Best single rules found in games you played
Nicola Lepetit
Italy
Milano
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This list contains all the single idea / rule oyu have found in a game that you liked most.
That means rules like:
- A good way to break ties
- Smart piece design
- Strange ways to move pieces
and so on.

If you were impressed by an idea/rule in a game, please add it here.
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1. Board Game: Gunslinger [Average Rating:7.09 Overall Rank:1528]
Nicola Lepetit
Italy
Milano
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Gunfight turn sequence.
In gunslinger you must decide which action to take by creating a pile of action cards that will cover 5 action segments. Then all the actions are contemporary.
I like it because it is a good simulation of how a western gunfight take place.
 
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2. Board Game: Civilization [Average Rating:7.52 Overall Rank:225] [Average Rating:7.52 Unranked]
Nicola Lepetit
Italy
Milano
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Trade card value system.
Civilization trading card value system is nice because gives to the card exchange phase an whole new meaning because it forces you to make soome guess on oppenent's card.
It is a very smart way for creating a complex trading mechanism with a very few rules.
 
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3. Board Game: Tigris & Euphrates [Average Rating:7.71 Overall Rank:70]
Blue Jackal
United States
Nowhere
Virginia
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While I haven't played too many boardgames, I find it interesting how external conflicts can be resolved. You can unite two large kingdoms which don't share a leader, and then initiate an external conflict with another kingdom, using all the strength of the kingdoms you united earlier in the turn...

Pretty cool.
 
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4. Board Game: Carolus Magnus [Average Rating:6.84 Overall Rank:900]
Nicola Lepetit
Italy
Milano
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Joining Territories.
One of the most important and interesting features of the game is that when a player builds castles in neighbouring territories, these can be joined together to form a single new unit called region, and all the paladins and castles of the former territories are gathered within it.
Regions are stronger and more difficult to take over than single territories, because all the castles in them are counted as paladins. At the same time they are also more desirable targets, because when they are taken over, all the castles in them change hands.

You have stronger realms... you have to defend it. Very nice rule.
 
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5. Board Game: Crokinole [Average Rating:7.79 Overall Rank:75]
Paul Burkhard
United States
Fort Collins
Colorado
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I have been playing a lot of Crokinole recently, as there is a little group that comes to my classroom after school each day that wants to play.

The rule about having to hit the other color puck if there is one on the board is a pretty ingenious little rule. Depending upon whether you allow "hiding" or not, it can make the game nasty, nasty, nasty.
 
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6. Board Game: Sticheln [Average Rating:7.03 Overall Rank:808]
Crazy Bob
Philippines
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The fact that nearly everything in this game is trumps is a very cool rule that actuly hurts your brain. I didn't think you could get a rule that that to work. Is this aspect in any other trick-taking games?
 
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7. Board Game: Amazonas [Average Rating:6.35 Overall Rank:2430]
Hammock Backpacker
United States
Columbus
Ohio
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I'm fond of the simultaneous flip of cards that determines turn order. Amazonas does a good job of resolving ties by including the image on the card in conjunction with the specimens you've collected from previous turns. If there is still a tie, a unique number on the card determines the final turn order.
 
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8. Board Game: Bohnanza [Average Rating:7.06 Overall Rank:369]
フィル
Australia
Ashfield
NSW
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You can't re-arrange your hand, and are forced to play the first card every turn... simple but brilliant.
 
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9. Board Game: High Society [Average Rating:6.76 Overall Rank:860]
Eric Osiowy
Canada
winnipeg
Manitoba
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If you have the least amount of money at the end of the game you lose.
 
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10. Board Game: Taj Mahal [Average Rating:7.32 Overall Rank:306]
Tom Rhoads
United States
Severna Park
Maryland
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I'm in awe of the auction - essentially several auctions at once, each with its own currency. The key is the 'bid or drop out' rule whereby you can be a partial winner - it lends an element of "can't stop" and forces you to consider your auction objectives carefully.

Honorable mention goes to the ramming oration rule in Attack Vector: Tactical. (Brilliant rule, but misses the cut because it very seldom comes into play.)
 
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