players get killed halfway through the dungeon. Aaron, who writes columns opposite mine, suggests that you fix this by giving out all potential victory points at the start of the game, then slowly decrementing that pool over the course of the game. If the players run out, they still lose, but it’ll be closer to the end of the game. If they make it to the end, then they won unless they missed enough victory points over the course of the game to drop them below 0 at the end. Now, I’m not sold on this, as I think it makes life both a little too easy on the players and a little too ... Schrodingery. But I offer it here as a rule that I know someone else always plays with (and generally I think that Descent is the sort of game that’s more open to wide rules variations, because unlike many German games, I think it’s more likely to be played many times by the same group of players).
Goa: This is a case of mistranslation. When you take cards with the expedition action, you should discard down so that you won’t go over your hand size before you draw the new cards, not after. Expedition cards are already quite powerful, and if you use the incorrectly translated rules, they can unbalance your Goa game.
Hacienda: Wolfgang Kramer really likes to confuse things by having lots of variants for his games. This is one such situation, where he has two different maps and two additional gameplay variants. I suggest always using the more complex (asymmetrical) map, but I don’t see any purpose for the variations: the base game works fine.
New World: A Carcassonne Game: I’m usually the biggest fan of developers. Like editors, I believe they usually take a game that still has some sharp edges and make those changes that the designer wasn’t willing to, even though they made the game better. However, sometimes a developer makes a mistake, and I think that’s the case with New World. This Carcassonne variant has surveyors that move forward when you score a terrain. According to Jurgen-Wrede’s original rules, you weren’t allowed to place a meeple just as you scored a terrain, mirroring the rules for his own Carcassonne: The City. But the developer took that out. As a result the surveyors surge forward, often getting stuck up at the end of the board. So, I suggest playing by Jurgen-Wrede’s original rules: no placement to immediately score. The gameplay still has some quirks, but seems to work better.
The Settlers of Catan: Randomness just isn’t as much in style now as it was back in 1995. As a result, everyone has their own opinion as to how offset the dreaded randomness of the production die roll in Settlers. I think the game is largely fine as it ships, though I prefer to use a card deck, which tightly controls the potential variance. Other folks like the food stamp option: whenever you get no production from a die roll you get a food stamp. When you have a number of food stamps equal to your current victory points, you can turn them in for a resource. Yet another variant that I’ve seen lets you turn in your food stamps to name a die roll rather than rolling the dice.
Through the Desert: We can blame Fantasy Flight Games for the confusion of Through the Desert ... one that I find rears its head in about 50% of the games that I play. First edition FFG rules (and the German rules as far as I can tell) allow a player to put camels inside his own enclosure after he’s made it, while second edition FFG rules disallow it. The difference is important only when a player is really stuck, but I suggest allowing it, under the it-makes-for-a-more-enjoyable-game-for-everyone mandate.
Tikal: I’ve never met anyone who even considered playing the auction variant of this Kramer & Kiesling game. It’s got plenty of depth as it stands.
Torres: The big question here is what to do with the action cards. The basic rules say that you draw them three at a time, keeping only one. The advanced game suggests that you have all ten in your hand at the start of the game. That way lies madness if you’re playing with someone with even the least AP. I personally prefer an even simpler variant, draw one card and keep it (which I think originated from the rules being mistaught to me), but I’ll play with draw three and keep one. And as for the master cards: they certainly look neat, but I’ve never played out the base game.
Union Pacific: Every one is up in the air about how to purchase Union Pacific stock. This seems to be combination of a rule that didn’t work quite right, the designer offering new official rules, and a new edition of the gaming being now at least four years late. Generally, Moon suggests that you can’t directly take Union Pacific stock, but instead can only exchange it for other stock that you have. There’s also some disagreement about whether Union Pacific stock should be limited or limitless. I say keep it limited, else you have to start keeping paper record of the stock or something else. I believe in abiding by a game’s components in this sort of situation, because it makes for a better experience than a “perfect” rule set.
Vikings: Don’t play the basic game. Don’t even think of it. Instead, bemoan the fact that the rules aren’t laid out in a rational manner to just teach the so-called advanced game.
(Don’t ever play the basic game.)
So what games do you insist on playing by variant rules?
Around the Corner
A quartet of reviews in the last two weeks. First up, a pair of two player games, the overly simplistic Rock! and the colorful Hero: Immortal King. I also reviewed two supplements for a formerly two-player game: Memoir ‘44: Operation Overlord and the first Battle Map, Hedgerow Hell. They form an interesting new way to get into multiplayer Memoir ‘44.
I expect this’ll be my last article of the year as I’m not planning to post on Christmas, so have Happy Holidays all around the world.
© 2008 Shannon AppelclineComments:
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I played the base game of Vikings once. It was okay, not as interesting as the full game. (I won pretty easily, too.) Playing Age of Steam, the base rule for the Production action is that you draw two cubes and place them, but I nearly always play that you draw three, placing two and returning one to the cup. (I’ve even heard of people playing that you draw four.) Posted by David Goldfarb on Dec 11, 2008 at 04:49 AM | #
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I’ve had terrible trouble playing variants in the past - on no occasion can I ever recall someone proposing a rules variant and having all the players unanimously agree that it ought to be used. So I’ve pretty much given up trying to use them and I just play the rules as written. Do you think the trend toward a 5-10 play shelf life for a lot of modern titles is good, bad or indifferent? Posted by Matt Thrower on Dec 11, 2008 at 05:06 AM | #
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While I rarely play in the same games as you, I fairly regularly play beside you, such as tonight where you played Android and I played 1889. I prefer FFG’s less-forgiving rules for Through the Desert. It adds a little value to advance planning and incentive estimation that I enjoy. I’ll only play Torres with the all-cards-in-hand master rules. That’s where the game shines for me. Playtimes grow a bit, yeah, but it is well worth it. The Tikal business may be another divide between the North and South Bay gaming groups. In the southern groups the overwhelming consensus seems to be that only the auction game is worth playing and that it dwarfs the base game to the point of irrelevancy. I’m not a great fan of Tikal in either version and so sit on the fence. I used to play the 3-cube Production action in Age of Steam. Then I played a few hundred games of Age of Steam and more importantly did the numerical analysis for the game. I don’t see the change as either significant or noticeably valuable: the action is fine as-written. The biggest change I make in games is a simple and consistent one: If a resource is trackable it is open, no matter what the game rules say. There are many examples of this ranging from money in Container (where Chris Farrell and I disagree heartily) to cubes in Keythedral (I play without the player shields) or money in Imperial. I leave it all open, always, and subject to player inspection and query. About the only except I make is cards in trick-taking card games and the like. I’d prefer to leave the history of played cards and so forth open, and prefer the games played that way (eg Land Unter), but the history and culture of card counting and hidden cards in card games is more than I want to argue with most times. I’ve been fighting the culture of 3-5 plays for a few years now. At any time I’ll have 2-3 games in my game crate that I’m trying to keep in heavy rotation. Typically I play one of those 2-3 games 2-3 times a week for several months before bringing another game into that same fast rotation loop. I usually rotate games out somewhere between 10 and 20 plays. There are always exceptions, for instance I’ve played Wabash Cannonball almost 70 times in the last year. A more general result is that I don’t play that many different games each year, but I sure tend to play a lot of the ones I do play. For instance so far this year I have 5 games I’ve played more than 20 times each in the year (5 if I had one more game of Container) and another 8 that are over 10 plays in the year with 3 more hovering just outside at 9 plays in the year. Posted by J C Lawrence on Dec 11, 2008 at 05:37 AM | #
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We played Mamma Mia incorrectly due to misread rules (we played either an ingredient OR an order, not both). When we played it the correct rule, it was far too easy and everyone filled all their orders and it was no fun. So now we play either/or. Posted by Erin Sparks on Dec 11, 2008 at 08:53 AM | #
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I prefer the simple map for Hacienda for everything but 3 players. Torres, the basic rules are draw one card from a stack of ALL the cards. Advanced rules are draw three keep one from your OWN stack, master rules are all 10 in your hand. I prefer the draw 3 keep one, as it makes for tougher decisions. There are too many action points when holding all 10 cards inn your hand. The basic game in Vikings is fine, and I know many people the prefer it. I’m fine with it either way, and I think it’s a great game. Posted by Mark Haberman on Dec 11, 2008 at 09:23 AM | #
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I prefer Cartagena with our wrong rule for long time. We play you can only go back to a place with 1 or 2 pirates as usual but you are not allowed to PASS a place with 3 pirates. It adds a nice blocking aspect to the game. Posted by Olav Fakkeldij on Dec 11, 2008 at 10:25 AM | #
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Vikings has two elements in the advanced rules, the auction and the special tiles. My group seemed to prefer using the special tiles in the advanced rules but no auction as it slowed the game down too much. Posted by Eric Knauer on Dec 11, 2008 at 12:08 PM | #
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"I’ve never met anyone who even considered playing the auction variant of (Tikal).”
Serenissima: The original translation of the rules say that you don’t gain income when selling to your own port. This is a much better game than the final translation. Money is tighter and players now have a tradeoff between selling to their own port for VP’s or selling to other ports for money. El Grande: The published rules have power cards played starting with the lowest previous card and continuing clockwise. The original Kramer rules have you do it fully in ascending order. Generally, in games where players bid to go first or last, sometimes play then continues clockwise. I prefer to handle it in order of bid. Die Macher is an example. In this case, players get to choose. Leonardo da Vinci: Strong opinion on this one. As written, if people produce a work at the same time, they bid to take ownership of it, paying the bank. This puts an extreme premium on being the sole producer of an item. Instead, players should bid, but the payment should go to the other players in that auction. This effectively splits the value. Industria: We played this last night and agreed that the player who goes fourth should start with an extra dollar. Posted by Jonathan Degann on Dec 11, 2008 at 12:10 PM | #
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Wow, some serious differences of opinion on how to do variants, Shannon! Carcassonne - To me, the original farmer rules are clearly the best (that’s why HiG came up with them in the first place), particularly when played more seriously. I have no interest in using the later, dumbed-down variants. This can be problematic with some of the expansions, but I only play with Inns & Cathedrals, so no worries. Coloretto - I thought you were going to suggest taking the wild cards out of the deck. If I had my druthers, this would be my preference, as they are *always* taken right away--they’re just too powerful not to. Goa - Agree completely. The mistranslation was unfortunate and the game is clearly better with the proper rules. Hacienda - I also prefer the asymetrical map, but disagree strongly about the variants. The basic rules are fine for a couple of games, but then you notice that everyone favors huge tracts of land, the animals are rarely used, and the game starts to bog down. The first variant solves all those problems and makes for a much more balanced game with many more viable strategies. If you’re playing the game seriously, it’s simply the best way to play. Variant 2 doesn’t appear to add anything and can be easily ignored. Tikal - I guess you’ve never met me! Tikal is good enough to play with the basic version, but just about every serious fan of the game *I’ve* ever met insists on using the auctions. It eliminates a great deal of luck, adds a bunch of interesting decisions, and adds surprisingly little time to the game. Auctions all the way, baby! Union Pacific - Yeah, there really doesn’t appear to be any consensus on the best way to buy UP cards, just that the original rules aren’t the way to go. I don’t have strong feelings about this one and have found most of the variants to work. I’ll even use the given rules, as I don’t think they hurt the game too much. Vikings - I’m with you with this one. The Advanced rules add a great deal to the game with little additional complexity. As for other variants I like to play with, probably the most significant ones are for all-time great party game Time’s Up! This is the way I was taught the game and I think it makes it fairer, friendlier, and more skillful: 1. Passing is allowed on the first round. Purists may shudder, but with good players, getting stuck with a name neither player has heard on round 1 pretty much means the game is over for you--you’re just giving away too many points. Passing reduces this bit of bad luck and rewards skillful play. 2. The guesser doesn’t have to get the name *exactly* right. “Gandhi” and “Martin Luther King” are sufficient; you don’t have to wait to hear “Mohandas Gandhi” or “Martin Luther King, Jr.”. Why would you play any differently in a friendly game? 3. When a team guesses the last name of a round, set the timer on its side and let them begin the next round with the leftover time. This stops the silly situation where you’re rooting for the previous team to get that last name, so that you aren’t stuck with a 1 point round. Again, just a fairness issue. We’ve had great success with these changes and I when I’m forced to play with the original rules (usually at a convention), I find I miss them. Posted by Larry Levy on Dec 11, 2008 at 12:29 PM | #
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Coloretto - Variant: You have to assign the wildcard to the color when you get it. Leonardo - Really nice one, Jonathan - That might get me to play it again. Liar’s Dice - If you have not bid and the bid is exactly what everyone has when called, you don’t lose a die. Variants courtesy of Petergames Posted by Jonathan Franklin on Dec 11, 2008 at 01:04 PM | #
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Clarification on Goa: Do you mean to discard down to your hand limit and then draw, then discard again, or discard _below_ your limit and then draw so that you don’t ever go above your hand limit during the action? I rarely play with variant rules, although I tend to be very forgiving about easily corrected oversights/mistakes in learning games. (I don’t mind “takebacks” in order to help someone have a more enjoyable game.) Posted by Matt J. Carlson on Dec 11, 2008 at 02:37 PM | #
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Discard below your limit before you draw, Matt. You can never go above the hand limit, even temporarily. With the incorrect rule, not only are the cards overpowered, the endgame bonuses get too high and your last few actions are often just drawing cards. Posted by Larry Levy on Dec 11, 2008 at 02:46 PM | #
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As a fledgling designer, I love card games for the simple fact that it is a relatively simple matter to adjust the gameplay rules. In terms of a system, cards can represent symbols, operations or both. The real magic is in the rules that bring everything together. As long as the cards are generic enough, there is virtually no end to the possibilities. Battlefields of Olympus, a card game I recently developed, is a straightforward game system with a small number of relatively generic cards. But the number of interactive battle game variants are potentially endless. Posted by Peter A. Grant on Dec 11, 2008 at 02:52 PM | #
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I’m not sure there is a canonical set of rules for Liar’s Dice. Isn’t every permutation just another variation? There are so many. My preference is:
0) No board
I’m notorious for takebacks. Far too often the Doh! moment only strikes after I see the move before me. The subject of takebacks and forgiveness was recently interestingly discussed on the Yahoo! 18XX list. The general view there was that takebacks were definitely acceptable if they were obvious oversights (of course he was going to buy a train, he’d clearly been setting up for that and it was the glaringly obvious move but he forgot to) and were usually acceptable even one or two player’s/company’s turns later as long as none of the intervening decisions were clearly affected by the previous indecision (You meant to lay this tile way over there instead of that tile, and everyone else has been messing about at the other end of the board and there are no tile shortages? Go for it.) Once decisions started to stack and express clear dependencies the waters got murky. Perhaps in self-defence, I’m more lenient than most of the people I play with. My general view is that outside of the obvious oversight, once there is a decision-dependency or more than a handful or so of significant game decisions have been made (nice precise value), it can’t be rolled back/redone. However until that point rollbacks are fair game as long as not abused too often (another precise value: too often). In some of our local games we’ve instituted the practice of knocking; essentially an explicit commit. Your turn is over and can’t be unrolled after you’ve knocked. Prior to the knock you may rollback and re-do your turn. Posted by J C Lawrence on Dec 11, 2008 at 03:23 PM | #
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"I’ve never met anyone who even considered playing the auction variant of this Kramer & Kiesling game. It’s got plenty of depth as it stands.” I’ve only ever played the auction version. Posted by Christopher Dearlove on Dec 11, 2008 at 04:24 PM | #
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As regards variants, I’m generally against for another reason - it creates mutually unintelligible dialects. This is particularly bad when you play with various different groups. Off the top of my head, some of the rare exceptions are: Puerto Rico, everyone I know now plays “rollback” if it’s forgotten to put colonists in the ship. Ace Caesar, I don’t even know exactly what the “true” rules are, everyone has their own combination of a few non-standard but widely used options. Cluedo, there’s an “i.e.” in the rules that definitely should be read as an “e.g.” for a good game. (Never played any other way.) And an automatic die roll of 6 is an improvement too. Posted by Christopher Dearlove on Dec 11, 2008 at 04:30 PM | #
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Balloon Cup:
Carcassonne: 3 points for farmers all the way. Posted by Steve Finney on Dec 12, 2008 at 11:33 PM | #
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Lots of variants are found, with votes, in this geeklist: http://boardgamegeek.com/geeklist/30317 You can see that for Union Pacific, limited shares is more popular than unlimited, and must-exchange is more popular than can-take-directly. The most popular option for Vikings is to use the special tiles but not the auctions. I like the published variant rule for pirates in Manila (as do most, apparently). Posted by Kevin Bourrillion on Dec 14, 2008 at 12:08 PM | #
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