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House rules


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#1 Gaxia

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Posted 28 August 2013 - 04:47 AM

First: Great game!

The only thing we found to be a little lacking is the Vanquished Player rule. So we immediately made a house rule:

 

1. Vanquished players lose 1D6 levels, exploding dice apply (!)

 

Worked really well. Makes you more cautious and brings another threat to the game. If you find this a little harsh you can try losing just one level. 



#2 Nemomon

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Posted 29 August 2013 - 01:11 PM

Actually I think that if You will reset their level, they will be able to gain these rewards once again. So, that's not a punishment, but a good gift for them.


Enter the Talisman Island!

#3 JdlV

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Posted 07 September 2013 - 05:56 AM

A better option would be to change character, keeping equipment (as rules for corruption), and change corrupted rules to new character and loose all equipment.



#4 mrvankil

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Posted 27 December 2013 - 04:59 AM

We made a houserule before we even played our first game!  After punching out the chits I noticed one that was a proof of purchase.  I thought this was so cool I had to put it in the game somehow.  So the proof of purchase token is on the healing corner in outer tier.  If you land there you may buy it for one influence instead of encountering the other text on the space.  If you use it it returns back to that space.  If you enter the inner tier it is immediately removed from your character and placed back on that space.  You may use the proof of purchase to reroll one die just like fate in Talisman.



#5 zealot12

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Posted 27 December 2013 - 05:44 AM

1)Any character who starts the game within 6 spaces of the Rogue Trader goes first

 

2)Psyker cannot gain a Power card using his special ability, if that would bring him over his limit, nor can he voluntarily discard Power cards unless they exceed his limit; he must use Power cards  validly(for a battle/skill roll or special property)

 

3)A variant of the Mystery Beyond scenario:

http://boardgamegeek...ministic-defaul


Edited by zealot12, 27 December 2013 - 05:44 AM.


#6 guillaumetexas

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Posted 28 December 2013 - 03:47 PM

So far in the dozen or so games I played, no one has died early enough to warrant a new character. So far pLayers die when they are in the inner tier or facing "corruptis" or "Kairos". The house rules I use are:
1) roll 2 for movement and choose one as your movement die.
2) I shuffle the encounter cards with battle value of 9,11 and 12 into a half of each threat cards deck and put that half in the bottom, so that early encounters are a little more manageable, especially for new players with big threats coming later in the game.
3) we find the basic scenario a bit too basic so we made up a daemon with 16 strength/willpower/cunning with 4 lives and no special abilities. Whoever kills him win. This works well since my friend has a games workshop daemon prince. It makes for a nice center piece.

So far that's it.

#7 warlock00

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Posted 13 February 2014 - 07:43 PM

Some amateur graphics to go with guillaumetexas' custom scenario.

I like this very simple scenario which allows for some catch up mechanic.


Scenario_Blood_Daemon.jpg


Edited by warlock00, 14 February 2014 - 10:41 AM.





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