Can’t remember, but the vid is here:
https://www.youtube.com/live/W0meWjH8SnY?si=662ZyYYw8E9UmdCy
Can’t remember, but the vid is here:
https://www.youtube.com/live/W0meWjH8SnY?si=662ZyYYw8E9UmdCy
Which way? I’ve argued with some games that if missing one rule ruins the game, then you’ve got a truly elegant ruleset. Prime case was Jaipur, where we played with top-decking and it was terrible. I later learned you couldn’t topdeck and suddenly the game was brilliant. I really respect it for a small but essential ruleset where each constraint is perfectly placed.
Also Dark Moon which started as a PnP “BSG Express” and was later reskinned to an Alien-esque setting and published.
Didn’t get a chance to participate, I’ve been mostly offline for about two weeks.
First off, on the philosophy of houseruling. Just a counterpoint.
First, designers will tell you that a game, in the first week after publication, gets more play than during the entire playtesting cycle and certainly more eyes. They’ll freely admit that the game gets more refinement in that period and they never see every strategy or meta. Looking at A Few Acres of Snow (Halifax Hammer) or Great Western Trail (spamming Kansas City) as well known examples. I’d argue it’s a fallacy to assume that the game as published is the game as intended, without exception. Chvatil and Lehmann aside, who make computer models to run thousands of iterations, most games are not fully baked on publication. Some get second editions to fix these oversights. Most don’t.
Second, rules generally only give you one way to play. Sometimes they include variants. But with a base system and the components there are often several valid games. See our conversation on hidden scoring as an example. Also see the Jaipur app that tweaks the game in a dozen directions: what if the tokens were in reverse order? What if camels were worth 15? Zero? What if the hand size was 9? 5? Each of these is a really fascinating variation on the system that forces you to play differently.
All to say, games (and recipes) aren’t always “right” out of the gate and if you know what you are doing it’s fine to tinker (though, to @pillbox’s point, futile to change the formula and then complain about the result). And maybe Samurai with hidden scoring is best for most of the population but not for you. Open scoring isn’t wrong.
Approximately 2 cents in the bucket there.
I feel that there’s a difference between a house rule and a ton of people recognizing broken pieces of games after publication. Often the designer weighs in at such a point and it becomes a semi official rule or is fixed in a new edition or expansion as you said. Spirit Island now has an additional blight token per game. Obsession has some admittedly unbalanced take that tiles that can be removed… etc. this is where the gamer hive makes things better by uncovering weak spots.
But not everything a single person dislikes about a game is broken. If I introduced a house rule every time my partner exclaimed something was unbalanced… we’d be drowning in house rules. Sometimes he is right but often he is just being a sore loser.
Where is the line? How many people need to complain about part of a game to change it? Who gets to decide at your table? Majority? Game owner? Table owner? Game teacher?
Personally I rarely feel like I have played a game enough to be able to make an informed decision about balance. I can usually only contribute anecdotal evidence that such and such an element seems a little detrimental. I’m all in favor of collecting such and letting the pros decide if a game would be better with a change.
Recent experience shows that I rather avoid games or expansions that seem unfun with rules as written.
So maybe I’m the worst tinkerer here. Here’s what I jotted down looking down my games:
Variants
Permanent Houserules
It looks like most of my “houserules” are more of options so very few are “always on.”
Games I tried or wanted to fix
Dogs of War - the designer variant in the BGG forum are awesome.
Pax Transhumanity - Sophia Leckner’s variant of flexible deck depending on player count. This means a shorter deck at fewer player counts. Why is this not the rule already? IDK
Pax Porfiriana - qwertymartin’s variant (aka Senile Diaz) is a workable duct-tape on a bad 3 player game. At 3 player I would rather just suggest Pax Renaissance if they can handle the rules weight. Otherwise, variant it is.
Imperial/Imperial 2023 - don’t bother with the starting suggestion in the rule book, it only reinforce the idea that you are playing a country. Just do a once-a-round purchase on every country, as stated on the advanced rules.
Dominant Species - I remove 3 cards that gives additional action pawns, and remove cards depending on how fast players play
Pax Renaissance - I like the alternate scenario where England and Germany are already Protestant. But I still prefer the original scenario.
The variant where the both top cards of each deck is revealed but cannot be purchase is a nice easy variant.
Azul - always at the advanced (“sudoku”) board.
Food Chain Magnate - “Hard Choices” with base game milestones is the preferred rules atm.
Evolution - simultaneous play even at lower player count is cool. The awful downtime soured me on Oceans
Railways of the World - “worst comes first” turn order. The auction is ****. Get rid of it.
Santiago - Mark Wilson did a variant in BGG for lower player count.
Cosmic Encounter I need to get back on this, but I still prefer 2 aliens (face up if newbies) with secret bidding at Alliance phase, and with the Reward deck, of course.
I’ve played Startups wrong in at least three ways and it was always an interesting game.
What’s topdecking?
Oh, sorry. Topdecking is drawing the top card of the deck unseen. Alternative would be drawing face-up cards from the market.
In fairness, I may be misusing the term. I first heard it in card based duel games where your hand is also empty, so you are essentially playing blindly from the top of your deck.
Edit: The Designer of Nuns on the Run has officially weighed in on the confusing rules around running and listening. Thank you BGG, I didn’t have this resource back when I first played the game!
Also, Nuns on the Run has an online implementation…
Aha. Thanks for that.
Yes - I can see how Jaipur wouldn’t work quite so well if you were taking cards from the deck!
I think the bloat ends up being a virtue. It forces you too manage all sorts of nonsense which both puts pressure on the players and distracts from pure social deduction so there’s more mystery in the mix than reading someone. It is a long game but I think it wouldn’t be as good if it was less fiddly and convoluted.
I don’t think we’ve ever used the resource cards - do you always play with them even if you aren’t doing an open draft?
Well, certainly for solo. We also use them in 2p games to add a “bot” so that we aren’t given too much control of the game. Just deal a card every third turn and deal with whatever it gives you.
But because it became such a long and fiddly game it didn’t hit the table anymore in our group. There also were some good expansions, I really enjoyed the one which gave the zylons their own board to cause more chaos and coordinate their attacks better.
Not explicitly as far as I could tell.