Best House Rules ever!



  • Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that’s going way back.
    I bought it at the beginning of 1990’s.
    Geez……I’m getting older…
    Yes It was good expansion rules, I based my naval rules with gamer paradise I kept the essential and ports.but I changed some rules and add some new thing like merchant marine and ports.

    AL



  • LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.



  • @Yavid:

    LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

    Please share.



  • i don’t think i even have my copy of the rules anymore. I’ll have to see I did see them on ebay for $5 so i might have to rebuy them. If someone has them email them to me and I’ll do the work of making them global friendly.


  • 2018

    I haven’t played with paratroopers yet, but the thread that discusses this unit seems to advocate strongly for a limit of one trooper per transport when going into battle (combat move), but then allow for the transport of two in NCM.


  • Customizer

    Our favourite house rule is the laboratory. This Idea was given to me by a dude on GameboardGeek but I have been informed by a player on here that that is BS and that he came up with it first. (he knows who he is and has time coded links lol) Regardless the idea is thus:

    During purchase units you can buy a lab. In all games except Global the price is 7 IPC, Global is 10IPC. The lab is placed in any territory you own during place units. Next turn during Research phase you roll one die for every lab you own. In addition to the labs you can also buy throw away dice for 5IPC to increase your chances. If the territory with your lab happens to be captured and held by the enemy until their research phase they would get to use it themselves.



  • most holy’s research fac. is great. he shared it with me about 4 months before someone else thought of it.


  • 2017 '16

    @Young:

    @Yavid:

    LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

    Please share.

    Don’t know if it really matter since this thread was written a long time ago but I could say that this
    House Rule on Subs was based and adapted from the Gamers Paradise rules:

    Basic principles of a new Sub Warfare House Rule (nSWHR), for review
    http://www.axisandallies.org/forums/index.php?topic=32248.msg1208515#msg1208515



  • For any game with tech research in it, I like the tech being more likely to be discovered the more money you put into it. Instead of needing to roll a 6 on one die to discover the tech, you roll two dice and need to roll a 12, but for each previous roll, you get +1 to your current roll. So on the second roll you would succeed on an 11, on the third roll on a 10, etc. The average number of rolls needed to get the tech is about the same, but the variation is much lower. You’re much less likely to get it on your first attempt, but also much less likely to need 10+ attempts. To keep track of how many rolls you’ve made, place a die (or an airplane movement marker from Revised) on the tech chart where the control marker would go.


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