by roboraygun
So first off, I fully am behind and support using House Rules to enhance / fix gameplay with your playing group. If these rules work for you then of course use them in your play!Now tho for group personally, here are my thoughts on the changes:
lategame wrote:
King of Tokyo Alternate Rules
1. Starting energy:
All players start with 2 energy.
I totally get what you mean about the cards being fun, but for us this takes away from the style of players we are, at least in my group. A lot of the time the players in my group have to decide what strategy to go for at the cost of the other parts of the game... so if enegry and cards are what he's going for he has to fight for them so I probably wouldnt use this change all that much in our plays. Actually I can tell you that's kind of my playstyle... and its rewarding to me at least when awesome cards come out that people cant afford bc they've been doing other things with their roles =).
lategame wrote:
2. Maximum Health:
2-4 players – 8 health. Players cannot heal above 8 health by default. Cards can raise the max health, but only to a maximum of 10 instead of 12.
5-6 players – 10 health.
This one I could see us maybe using in lower games, but in 3-4 player games (which is what we usually use) it hasnt been a noticable thing that we need to change the health at all. Again, I would have to see if we were playing a 2-player it was a problem, and is defnitely on the table if it starts being an issue in our regular games, but again, most ppl who are going on the offensive are really going at it and haven't complained yet that its too hard to go that way.
lategame wrote:
3. Energy Set:
If a player rolls a set of 3 or more energy symbols on their turn they may choose to sweep the set of power cards available for purchase and place a new set of 3 power cards on the table. This must be done before they purchase any cards on their turn. (This replaces the normal energy sweep rule).
I saw that it was mentioned below that people dont want to waste energy to wipe... but we do it all the time. Both for what the other commenter had mentioned about keeping good gear away from people and also to open it up for more options if you dont like things.
If you've got an omnivore card or a Total Destruction Card out there is no way im going to leave a "Stretchy" card out for the taking.
I feel like there needs to be a cost for this for what a lot of ppl had mentioned below but mainly because again, its part of the strategy of how you play... for me again who plays energy and cards this would be way too powerful to not only get a new set of cards to choose from if I didnt like them... but then the energy to buy them!
lategame wrote:
4. Heart Set:
If a player rolls a set of 3 healing symbols on their turn they draw 1 evolution card.
The player may choose not to use all of their hearts for healing (or they may not be able to use all of their hearts for healing), in which case they may draw 1 additional card from the evolution pile (regardless of the number of unused hearts).
At the end of their turn a player keeps or plays 1 of the evolutions drawn and the other card is placed under the pile of evolutions.
This one I could go either way on. If anything with the new set, ive noticed a lot of people trying to "evolve" and thus the focus on that having an affect on how people role. Id be open to adopting this if my group wanted to, but I also like that the evolution cards tend to be rare so not sure yet how I feel about increasing their use / visibility tho I do like the idea of removing some of the randomness and may just introduce "draw 2, discard one" instead of playing around with the heart and the gameplay with them.
Again, it sounds like these changes help out with your group so I say more power to you guys for the solution, but I think it really comes down to the style of play everyone is using and for us I dont see some of these as issues enough to change the orgiginal games.
Thanks for the share tho!