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Trivial Pursuit» Forums » Variants

Subject: House rules rss

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Tuomas Korppi
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We use the following modifications to the standard rules.

(1) The play is to ten points, each correct answer gives one point.

(1.1) The pies are not used.

(1.2) Points need not be collected from different colours. Points need not be obtained at special squares; any correct answer will do.

(2) In the first turns, the players must move towards the outer track, and once they have reached the outer track, they are not allowed to exit it.

(3) After a player has answered the question, each of the other players announce if they 'believe' or 'doubt' the answer.

(3.1) First, the player left to the answerer makes the announcement, then the player left to him, and so on. This goes on until one of the players announces that he 'doubts' or everyone has announced that they 'believe'.

(3.1.1) No-one is allowed to see the right answer printed in the card until they have announced whether they 'believe' or 'doubt'.

(3.1.2) No 'table talk' is allowed during the announcement phase.

(3.2) If all players 'believe', the answer is regarded as correct (whether or not it actually is).

(3.3) If someone 'doubts' and the answer is wrong, turn passes to the player who 'doubted'.

(3.4) If someone 'doubts' and the answer is correct, one point is subtracted from the player who 'doubted'.

(3.4.1) A player's score can go negative.

(3.5) If the answer is correct (or is regarded as correct), the player who answered gets one point and a new turn.

(4) In the reroll squares, a trivia question is asked like in the ordinary squares.

(4.1) In reroll squares, the player right to the answerer chooses the color of the question.

(4.1.1) Other players can try to affect the choice of the color with 'table talk'.

(5) In 'pie' squares (that would give a pie in the normal game), the answerer may choose: He can either proceed like in a normal square, or he can change seats.

(5.1) If the player changes seats, he chooses between which two players he will sit. Other seats are adjusted accordingly.

(5.1.1) The two chosen players must be adjacent before the change of seats.

(5.2) Turn passes to the player who sat left to the player in turn before the change of seats.


Implications (strategical and otherwise):

(A) If you do not know the right answer, bluff.

(B) 'Doubting' is the only way to get a turn. Thus, 'when in doubt, doubt' is a solid strategy. 'Believe' only when you have a good reason to do so.

(C) The game will eventually end with probability one. The sum of the scores of all players will never decrease, since whenever a player loses a point, another player wins a point. Occasional easy questions (whose answers everyone 'believes') ensure that the sum of scores of all players will slowly increase, and thus some of the players is bound to get ten points sooner or later.

(D) Changing seats is implemented, because sitting right to the best player is quite an advantage. This way many players have a chance to 'doubt' the answer of a good player before you. When all the players are of equal strength, the change of seats rule may be ignored.

(E) Extensive house rules are needed to determine the accuracy required for an answer to be regarded as correct. When the required accuracy is unclear, any player may ask the players to negotiate the required accuracy before the start of the announcement round, and, if needed, ask the answerer to provide a more detailed answer. It is also a good pratice to regard the answer printed in the card as authoritative (-> no negotiations whether the answer printed in the card actually is correct or not).
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Matt
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Avon
Indiana
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I like your bluffing/bidding variant. Thanks for sharing!
 
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Mark Mahaffey
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Columbia
South Carolina
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Trivial Pursuit + Jeopardy + Poker
Our simple house variant for TP is this: throw the board out completely. Each player gets an equal number of poker chips (the more, the longer the game) and a good amount of chips are placed in a pot.

First player reads a question - anyone can speak up with the answer (Jeopardy style) and if they are correct, they take a chip from the pot. If they are wrong, they take a chip from their hand and throw it into the pot. Then the reader passes the deck to the next player, who reads the next question. The reading player may never answer that particular question.

You can either play elimination until all but one are knocked out, or play to a predetermined number of chips. Pretty simple, lots of fun. Works well for any size group 2 and up, including teams.

Trivial Pursuit + Jeopardy + Poker.

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John Holder
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Centennial
Colorado
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We have only one house rule:
If you hit 3 roll again spaces in a row, your next space, no matter what, gives you a pie if you answer correctly.

Usually, each player hits this once or twice per game, and the game goes a little faster.
 
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Erik Dewey
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Broken Arrow
Oklahoma
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I replace two of the Roll Again spaces with "go anywhere you want spaces."

Greatly speeds up the moving around on the game. Next time I play, I'm tempted to replace all Roll Again's with "go anywhere" spaces.
 
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Tim Gilberg
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Wow. With rules like these I might actually get someone to play Trivial Pursuit with me!
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