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Board games are made to be modified
Eric Pietrocupo
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On my point of view all board games should be modified to the taste and objectives of the player. Some games are more flexible and modular than other games making them easier to change.

Most people seems only to play the game out of the box, if they don't like it they trade it or leave it in their closet. From my point of view, no game can be perfect from the start, even my games. By making variants, it could give a second life to a game.

Many people also think that instead of making variants why not make your own game. There is a certain line or limit that you cannot cross over. This limit is the "how much you can change before it's better to redo it from scratch". When making variants, I try not to pass this limit. Making game from scratch is much more time consuming than modifiying games. So making variant is usualy a quick solution instead of the long design process of a new game. Otherwise, I would do the game from scratch.

Since I have tought of a lot of variant for many games, this list keep track of all the game modifications and variant I have made or tought so far. Some of them are very old and I cannot remember them.

Reasons to modify games
There are many reasons to modify a game:

- the game is broken, there is a bug in the rules
- the game is more fun
- the game would fit better to my taste
- the game had good ideas but was badly implemented
- the game could offer a good alternate way to play, different MOD for replay value.

Status of game modification
I will now use a more strict status notification system. There will now be 3 different status:

- Complete: Which mean the rules have been completely tested and written. I will add link to my page where the variant can be download. Most of my variants are also on BGG.

- Draft: This is some sample rule modifications but thay have not been tested and most of the time it is because I don't have the game to do it. But you can still try those modifications.

- Idea: It's a vague idea that does not contains any rules. So it is simply suggestions.

I will also add another status which is "To be written". This generally mean that I have the game and that I could actually do some testing and write the variant.

Most variants tries to use the components of the original game, but sometimes I add components. If I only list a rule draft, there will probably not be any new components.

You cannot add items to the list, but you can comment it. If you want to comment the game, check the following rules.

- I do not want to argue about justifying a variant. It will make long and endless debate and flood the list.
- I will accept new variant proposition for the games already there
- I will accept playtesting feedback of the listed variant.

Enjoy!
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1. Board Game: 1800 [Average Rating:6.70 Overall Rank:5275]
Eric Pietrocupo
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Montreal
Quebec
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Goal: Make the game less repetitive and be re-playable.

Status: Raw Idea

The problem with this game is that it's more a game to learn how to play 18XX games rather than being a game itself. So once you played the game, there is no reasons to play again, because players would simply do exactly the same thing.

I like the idea of simplifying the game and have a very small board. But it's just too small. I would have added between 4-8 hex to the board and made a 2 player game use at least 3 train company. Because with 2 train company, everybody has it's own company and that's it. They invest in their company and them they are forced to invest into their enemy company.

The fact that a company does not get full money when it float is also a problem, because people do not want to invest in their opponent's company because it can give him money to buy the train they need. While if the company already have all it's money, investing in your opponent's company does directly help him.

For a 3 player game, I would use 4 or 5 companies.
 
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2. Board Game: Age of Mythology: The Boardgame [Average Rating:6.19 Overall Rank:1809]
Eric Pietrocupo
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Goal: The objective of this variant is to make the game run faster and remove many annoying things in the game. Most of these variants were ideas from board game geek users.

Status: Complete

You can download the variant here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

This variant has been revised and is now more awesome than ever. New sheets have been made in color to play the game. Some labels can also be applied to cards.

Upcoming Modifications: I still find the number of VP for building the wonder to be wrong, but I find it so hard to determine the right increment. I wonder if I would use a computer to partially simulate the game and gather statistics.
 
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3. Board Game: Android [Average Rating:6.78 Overall Rank:701]
Eric Pietrocupo
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Goal: Make sure you do not bid on who you want the murderer to be.

Status: Idea

I just find it stupid that in this game, you don't try to find who is the murderer, you bid on who you want to make guilty. Makes totally no sense.

The game should have allowed clues to uncover some parts of the plot. It's OK for players to decide if they want to investigate a character more than others, but it only changes the clues they are going to get.
 
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4. Board Game: Arena Maximus [Average Rating:5.94 Overall Rank:3065]
Eric Pietrocupo
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Goal: Speed up the game and remove some annoying thing.

Status: Complete

The variant can be found here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

Upcoming Modifications:I intend to redesign the chariot with 4 stats, because the way the stats are currently distributed seems wrong even if in theory it looks balanced. I will include the rules to design custom chariot.
 
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5. Board Game: Arkham Horror [Average Rating:7.42 Overall Rank:136] [Average Rating:7.42 Unranked]
Eric Pietrocupo
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Goal: The goal of the variant is balance the game with any amount of players and to allow players to play simultaneously. Indirecly, there is much more things that happens every turn in this variant.This variant is based on another variant called "Consistent Difficulty".

Status: Complete

The variant can be downloaded here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

Upcoming Modifications: I think I'll revise this variant and rewrite some part of the text. It was done a long time ago and there are many errors.
 
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6. Board Game: Ave Caesar [Average Rating:6.64 Overall Rank:825]
Eric Pietrocupo
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Goal: Unbreak the game

Status: Draft

You can use any combinations of the rules below:

1- Use a first player token and after each turn pass it around the table. Optionnaly, you can make the first player token circulate counter clock wise so that the same player play twice.

2- The game ends when a complete turn is finished. The farthest player after the finish line is the winner.

3- If a player cannot play any cards (because he is blocked), he can place in front of him the lowest card from his hand. When he can finally play a card, he add up to his cards and the highest card of the stack on the table.


 
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7. Board Game: Battle Masters [Average Rating:6.09 Overall Rank:2448]
Eric Pietrocupo
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Montreal
Quebec
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Goal: Lower down the luck, balance stuff, increase strategy.

Status: Draft, to be written

Use all the rules below

1- The number of HP of a unit equals the number of miniatures on the tile. Cannon is worth 3 HP.

2- The defender counter attack with his skulls. So the defender can inflict damage to the attacker which are blocked by the shields of the attacker.

3- Separate the cards of each player in 2 different deck. Players start with 3 cards in their hand. On their turn, they play a card from their hand and draw a new card.

----

There is also another pseudo variant I designed to make some tests for another game. It can be found it but I do not guaranty it will work.

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

 
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8. Board Game: BattleCON: War of Indines [Average Rating:7.79 Overall Rank:569] [Average Rating:7.79 Unranked]
Eric Pietrocupo
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Montreal
Quebec
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board: Reduce the level of mind games.

Status: Raw idea

I am not a fan of mind game, so I thought that it could be interesting to have a game where 1 card is played face up and 1 card is played face down. That way, you would know approximately what your opponent is going to do. It reminds me a bit of blackjack or hold'em poker.

Still, the game as it is might not work correctly with such mechanic. So it might be better for another game.
 
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9. Board Game: Battlegroup [Average Rating:6.56 Overall Rank:5630]
Eric Pietrocupo
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Montreal
Quebec
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Goal: Fix some issues, simplify the game and increase the number of carriers.

Status: Ideas

I don't remember much this one, but I wanted to simplify the mechanics of the game to make them easier to remember. Else, there is always a shortage of carrier, so drawing 2 cards and selecting 1 is essential for reinforcement cards.

There is so little carrier cards in the game, that most cards in hand cannot be used if you end up with no carriers since they are the primary target.
 
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10. Board Game: Battlemist [Average Rating:5.94 Overall Rank:4671]
Eric Pietrocupo
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Montreal
Quebec
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Goal: Balance the game, remove unlogical stuff na dmake the game more interesting and playable.

Status: Draft

Now that Rune Wars is released, I might get a few ideas from there, but I do not want to recreate rune wars. Here is a few ideas I remember:

- Balance ship cost because they are as expensive as cities.
- Power up spells because they are very weak
- Get a hero and spell list for each faction.
- Remove some anomalies like dragon that can carry troops.
- Replace trading with ships since very comple to manage.
- Design a map generation method to reduce the amount of time spent building the map.

 
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11. Board Game: Battlestar Galactica [Average Rating:7.83 Overall Rank:29]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Give the feeling that you are really working together to make the ship work. Try to prevent the syndrome of having nothing to do for many turns.

Status: Draft

This variant is not really perfect or complete.

1- You need to use a first player token.

2- At the beginning of the turn, flip a crisis card for each player in the game. These crisis are resolved at the end of the turn. Of course, all scilon ships appear now. You also place 2 anonymous cards on every crisis where you can play cards on like in the original rules.

3- Each player can then decide to place cards on a crisis of their choice. They draw additional cards from the deck to know what are the scilon movements and jump preparations. Don't resolve the crisis of these cards.

Another way to reach the same effect

Play the crisis as in the normal game. But every turns, all players are allowed to move and do an action (If it's too powerful: move OR do an action). The players are only allowed to draw cards on their turns.

 
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12. Board Game: Before the Wind [Average Rating:6.70 Overall Rank:1081]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Remove the "lose a complete phase sequence because you could not get goods at the start of the sequence" effect.

Status: Draft

use any of the rules below

1-Players does not choose which cards are put face up. Instead, reveal from each stack a number of cards equal to the number of players -1.

2-You can also pay money to draw X card from the top of any deck and select 1 card to use. (Unfortunately, it's been a while since I player, so I don't remember well the rules and the money value)
 
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13. Board Game: Bells of War: Conquest Series [Average Rating:5.04 Unranked]
Eric Pietrocupo
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Montreal
Quebec
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Goal: Various goal: First it was to increase depth and correct bugs. Now it's to speed up the game and correct illogical stuff.

Status: Draft

There has been so much stuff for this game developed in 2 different times. You can always try the rules below but they are not complete by themselves

1-Triple the movement value of ships.

other ideas:

1- Have limited rounds of battles.

2- Have 1 month for each round of battle and a production round at each 3 or 4 month.

3-Make the combat in a specific order or add restriction to hit selection to remove the Axis and Allies combat system drawback and problems.
 
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14. Board Game: The Big Idea [Average Rating:6.35 Overall Rank:2038]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Reward creativity a bit more.

Status: Complete

Use any of the following rules

1- The most popular invention gets 2$. In case of tie, give 1$ to each winning player.

2- Give 1$ to all the player where their invention was sold on the first die roll.

The rules above are transcribed here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

 
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15. Board Game: Blue Moon City [Average Rating:7.07 Overall Rank:358]
Eric Pietrocupo
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Montreal
Quebec
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Goal: increase interactivity, hinder the other players, force dragons not to be close to each other.

Status: Draft

1- Building destruction: If you move a 2nd dragon in a space that already has a dragon, you can remove 1 cube from the building. If you move a 3rd dragon, you remove 2 cubes.

1 
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16. Board Game: Byzantium [Average Rating:6.84 Overall Rank:1011]
 
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: The owner ship and the diffirent factions are just too confusing.

Status: Idea

Make it a 2 player game only.
 
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17. Board Game: Carcassonne [Average Rating:7.44 Overall Rank:107] [Average Rating:7.44 Unranked]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Make the game easier, especially when playing with newbies.

Status: Complete, to be written

We just don't play with the farmers. My girlfriend generally never want to play with the farmers since it's hard to visualize compared to the Xbox game where they color all the areas for you.

It's a good variant for newbies. But it removes some dept to the strategy.
 
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18. Board Game: Catan [Average Rating:7.35 Overall Rank:161]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Add replay value

Status: Draft, to be written

There are tons of way to play with the original game and you can combine many of these variants together.

- Hidden numbers: You only see the numbers that cities and settlement touch.

- Hidden hex: You only reveal the tiles that settlement and cities touch.

- Landing on the island: Your first settlement must start on the island edge. Then you 2nd settlement must be placed on another edge or on the road next to your first settlement.

- Domino: You flip dominoes instead of rolling dices. If you get a blank face, you decide what is the face of the die.

- Wonderland: Instead of the desert, you place in the middle wonder land. When you roll a specific number (2 + 12 or 7) or when you roll a double, you can pick any ressource if you touch wonderland with a settlement or city.

- Total random: Randomize the land and the water. You than readjust the map to make sure all tiles touch each other and that the ports touch a land tile.

- Circle the desert: If you place 3 settlements around the desert, you get 1 additional victory point.

--------------------------------------------------------------------

I also designed a 2 player variant that does not require a 3rd player. In can be found on BGG and here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

 
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19. Board Game: Catan: 5-6 Player Extension [Average Rating:7.04 Unranked] [Average Rating:7.04 Unranked]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Do not allow to build in other people's turn.

Status: Rule draft

If you play with 5 or more players, increase the number of cards you can have in your hands before being affected by the thief.

5 Players: 8 cards
6 Players: 9 cards


----

The rules has been transcribed here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...
 
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20. Board Game: Chez Dork [Average Rating:5.25 Overall Rank:10794]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Give players a reason to trade and bid.

Status: Partially designed.

Players have no reason to trade because they know exactly if a trade is fair or not. Players cannot participate to auctions because they have now money to do so.I had 2 ideas of this game.

At the end of a player's turn, player can discard to get 10$ for each card.

Obsession are hidden information. Probably the obsession card will be kept in hand, it will eat some hand space but make you score more points. So players cannot now the real value of a trade and cannot predict who is going to win.
 
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21. Board Game: Cleopatra and the Society of Architects [Average Rating:6.82 Overall Rank:562]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Replace the auction mechanic which something simple and not unbalancing.

Status: Complete

The variant rules can be found here:

http://bgd.lariennalibrary.com/index.php?n=Variants.Variants...

and on BGG.
 
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22. Board Game: Condottiere [Average Rating:6.70 Overall Rank:671]
Eric Pietrocupo
Canada
Montreal
Quebec
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designer
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Goal: Make it a more realist conquest and expansion game.

Status: Draft

1-Each player start with an equal set of territories. Split all the territories between each players. All the territories of the same player must be adjacent with each other.

2-One player after another can decide to attack a province which is adjacent to on of this territory. all the players adjacent or on this territory can participate in the battle.

3- The winner is the player who acquire twice more territories then what he started with.
 
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23. Board Game: Cosmic Encounter [Average Rating:6.95 Overall Rank:557]
Eric Pietrocupo
Canada
Montreal
Quebec
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Goal: Add more player interaction and diplomacy. Increase control of the player over the game.

Status: Draft

1- Allies can play cards to help the attacker or the defender. These allied cards are worth half their values.

2- (Require components): Add a color to each card. When selecting your target to visit, you must play a card of a the target color from your hand. (Or maybe you need to play 2 cards of that color)

 
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24. Board Game: Dark Moon [Average Rating:6.97 Overall Rank:1740]
Eric Pietrocupo
Canada
Montreal
Quebec
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designer
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Goal: Add more depth to the game while keeping the express philosophy of the game.

Status: Raw ideas

After playing the game, I made a long list of comments and suggestion about the game. Many of these comments are ideas that could be used as a variant. But I am not sure if I will really write a variant about this game. The designer seems interested to make the appropriate changes to his game if he thinks it will improve the game. Here is the thread I made:

http://www.boardgamegeek.com/thread/747880/critics-and-sugge...

 
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25. Board Game: Duel Masters Trading Card Game [Average Rating:6.09 Overall Rank:5225]
Eric Pietrocupo
Canada
Montreal
Quebec
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designer
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Goal: Give a second life to the game, correct some bugs, makes the game attractive to different audience.

Status: Idea

I have tons of ideas for this game. The main goal is to make a free downloadable card game where you can also make your own cards without being unbalanced. I would try to make the game more attractive for non-CCG player. Some of the rule changes: All card are shield trigger under some restrictions. Each card now has a third function to complexify deck customizations. Optionally add grooves(like in fighting games) to add a catch up mechanic and more fun.

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I will probably make my down Designable card game (DCG) inspired on duel masters as a new game. It can be found here:

http://bgd.lariennalibrary.com/index.php?n=GameIdea.GameIdea...
 
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