Umm, no... we're not playing it like that
Carc >> BSG
United States
Topeka
Kansas
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There are some rules in our favorite games that we just refuse to use. Some are as innocuous as setups for numbers of players, or expansions, variants, or other easily-avoidable problems. But then there are others.

Below, add the rules or setups you refuse to play with and how you avoid them.
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1. Board Game: Last Night on Earth: The Zombie Game [Average Rating:7.00 Overall Rank:539] [Average Rating:7.00 Unranked]
Carc >> BSG
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Topeka
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This is a great game that only suffers from one fatal flaw, in my opinion... the attempt to accommodate 4 players. This game should be played with 2, 3 or 5 people, never 4. Why not? Because this game pits 4 player-controlled heroes against a horde of ravenous undead. In a 2 or 3 player game, the heroes are evenly split among the players while the remaining player controls the zombies. In a five-player game four players control a hero each.

But with 4 players, 3 people cannot equally control 4 characters, so the designers decided to have 2 players control the zombies. This results in the zombie players having half as much to do as normal with fewer cards. One of the beauties of this game is that it allows players who don't do well in co-op games to play alongside those who do, but the 4-player situation destroys that.

I have flat-out refused to play LNoE 4-player and don't see myself changing that.
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2. Board Game: Race for the Galaxy: Rebel vs Imperium [Average Rating:7.95 Unranked] [Average Rating:7.95 Unranked]
Carc >> BSG
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Rebel vs. Imperium introduced takeover rules. I have yet to learn them or even see anyone else play with them, although truth be told it's been a long time since RftG was played by me (which is sad, RftG is one of my top-ten games). But even the rulebook stresses that Takeovers are completely optional with the expansion cards, so playing without them doesn't break anything.
 
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3. Board Game: Galaxy Trucker [Average Rating:7.46 Overall Rank:129]
Carc >> BSG
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One of our players hates the sand timer being used during ship construction. I've played it both ways and I understand their reasons. If we're playing with a new player I suggest not using the timer. Afterwards, though, it's time to tense it up.
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4. Board Game: Ticket to Ride: The Card Game [Average Rating:6.18 Overall Rank:2068]
Carc >> BSG
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The memory component of this game kills the joy. I'd like (and have liked) this game a lot more if I didn't have to try to remember what I've collected so far.
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5. Board Game: Carcassonne [Average Rating:7.43 Overall Rank:139] [Average Rating:7.43 Unranked]
Carc >> BSG
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The first time I played with my father I realized the rule about drawing at the beginning of your turn needed to be tweaked, since he took a very long time deciding his move. I've seen plenty of other support for the 'draw at the end of your turn' variant, so you have time to think about your tile placement during other's turns.
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6. Board Game: Heroscape Master Set: Rise of the Valkyrie [Average Rating:7.42 Overall Rank:269] [Average Rating:7.42 Unranked]
Carc >> BSG
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When I first got this game my daughter and I played a few rounds with the basic game rules, then added in more rules after each play session. Order markers made the game way too frustrating for her, so we left it out. It wasn't until she played in a tournament or two that she felt comfortable using them. She still didn't like them, though, and I understand that. Without the order markers you're not locked in to any long-term decisions that might not benefit you, or worse if you lose a unit you might be paralyzed for up to 3 turns. Order markers add a huge layer of strategy, and if that's what you want they're a great thing. But if you just want to fight fight fight and planning be damned then the OMs detract from the game instead of adding to it.
 
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7. Board Game: Pirate's Cove [Average Rating:6.59 Overall Rank:1031]
Michael Hovan
United States
Elkhart
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This game has a roaming pirate who harasses all of the pirates playing the game. The rules move the roaming pirate from area to area in turn. Everyone just avoids him. Better is to let his placement be determined with a die roll AFTER everyone else has moved. Much excitement is the result.
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