Here are some optional house rules you might try....
B. Player Turn Order
C. The Deerhunter and The Grand Duke
(Flyers pinning Flyers rules remain unchanged)
a 3 to 1 pinning rule.
Where the following occurs:
1 piece pins 3 opposition pieces
2 pieces pin 6 opposition pieces
3 pieces pin 10 opposition pieces
& on Citadel spaces....
4 pieces pin 13 opposition pieces
5 pieces pin 16 opposition pieces
6 pieces pin 20 opposition pieces
7 pieces pin 23 opposition pieces
and so forth.
The player moving can demand to see that one of the pieces
being used to pin is a not a bluff. After that is varified,
then he can choose which pieces are pinned and which can move...so if it is your turn and you have an army of 10 and
your opponent has 2 things in your hex..
you 1st ask him to show that 1 of the things is not a bluff.
After that, you may move 4 of your pieces out of the hex. 6
are pinned by his 2 pieces. You choose which 4 can move out.
B. Player Turn Order
2 player game- Players change the order of who goes first each turn. First turn it is player A then B. Second turn it is B then A...Third turn it is A then B..etc
3 or 4 player game- After the player who goes first is determined as per game rules..roll a die...on a roll of 1-3, play proceeds clockwise after the First Player goes. However, on a roll of 4-6, play proceeds counter clockwise after the First Player goes.
Both of these changes allow for more variation in the game. (fun)
C. The Deerhunter and Grand Duke
Everything is the same with the Deerhunter except that his stack still must pay 2 movement points when entering jungle,
mountain, and swamp hexes. Plains, Desert, and Frozen Waste
still cost only 1 movement point. However, with the Deerhunter, FOREST SPACES ONLY now cost only 1 instead of 2
The Deerhunter can still take units with him from a space
that has enemy pieces when starting out. His force is still
immune to starting pinning.
II. Grand Duke
To make the Grand Duke a bit weaker than his cousin, the
Baron Munchausen, roll one die before combat with the duke.
If you roll a 1..he fails at successfully reducing all cities and forts by 1. On a roll of 2-6 he succeeds like
his cousin always does.