The Bingo Hall is Closed (Aug.26) - Results Posted
Jordan Pratt
Canada
Calgary
Alberta
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Detailed instructions about the Hall can be found here: www.ekneads.ca/bgg/bingo/rules.htm.

30 cards are available, but will only be posted when a person makes an entry to this list that fufills the Drafting Requirements.

The draw will occur either when all 30 cards have been distributed, or by Friday, Aug 26 at noon (MST) - whichever comes first.

winning card-->2GG
worst card-->1GG


--- DRAFTING REQUIREMENTS ---
This week's bingo word is HOUSE.

Please tell us about one game that you play regularly with one or more house rules of some sort, what those rules are, and why you use them.

Only ONE entry per person, please.

No dupicate entries, please - if someone else beat you to a game, please think of another game.
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1. Board Game: Monopoly [Average Rating:4.40 Overall Rank:15327]
David Matchen
United States
Baltimore
Maryland
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I'll start with an old chestnut. All tax payments go into the middle of the board. Someone lands on Free Parking--windfall!
 
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2. Board Game: Evo [Average Rating:6.88 Overall Rank:756]
Bill Koens
United States
Watsonville
California
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marks the spot.
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I play Evo with the "pull one fewer gene than players rule", but that's not really a house rule more than it is a variant. The house rule we use relates to the cards. In my experience, the cards are on average weak, but with great deviation---a few are quite good, but most are just OK to practically useless. Dealing three to each player at the start of the game thus add too much luck for my liking. So I play:

1. No cards at start.
2. If you win a Card Gene in an auction, draw two cards and keep both of them.

This makes the card genes more desirable and more on a par with the other genes.
 
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3. Board Game: Through the Desert [Average Rating:7.05 Overall Rank:435]
Hammock Backpacker
United States
Columbus
Ohio
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In our house we always play with the watering hole chips turned face down. Our kids have more fun with the increased "what did I get" factor.
 
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4. Board Game: Hammer of the Scots [Average Rating:7.56 Overall Rank:299]
Pierce Ostrander
United States
Albuquerque
New Mexico
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At the beginning of each year, 5 action cards are dealt to each player. This determines each player’s operational capability for the year. Their usefulness of each players draw can be wildly disparate.

So, we use the "3-2-1 rule". If you draw more than 3 "ones" (the worst card), 2 "threes" (the best card) or more than 1 "event" card both players return their hands to the deck and re-deal.
 
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5. Board Game: Axis & Allies [Average Rating:6.55 Overall Rank:1184]
Andy Cassola
Italy
Piacenza
PC
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We have developed several house rules and we use them regularly. We have added Italy to the superpowers (and new very big map),we have blockade rules, some cards and some more...
 
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6. Board Game: Magic: The Gathering [Average Rating:7.45 Overall Rank:157] [Average Rating:7.45 Unranked]
Matt Smith
United States
Troy
Michigan
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My group hates the new mulligan rule (take a mulligan regardless of # of lands, but draw one fewer cards), so we use the following:
- Each player can take one mulligan if he has 0 or 1 lands. He can take the next 7 cards first and then shuffle, or shuffle his initial draw back into the deck first, then draw 7 cards. Either way, he's stuck with his second draw.

By allowing the second hand to be drawn before shuffling the initial hand back into the deck, the odds of drawing sufficient land is increased.
 
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7. Board Game: Zombies!!! [Average Rating:5.85 Overall Rank:4470] [Average Rating:5.85 Unranked]
Aaron Sapp
United States
Columbia
Missouri
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We figured that the one zombie per space rule would have been fine for Zombies. or Zombies!, but not Zombies!!! As such our house rule is that you can only put one zombie in a space when you first place them, but once you start moving them you can put as many zombies in a space as you can cram.
 
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8. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:47]
Matt Davis
United States
New Concord
Ohio
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We feel that the Imperial Strategy Card is far overpowered, so we have several potential tweaks to it. One is to only make it worth one victory point. Another which makes things more interesting is to make its primary ability duplicate the primary ability of any other Strategy Card that was taken that turn, while the secondary ability stays the same. In that case, we flip over a public objective every turn.
 
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9. Board Game: Empire Builder [Average Rating:6.93 Overall Rank:951]
Mark Beyak
United States
Santa Rosa
California
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Combat Commander gets your blood flowing.
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With any of the "Empire Builder" games we use two house rules.

1. A player may forfeit his/her entire turn to receive one dollar from the bank. Punative, but allows a player to remain in the game.

2. A "Public Contracts" card is chosen and displayed openly. Any player can fill any of the three contracts on that card during their turn then turn a new "Public Contracts" card up. If an event is turned up when replacing the public contracts it is ignored and placed in the discard pile. This rule does two important things IMHO, first, The game is sometimes criticized for being "multi-player solitare". This increases player interaction a bit in that you really want to watch what others are doing, you may want to fill a quick small public contract if you see that an opponent can fill a large one on that card. (Nothing better than hearing them groan when that happens). Second, IMHO there are too many events in these games, so cutting down on them a little helps the game.
 
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10. Board Game: Trendy [Average Rating:6.19 Overall Rank:3865]
Kelly Bass
United States
Venice
California
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When we play Trendy, we play that the player dressed the trendiest is the startspieler. Makes sense with the theme of the game, and evokes some interesting debates.
 
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11. Board Game: Age of Mythology: The Boardgame [Average Rating:6.15 Overall Rank:2481]
True Blue Jon
United States
Vancouver
Washington
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No attacks on the first turn.
 
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12. Board Game: Wallenstein (first edition) [Average Rating:7.51 Overall Rank:341]
The root of all evil... but you can call me cookie.
United States
Gainesville
Florida
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I'm sure that a lot of the Wally-heads out there will think I'm commiting sacrilege when I say we have a Wallenstein house rule.

We play with all 4 of the effect cards face down. When it's a players turn to pick a card they pick from 1 of 4 cards not knowing what the effect will be. This means a player may unknowningly cause angry farmers or lack of trooops in his own areas. As a group we have all decided this is just a slight element that adds a lot of flavor to the game.
 
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13. Board Game: Ticket to Ride [Average Rating:7.46 Overall Rank:124] [Average Rating:7.46 Unranked]
Travis Hall
Australia
Brisbane
Queensland
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We find we get a better game when we use a draft to distribute starting tickets. We deal everyone a number of tickets equal to the number of players. Everyone picks one, and passes the rest left. From what we are passed, we pick another, and pass again, until we are each handed a single tickets. Then, we discard down to two or three (player's choice) tickets.

We find this works great for five players and quite well for four. We don't do it for two- or three-player games.
 
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14. Board Game: Formula Dé [Average Rating:6.99 Overall Rank:575]
Gary Bacchus
United States
Altamonte Springs
Florida
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Each player has twenty seconds to decide on his gear change (if any). If that time is exceeded, the players stays in the gear from the previous turn, rolls, and moves as normal.
 
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15. Board Game: Carcassonne [Average Rating:7.43 Overall Rank:139] [Average Rating:7.43 Unranked]
Ryan Olson
United States
Auburn
Kansas
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We removed the farmer rules for my 6 yr old's sake. he seems to enjoy the game, but the farmers were hard for him to understand.
 
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16. Board Game: Catan [Average Rating:7.23 Overall Rank:279] [Average Rating:7.23 Unranked]
Tim K.
United States
Seattle
Washington
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We usually play with the welfare variant where a player who does not receive a resource on a die roll can collect a chip/token. When it is their turn they can trade in as many chips as they have visible victory points for one resource of their choice.

Seems to balance out the problem of unfortunate early die rolls and players being left in the dust. The utility of it diminishes as more victory points are won so there's a nice curve to it during the game. With the variant in place, games are usually much closer.
 
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17. Board Game: No Thanks! [Average Rating:7.04 Overall Rank:391]
Simon
United States
Washington
Dist of Columbia
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Lately we've been playing with seven cards left out instead of nine, as well as keeping track of scores over three rounds. All other rules as stated in the instructions. It was recommended here at BGG and we've all been enjoying it.
 
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18. Board Game: Manhattan [Average Rating:6.70 Overall Rank:991]
Ed Holzman
United States
Seffner
Florida
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As grey traces of dawn tinge the eastern sky, the three travellers, men of Willowdale, emerge from the forest's shadow. Fording the river, they turn south, journeying into the dark and forbidding lands of The Necromancer...
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When playing Manhattan with Genius #1 and Genius #2 (my two oldest sons, ages 9 & 8) or with the boys in my Royal Rangers class at church, we play that all of your cards are placed face up on the table in front of you. That way you can see where your opponents have playable squares and you can kind of plan for what are normally unforseen "take that" plays.
 
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