It’s not necessarily about making the game more difficult, rather it’s about making it the right difficulty for that player. When I was playing through my Nuzlocke Challenge, it wasn’t just about making the game more difficult. It was about making it feel new again. It was about changing the Pokémon experience entirely. While there should certainly be self-imposed ways to make a game more difficult, maybe there should also be self-imposed ways of making a game easier as well.
Read moreWhat boardgame ‘mods’ would you want?
Compared to the deep and robust modding community for videogames - especially games like Skyrim or The Sims - boardgames tend to be a lot less popular to mess with. We swap components and make house rules for scoring often, but don’t often go mechanically deeper than that for the majority of our games. Only in tabletop RPGs do custom classes, custom enemies, custom storylines and scenarios get created and shared. Why not other boardgames?
Read moreCarcassonne: The All or Nothing House Rule
Carcassonne is a good game, and as is it’s a fun quick game that makes a great addition to any board game night. It’s simple enough that new players can get the hang of it quickly, yet deep enough that veterans can still find enjoyment after dozens of games. However, as good as it is, there’s one house rule I always play with when I play this game, which I refer to as the “All or Nothing” rule:
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