Really love the game. Love the card-library, leveling, equipment... pretty much everything other than the agenda scoring that seemed to consistently end the game just as we were uncovering some new or interesting story-beat.
What follows are the house rules we use, the goal being to transition to something more open-ended. Much of it was
borrowed from other variants here on BGG.Rule Changes:
* Use character SPECIAL tokens to track progress on the score track.[The rule summary features a simple score track. We use a generic SPECIAL token on the character sheet rather than the one with the character's likeness. It might throw off the level-up token distribution a little, but it's minor and it's useful to have clear indicators on the score track]
* After any lap, place a blank/black token under your character token.[We kept the black/blank tags from the overlay, and use these as 'lap' markers]
* If there are two enemies of different types in one square, remove the weaker [We found after all the zones were uncovered we were constantly fighting waves of trash-mobs. This thins the horde while leaving the more challenging opponents]
* The game doesn’t end when a faction wins the war.[This obviously makes for a long game, but that's basically the point, isn't it? At the moment we end the game after X run-throughs of the agenda desk or we loose interest. We've looked at having a target score, but that ends the same way as the vanilla game: ending the game before we've finished exploring.]
* Faction tokens will not attack unaligned PCs
* Faction tokens still block area access[These two were just because it seemed silly that the railroad would just mindlessly attack players, but we wanted to preserve factions locking locations. It has the side effect of prompting players to avoid factions early game, which is actually a strength in our books]
* Faction agenda cards can be exchanged for 3 caps at the opposing faction home base.
* If you kill any faction-npc, you are considered declared for the opposite faction. Can not be changed with an agenda card[Want to support the Enclave, but can't get an agenda? Ice a brotherhood member and get in their good-books
We use a blank/black token on an agenda to show a 'locked' faction choice]
* No faction changes once one has won[No calling for the winner once the dust has settled - obviously]Exploration:
When you explore an unexplored tile, move your counter along the exploration track.
Green zones = 1 square.
Red zones = 2.
When all zones are explored, the player whose token is furthest along gets 5 VP.Inelegant, but I wanted some way to reward exploration and straight VP rewards seemed too much, so I settled on this carcassonne-baron winner-take-all solution. Would like to see it replaced. Active Scoring:
* Complete a card that’s trashed: 1 VP[This is lifted from Hitotsumami's very good score variant. Rewards players for progressing quests]
* Kill a monster: VP = Monster Strength -1
* Set quests that require caps: half the paid cap value.[Another inelegant rule, but we need some way to reward players investing caps into mission progression - actively looking for something to replace it]End Game Scoring:
* 4 VP if your declared faction wins the war
* 1 VP for every four Caps stockpiled
* 1 VP for every 2-caps worth of gear
* 1 VP for every level / SPECIAL token
* GECK is worth it’s half it’s cap cost +1
* Non-faction agenda cards scored normally.
* Faction agenda cards worth: 1 VP. +1 if you declared for that faction. +1 if the faction won.Hitotsumami's Scoring Variant
kicked off the revised scoring discussion, and I borrowed a bunch from his much better printout. kitzhubsch's Enemies fighting each other
rule solved the mobbing problem for us.
Bgartz29's Victory Point Variant (WIP)
has some good ideas, as did svendj's endgame and shopping
I stole Candi's Faction exchange rule from the Enthusiastically Conflicted Review thread. I haven't stolen anything from Iammars' All-Neutral Agendas
yet... but I'm working on it...