House rules archive

By HectorXavier, in Elder Sign

Greetings, everyone!

It is often that playgroups come up with "house rules" when it comes to board games. Would it not be nice, then, if there was a topic where we could share our ideas, and perhaps be tempted to try out other people's?

Let's just try to keep it tidy, so that everyone finds it as helpful as possible!

There is an entire section of Variants at BGG, you may want to give a look at those!

I only use two house rules.

  1. Skill Dice: customized dice that allow the investigators more strategic choices:
    https://boardgamegeek.com/filepage/94035/skill-dice
    The biggest problem with this is that it requires a lot of time and resources to construct as intended.
  2. A relatively simple way to use both Gates of Arkham and the Museum deck, so that (nearly) no components go unused:
    https://boardgamegeek.com/article/18915815#18915815
    But if we assume that subsequent expansions will be paradigm shifts, this variant may be swiftly unsustainable.

Let me then contribute with our rule set.

Goals:

  1. To generally raise the difficulty of the game by making it slightly more difficult to acquire Elder Signs.
  2. Reduce the amount of Mythos Cards that seemed "underwhelming".
  3. A few tweaks to raise the difficulty.
  4. Preserving aesthetics while doing the above.

House rules:

Mythos Cards:

  1. List of Mythos Cards removed from the Mythos Deck:
    · 2 x "Strange Sights... Amid the Stillness"
    · "For Every Blessing... A Curse"
    · "A Warning... Of Living Nightmares"
    · "Shadowy Entities... Amid the Stillness"
  2. " Hope Flees... Amid the Stillness " and " Doom Comes... Amid the Stillness " now read as follows: "Each investigator rolls the black die. Each investigator who rolls a Terror result becomes cursed. This roll cannot be affected in any way."

Adventure Deck:

  1. List of Adventure Cards removed from the Adventure Deck:
    · Tempest in a Teapot
    · Haunted by a Shadowy Figure
    · Lights Out

    · Crazed Writings
    · Visions of Demise
    · The Boiler Room
    · Sudden Attack
    · The Hidden Passage
    · Riot in the Streets

Ancient One:

  1. Cthulhu: To address the dull and extraordinarily easy combat with it, its attack now reads as follows: "When Cthulhu attacks, each investigator rolls 1 green die. On an investigation result, that investigator must reduce either his maximum sanity or maximum stamina by an amount equal to the investigation rolled"

Other Rules:

  1. Midnight: Firstly, "The next time the clock strikes midnight..." effects are resolved. Secondly, Midnight effects of every non-Mythos Card are resolved in their respective order (whenever possible, choose the order that is worst for the players). Thirdly, the new Mythos Card is drawn.
  2. If the Ancient One awakens as a result of the devouring of several investigators at midnight, none of those has the chance to get a new investigator before the final battle.
  3. Black die: Rolling a Terror result on this die triggers the Terror effect of the Adventure card (whether the black die is then removed from the pool or not), if the investigator cannot complete a task with that roll.
  4. A spell securing a die is considered to still be property of the investigator that cast is whenever relevant effects are concerned.
  5. At an 1-player or 2-player game , the clock moves by 6-hour instead of 3-hour increments after each turn.
Edited by HectorXavier