I was talking to my friends about this last night and it made me remember my old favorite house rule. I figure a lot of people have to have these and I've actually seen a few in Knights of The Dinner Table the last few months, but here's my contribution. If you have one, let's hear it.
Zombie Army
It's essentially the same game only the black army is a zombie army. Usually the Zombie Army isn't controled by anyone, just everyone takes turns playing them and rolling for them, but if you wanted someone could play them if you had enough players, but you'll see it's not as fun as it may seem at first.
The Zombie Army starts off with 3 units, they have to go on the same country and they only occupy one.
Everyone else starts off as normal. Since the Zombie Army only occupies one country there'll be vacancies. The Non-Zombie Armies can fill in all of the countries if you want or you can fortify your forces and leave empty countries...don't know why you'd want to do that but you don't have to occupy more than your normally necessary countries. Empty countries are conquered by moving pieces into them on someones attack phase, so they don't stay empty for long.
Now, to defeat a Zombie Army you MUST roll a 6 on your attack roll. If they roll a 6 to defend they still lose. 6 is the magic number. You defeat the army just as you would a normal army.
When the Zombie Army attacks, though, if their attack roll is more than 2 of the defense roll, then the defeated army is not only removed from the board but a black army is added to the board. If that was the last army defending a country, then the black army goes into that country. If not, it joins the rest of the zombies in the country of origin. Got it? No? Quick example:
The Black Army invades The Congo. There's 2 red armies in the Congo. Black sends 2 troops. Black rolls a 5 and a 3. Red rolls two 3's. The first roll is a victory for the attacker, second roll is a sucessful defense. Since Black won by more than two, the Black Army gains another unit. This unit goes into the country that attacked The Congo.
Now if both of red's rolls had been a 2, then both Red Army's would be lost, and one would have become zombies. That new Zombie Unit would be placed in The Congo. Play as normal from there.
Simple huh? It adds a cool new dimension to the game as you'll quickly learn that if you don't gang up on the zombies immediately they can quickly spread accross the board.
If someone were to play as the Zombies, he'll find it's not fun either getting ganged up on and wiped out in 3 turns, or just beating the hell out of the other players as he rolls towards an inevitable victory.
Almost all of the Zombie Army games, the first objective is to stop the Zombies while preparing yourself for the final battle for control of the map.
Trust me, letting The Zombies kill off an enemy for you seems like a good idea, but that just winds up bolstering the Zombie Army.
Final Note: The person rolling the Zombies gets to moan when he throws. Please moan with the appropirate accent depending on what country you started from.
[ September 14, 2002: Message edited by: Blaine ]</p>
Zombie Army
It's essentially the same game only the black army is a zombie army. Usually the Zombie Army isn't controled by anyone, just everyone takes turns playing them and rolling for them, but if you wanted someone could play them if you had enough players, but you'll see it's not as fun as it may seem at first.
The Zombie Army starts off with 3 units, they have to go on the same country and they only occupy one.
Everyone else starts off as normal. Since the Zombie Army only occupies one country there'll be vacancies. The Non-Zombie Armies can fill in all of the countries if you want or you can fortify your forces and leave empty countries...don't know why you'd want to do that but you don't have to occupy more than your normally necessary countries. Empty countries are conquered by moving pieces into them on someones attack phase, so they don't stay empty for long.
Now, to defeat a Zombie Army you MUST roll a 6 on your attack roll. If they roll a 6 to defend they still lose. 6 is the magic number. You defeat the army just as you would a normal army.
When the Zombie Army attacks, though, if their attack roll is more than 2 of the defense roll, then the defeated army is not only removed from the board but a black army is added to the board. If that was the last army defending a country, then the black army goes into that country. If not, it joins the rest of the zombies in the country of origin. Got it? No? Quick example:
The Black Army invades The Congo. There's 2 red armies in the Congo. Black sends 2 troops. Black rolls a 5 and a 3. Red rolls two 3's. The first roll is a victory for the attacker, second roll is a sucessful defense. Since Black won by more than two, the Black Army gains another unit. This unit goes into the country that attacked The Congo.
Now if both of red's rolls had been a 2, then both Red Army's would be lost, and one would have become zombies. That new Zombie Unit would be placed in The Congo. Play as normal from there.
Simple huh? It adds a cool new dimension to the game as you'll quickly learn that if you don't gang up on the zombies immediately they can quickly spread accross the board.
If someone were to play as the Zombies, he'll find it's not fun either getting ganged up on and wiped out in 3 turns, or just beating the hell out of the other players as he rolls towards an inevitable victory.
Almost all of the Zombie Army games, the first objective is to stop the Zombies while preparing yourself for the final battle for control of the map.
Trust me, letting The Zombies kill off an enemy for you seems like a good idea, but that just winds up bolstering the Zombie Army.
Final Note: The person rolling the Zombies gets to moan when he throws. Please moan with the appropirate accent depending on what country you started from.
[ September 14, 2002: Message edited by: Blaine ]</p>