Enigmarch, Day 27: RULE
Apr. 27th, 2024 04:35 pmHouse Rules
Sometimes the smallest change to the rules can make it feel like a whole new game.
There's no rule that says you can't check your answer here.
Sometimes the smallest change to the rules can make it feel like a whole new game.
- In the first phase, your superpower (US, USSR, UK, Germany, or Japan) can purchase new units or develop new weapons, primarily hatchets and tomahawks.
- A player scores one point for each spell-casting enemy they eliminate, and one point for each enemy's candle they bring back to their beehive.
- On their turn, a player may claim a route on the board by playing a set of Protestor Cards that match the route and placing one of their protest signs on each space along the route.
- On each turn, you choose a card to play to construct a building (or build a stage of your civilization's monument), and then the remainder of your hand roams aimlessly around the board.
- On your turn, spin the spinner and move your car the indicated number of spaces along the shortest distance between two points.
- At the start of your turn, roll the dice. Each hex with the number you roll produces resources. If you roll a seven, the Lord of Hell comes and steals your soul.
- Each turn consists of playing or discarding one expedition card, drawing a new card, and naming as many population centers as possible along the route, one after another.
- To reset, place the marble back in the bucket, rotate the broomstick, latch the wrench, replace the diver, and hang the gigantic net that leaves room for the antlers.
- At the beginning of your turn, place your ice skaters. The number of skaters you place depends on the number of territories you control, the number of continents you control, and whether you trade in a matched set of figure skater cards.
There's no rule that says you can't check your answer here.