My first Geek List - Please treat me kindly
Vic Weaver
Greece
Lefkas
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Games I play with either the wrong rules - either inadvertently or deliberately. Please feel free to add you own, either inadvertent or deliberate changes
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1. Board Game: Puerto Rico [Average Rating:8.06 Overall Rank:15]
Vic Weaver
Greece
Lefkas
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I have played this game for over twelve months and have only just realised that I have treated one of the cards incorrectly. The residence - I have interpreted the island spaces occupied as being those which have a colonist assigned to them - only just found out that this is incorrect.
 
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2. Board Game: Catan [Average Rating:7.23 Overall Rank:279] [Average Rating:7.23 Unranked]
Vic Weaver
Greece
Lefkas
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I missed the rule that, at the start of the game, you get the resources immediately that are attached to your first settlement that you lay down. (This makes for a very slow start to the game - so we used the rule "poverty is no disgrace - where you draw a marker every time a number is thrown that you don't have a resource for - and you can then trade markers in for resources based on the number of points you have collected). We think this works pretty well for us.
 
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3. Board Game: Alhambra [Average Rating:7.03 Overall Rank:392]
Vic Weaver
Greece
Lefkas
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We have always played this with the cards displayed face up, so that you can see who can pay the exact amount and who can't. We actually think the game plays better this way. (It is too much hard work to try and remember evry card that is collected)
 
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4. Board Game: Ticket to Ride: Europe [Average Rating:7.58 Overall Rank:91] [Average Rating:7.58 Unranked]
 
Vic Weaver
Greece
Lefkas
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Ok, this one is deliberate. I believ that stations have been a little to easy to obtain. We play it, with our own rule that you have to play the appropriate cards to actually lay the track in addition to the card or cards that you play to build the station. We think this works well.
 
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5. Board Game: San Juan [Average Rating:7.28 Overall Rank:228]
Vic Weaver
Greece
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The rule that first player selects 4 cards from 5, second player 4 from 6 etc, passed us by. We started playing first player gets 4 cards, second player 4 from 5 etc.
 
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6. Board Game: Carcassonne [Average Rating:7.43 Overall Rank:139] [Average Rating:7.43 Unranked]
Vic Weaver
Greece
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Ok - this one's deliberate. We begin by drawing 2 tiles and then always having the option to select one from two each time we play. We think this is an improvement.
 
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7. Board Game: Catan Card Game [Average Rating:6.76 Overall Rank:739]
Vic Weaver
Greece
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We changed the initial start up to be identical on both tiles - i.e if a 6 was thrown - both people got a gold, a five both people got a brick etc. Again - it seems to work better for us.
 
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8. Board Game: Zombies!!! [Average Rating:5.85 Overall Rank:4474] [Average Rating:5.85 Unranked]
Luke Morris
England
Faversham
Kent
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Zombies.
We now lay all the tiles down at the start before we begin moving. It makes more of a "race to the end and avoid zombies" gameplay rather than my wife's "kill 25 zombies and laugh in my husband's face" gameplay.
In the second way, playing bad cards on your opponent just doesn't work but in our new way, cards being played on you are awful as it slows your progress as teh zombies start to swamp you...
 
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9. Board Game: Keythedral [Average Rating:7.08 Overall Rank:681]
Chris Kings-Lynne
Australia
Perth
Western Australia
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About the sixth time I played Keythedral, someone asked me what the point values on the tiles were all even. You could halve the value of the tiles and the game would not change.

I checked the manual and doh! Your final score INCLUDES left over cubes. We had been playing that tiles were all that mattered. So, that explained why all the tiles have points worth double the cube cost - it's like doubling your money.
 
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10. Board Game: The Princes of Florence [Average Rating:7.57 Overall Rank:116]
Chris Kings-Lynne
Australia
Perth
Western Australia
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I was at a big games night a few nights back, and was playing a game of Princes with some friends.

Another friend of mine who had only played with his other friends once before watched us with confusion. He says "you guys play so much differently to me"

Turns out he missed the following rules:

1. Start of game, you take 5 professions and keep 4. He kept all 5.

2. All draws take 5, put back 4. His group would just take the top one!

3. He included the card's ID number (see image) in the WORK VALUE. Needless to say recruiters were popular when they played, and money wasn't a problem

4. He didn't realise you could sacrice points for 100 florins each.

I think that takes the record for worst manual misreading ever

Apologies to Mark if he reads this post
 
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11. Board Game: Caylus [Average Rating:7.83 Overall Rank:45]
Olav Müller
Germany
Düsseldorf
Deutschland
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In our first games we played the grey (stone) ressource producers (farm, workshop ...), that you would get one of the ressources when you BUILD the tile, not whenever anyone USES them. This was, because the benefit was in the right column on the tiles, where additional benefits for building (like the favour in the church) were depicted.

I still find this un-intuitive but with this being the ONLY gripe with the game I am itching for some more plays this week.
 
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12. Board Game: Rummikub [Average Rating:6.31 Overall Rank:1551]
Jonathan Badger
England
Stratford upon Avon
Warwickshire
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Just about my favourite game. However we always play that 1s and 13s can form part of the same run, i.e. 12, 13, 1 etc. In the additions of the game I've seen a run cannot go beyond 13. This tweak makes the game play much more fluid and enjoyable.

We also play that a set that includes a joker cannot be completely broken up, although it can be added to a piece can be taken away, as long as the joker remains part of an original threesome (or more).
 
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13. Board Game: Fairy Tale [Average Rating:6.76 Overall Rank:745]
Jonathan Badger
England
Stratford upon Avon
Warwickshire
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Boy, this is going to be difficult to explain, especially as I don't have the rules to hand. But stay with me, it’s worth the ride.

When I was first taught this game, it was on the basis that in each of the four rounds you are dealt five cards. You choose one card and pass the remaining four cards to your left. The person to your left then chooses one card from the four you have passed to them and they add this to the card that they chose originally. They then pass the remaining three cards back to you. You then choose one of these three remaining cards and pass the remaining two cards back to the person on your left. The person on your left then chooses one of these two cards and finally passes the remaining card back to you. This card becomes your fifth card. The five cards you end up with therefore comprise of three of the cards you started with plus two from the five cards that the player on your right started with. Wow, what a brilliant and innovative idea I thought.

In the second and fourth hands the direction is reversed so that you initially pass to the player in the other direction.

Playing this way, you can, from the initial five cards that you are dealt, get to do a little planning. You know that you will end up with three of the five cards you started with and can choose accordingly. There is a little suspense also. Will the person to your left choose the second of the five cards that you really wanted, or will they keep it for themselves?

If you have never played this way then do try it. If you thought this was the correct way of playing then think again!

What I have now been told should happen, and what the rules actually appear to say, is that first you choose one card from the five you are dealt. You then pass the four remaining cards to the person on your left. Meanwhile you receive four cards from the person on your right, you choose one and then pass the remaining cards to your left. In other words you keep passing the cards in the same direction for the whole of that round. In the next round the order is reversed.

This is much less fun. If you are playing five players you know that you will only get one of the cards you are initially dealt. With four you will get two, the first and the last. But the last is unlikely to be one that you want.

So in the official version you loose out on both the planning aspects and in the suspense. The only compensation is that during the passing round phase you will have seen a greater number of the cards and may be able to plan accordingly.

I know which way I will (continue) choose to play!
 
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14. Board Game: Scan [Average Rating:6.03 Overall Rank:10098]
Jonathan Badger
England
Stratford upon Avon
Warwickshire
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Our favourite game with these cards is a standard trick taking game, where the number of cards dealt increase or decreases in each round and you have to make the number of tricks called (which cannot in total (for all players) be equal to the number of cards in that round).

What I had always assumed was that this is a brilliant drinking/party game. We always dealt the cards face down as you would expect. Then the difficult bit. Pick the cards up facing AWAY from you. As a result you can see everyone else’s’ cards, but only the suit of your own cards. This is tremendous fun as you see the other players decide, unknowingly whether to play an ace or a two!

However, what I have been told is that the cards are simply picked up as normal, with the extra information available to your opponents being simply the suit all the other players have left in their hands. More sober, but less than half the amount of fun.
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15. Board Game: Coloretto [Average Rating:6.96 Overall Rank:482]
Roger Meertens
Netherlands
Nijmegen
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I had read the rules once when I taught it to some friends. I thought I remembered well that you score 2 colours positive and the rest of the colours are negative.
Turned out it's three positive colours, but I think two colours give more suspence. So I never played it the official way.
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