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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#1
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Share your house rules!
Ok, so over the past year or two that HS has been out my friends and I have agreed on a number of house rules. I'm sure many of you all have your own house rules as well. I think it'd be a neat idea if we could all post our house rules on this thread. I'd like to see what other people do and maybe I can glean some cool ideas from you all! I'll start.
MacRae's House Rules -In large games (1000+ pts) the X order marker is used for a real turn. -When attacking a figure that has 50% or more of it's body obscured, the defender gets +1 defense die as a cover bonus. -Instead of the standard attack and defense dice, we use a set of dice that has four "hits" on it for attacking and a set that has three "hits" on it for defending. In other words, it would be like using attack and defense dice with one extra skull/shield on it. -Instead of using the d20, we roll two six-sided dice. All abilities that have a d20 roll are converted to a scale of 2-12. Additionally, the initiative glyph only gives a +4 bonus instead of the usual +8. -Every 20 points unspent after the draft gives that player one re-roll. If rerolling attack or defense, the exact same number of dice must be rerolled and you may take the better of the two rolls. -To promote variety, we keep track of who has played with what figures and don't allow players to choose the same figures two games in a row. |
#2
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My house rule was conceived by Guerillanator: Two Xs are used. Only one gets to be the fourth turn marker. Gives some flexiblity in plans.
I mostly play 2 player games and we have an almost unspoken rule laid down like your last house rule - we never take the same figure twice in a following game. |
#3
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I like your two x's rule HEH, I'll be trying that out. We let heros carry glyphs (from codex 1).
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#4
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Mostly just one pretty common one. We generally always do drafting and there can only be one of each unique per game rather than per player.
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#6
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No TV until your homework is done.
Bannister That can only mean one thing. And I don't know what it is. |
#7
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I win all games....that's my only house rule....
(and I have a note from Craig that says that rule is alright.) Back in this reality....the only house rule we use currently is using the X-marker as a wildcard. You can use it in place of any numbered marker. Newb. |
#8
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Re: Share your house rules!
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#9
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Wow....some of your house rules are pretty hard core. May I ask why you feel the need to do those? I'm not judging, I'm just legitimately curious.
As for my house rules.... -we use a modified order marker system for large games because we found the standard 3 and X too limiting....lots of figures were just standing around...seeing as how we mostly play large games, we rarely use the regular order marker system unless we are playing regular sized games. -we use modified snow and ice rules because we felt ice needed to have something to make it stand out from snow....we added an ice break rule and a tweak to the snow rules to accomplish that. Snow and Ice both cost two move to get onto, as usual, but snow also reduces fall damage....in a minor fall you don't roll anything, in a major fall you roll only one die, and in an extreme fall you roll two attack dice only. Ice break works like this...basically if a figure ends its movement on ice they have to roll for icebreak. Small and medium figures take the roll at face value, large figures subtract 3 from the roll, and huge figures subtract 5 from the roll. If a figure gets a 1-5 they are destroyed immediately, before attacking. -we only allow one unique per game, to save money and promote variety...we have recently extended this rule to cover only one version of Drake or Raelin per game. -we only allow one player to control all of a specific type of common, to eliminate confusion. We only use one card for all commons and I keep the duplicates stored away in a safe drawer to replace damaged cards in the future. -we use solid water as "deep water" ala the RTTFF rules, and sparkly water as "shallow water" ala the standard rules....just because they look different, so we feel they might as well be different. -we have house glyph rules that modify their effectiveness and the way they are used, mostly to make them a bit more fun to use. That said, we rarely use glyphs and often vary how they play...sometimes using the original rules, sometimes using the house rules, and sometimes coming up with scenario specific rules. -we allow double-based figures to rotate as a free move....you'd be shocked how much friendlier and simpler this makes things....EDIT: this is now an official rule! -we refuse to be anal about line of sight....no laser pointers allowed in my house! -we roll a d20 before the game to decide who gets what starting area -we allow large armies to spill over the edges of the starting areas a little, if need be. We make large maps so this really has no impact on the game in the long run. Alternatively, we just add a bit more land to each starting area if table space allows. Another rule about starting zones that I picked up from another player was that if you start on a road, you don't get the road bonus on your first move....rarely comes into play because I rarely build roads into starting zones, but on an all road or all castle map I could see it happening. -EDIT: recently we house-ruled Marvel terrain to be the same as road, in most cases. -EDIT: recently we added swamp terrain house rules. Swamp terrain acts as usual terrain but with our above house rules for reduced snow fall damage. We also play that flying units have to take an extra move point to land in swamp (much like snow). Swamp water acts as usual water when it comes to powers and fall damage, but requires three move per hex to cross. I think that's it. I don't like using tons of house rules...as you can see most of ours have to do with terrain. My group just likes having different terrain do different things. |
#10
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For our group (myself, Khanbob42, etc.)
- we played with order markers last night for the first time in a long time. We typically shun order markers, instead we set up the 1-3 markers off to the side and everytime play goes around the table we lay one marker down to keep track of turns. Playing with reaction instead of predetermined order makes the game faster, IMHO, and a little more fun. (I have an argument against order markers, but that's another story for another day.) - For larger armies or for the smaller, complicated maps, armies can spill out of the usual starting zone, (look at the pics in the thread "Best Castle Map Ever?" to see a massive army starting on the road) - We've been talking about a house rule where, if we determine that we'll use 500 point armies, if a person creates a 475pt. army, that player gets +1 initiative. In other words, every 25pts off your army gains you +1 initiative, but there would be a restriction. If we played 1000pt armies and someone took Mimring, they would not get +34 initiative, however cool that might be. |
#11
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Re: Share your house rules!
I generally don't use any house rules, but my wife was playing a game with me and she used Braxas poison breath on my Jotun. I let her get away with it because...well, because I want her to play again sometime!
She rolled a 17, and I took Jotun off the board. After the game I explained that her poison breath wasn't legal against Jotun, but she talked me into giving her this special house rule: She can target any figure with Braxas' poison breath but it takes a 20 to destroy a Large or Huge figure. |
#12
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My only house rule is that trees are destructable. Kinda like the castle door, but only figures with swords, axes, etc. can destroy them.
EDIT: Also, I sometimes put Wellsprings on the map. They are one spot of water (double sized) surrounded by a circle of earth raised above ground. It doesn't slow movement, and for when you land on it you get one glyph (whose bonus is granted only to the lander) and they are completely healed. JOHNNY139'S CLASSIC CUSTOM THREAD! | Visit now!
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