$10.00
Homemade games are OK ! (as long as you bring something new)
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I know that the subject of homemade games is a big can of worms, and I’m not really willing to open it here, but I need to make my point clear...

I started to build home made games decades ago, when I began to design games of my own. Since that time though, this strange hobby of mine has spread upon other already existing games: partly because they were not available for sale (I live in an isolated island, and moreover I am a sucker for oop games),but mostly because I had came up with some idea of a new theme, or of a new set of rules of my own, that I wanted to bring into life...

Disclaimer: every now and then, I got requests from bgg geeks for sending them some of my files or material they see here... I won't do that . I have the deepest respect the designer's work, and I actually consider my variants here as a humble tribute to their genius. My pastime costs me a lot of work of thinking, amounts of time, and quite a few bucks as well, as in a lot of cases I also own the "official" version of the game along with my personal variant (the later not being systematically the cheapest).

I hope that this list will stimulate your imagination enough to make you experiment the rare and precious pleasures of the (re)designing process, or at least, to discover some new ideas for your next shopping tour at the game store!




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26. Board Game: Cephalopod [Average Rating:5.79 Overall Rank:7984]
JM G
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Design variations:

The game is very ingenious, but usually people find it too long upon a 5x5 grid, though too light upon a 3x3 grid. Thus this 4x4 variant.

Rules variations

The biggest difference with the original rules comes from the fact that the board can now be equally parted between the two players dice. This results in a tie.
This is clearly against the designer's will, as he wants to avoid such a result in all his games...but some gamers may have a different approach. I, myself, consider a draw as a natural and satisfying result between two players of similar skills.whistle

According to the official rules, when you place a dice adjacent to 3 (or 4) others dice, and that two of those dice sum is lesser or equal to 6, then you must capture those dice. I have mistaken this in my first games, and played with the following rule finally gets my preference: in such a situation you are only forced to play a capture move if all possible sums of 2 dice are lesser or equal to 6. For instance if you play a dice adjacent to three dice of value 4,1,3 , you cannot make a capture because 4+3>6.
According to my experience, this does not affect the strategical depth of the game, and also helps to make the games shorter.
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27. Board Game: Chekov [Average Rating:5.28 Overall Rank:9174]
JM G
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Design variations:

4 dice instead of 3

Rules variations:

There is a bit too much luck in this game according to me, so I add an extra dice. At his turn a player group his dice into two pairs, and set two pawns of his color upon (at most) two vacant squares.
This makes the endgame shorter, and let a little more room for tactics.
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28. Board Game: Chex [Average Rating:7.07 Unranked]
JM G
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Rule variations:

This idea comes from mrtof: At the start of the game remove the queen and king from your tiles and set them aside.
take two additional tiles, and shuffle them with the queen tile, then add those three tiles to the bottom of your deck of tiles.
Each player has a pile of tiles (the queen being one of the lastthree), plus his king tile, which must be placed within the first three moves.

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29. Board Game: Chicken Cha Cha Cha [Average Rating:6.65 Overall Rank:1043]
JM G
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Design variations:

This might have some psychanalitic explanation, but I don't like the idea of having my tail stolen...yuk So I have adopted another theme: bears are stealing each other's hives (still some ground for freudian interpretations there).



The memory set I use reflects the bears theme. There is of course only a single picture of each kind at the running edge, which makes the memory aspect more challenging when you play with a greater number of cards...

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30. Board Game: Ciao, Ciao... [Average Rating:5.96 Overall Rank:4491]
JM G
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Design variations:New theme with gorillas trying to eat the more bananas: first to cross the bridge gets one banana, second gets two and so on.

Rules variations:
1- If two players say “liar!” at the same time, he who holds the dice decides who he plays against (by showing the dice).

2- Game starts off the board- not on the first plank.

3- You can enter new gorillas into the game whenever you want. No need to make your gorillas reach the other side first. (this allows more strategy an bluffing opportunities)
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31. Board Game: Claim [Average Rating:7.72 Unranked]
JM G
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Design variations:

Each square on the board has from 1 to 4 edges colored, according to its scoring value.
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32. Board Game: Code 777 [Average Rating:6.74 Overall Rank:1008]
JM G
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Design variations:

Another recycling of my Triolet set. Some stickers were enough for the colors, but the distribution of numbers being different from the original set, I had to redo all the cards. I’ve been rewarded by quite functional "code111" set!
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33. Board Game: Colliding Circles [Average Rating:7.00 Unranked]
JM G
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Design variations:
I have added counters into the inside circles.
Instead of dices, I have built transparent, coloured triangles that I use as markers.
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34. Board Game: Colliding Circles [Average Rating:7.00 Unranked]
JM G
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Design variations:Second version, with a different kind of counter (easier to handle).
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35. Board Game: ConHex [Average Rating:6.88 Overall Rank:2604]
JM G
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Design variations:
Just some translucid beads.



The good thing about them is that they let you see the disc in the center field.
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36. Board Game: Counterstrike [Average Rating:7.11 Unranked]
JM G
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Design variations:
I’ve built three different kind of special fields: the trap, two squares for the scoring dice, and two rectangles for manual scoring.
To keep track of their score, each player has two little magnets, one being twice as high as the other. The small and tall magnets counts the number of pawns one player has on the second and third row respectively.



This makes the scoring easier, and each player can check his opponent’s score at every moment (above example: 8*2+2*1=18)
Also introduced a special scoring dice.

Rules variations:
The original set of rules was too much in favour of the player rolling doublets, so I propose to rebuild a lot of rules. See my dedicated review at http://boardgamegeek.com/thread/381305

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37. Board Game: Creeper [Average Rating:6.74 Overall Rank:5852]
JM G
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Design variations:
I drew the diagonal lines along the hexagons to make it easier to see all the possible moves. I also used the very same black and white colours for the pawns and the tiles.
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38. Board Game: Cyrano [Average Rating:6.85 Overall Rank:2985]
JM G
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Design variations:

- Individual, wipeable boards:



- Each player is playing a knight or princess character:



- Tons of new, original themes to look after...

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39. Board Game: Diam [Average Rating:6.20 Overall Rank:5257]
JM G
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Design variations:

Totems are stacked by players, trying to reach the magic pattern of colors facing opposite to the central cactus. Because of the cactus height, the totems can only "see" each other from the second floor at least.



Differents design ehancements: each totem has a stick on his back reminding the friendly color of his pair. The same reminders at the corners of the board (Yellow+Blue vs Orange+Green),which has an engraved level surrounding the playing area. The cactus itself bears a column of 3 colored discs reminding that only the three upper steps should be considered for the matching colors.
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40. Board Game: Dodéka [Average Rating:6.10 Unranked]
JM G
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Rules variations:

New scoring values, less combinations, more allowed rolls per turn... All details into this dedicated thread.

Design variations:

Colored chips with their money value, pentagonal reminders that serves as counters (for the number of rolls) as well.
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41. Board Game: Drôles de Zèbres [Average Rating:6.55 Overall Rank:4714]
JM G
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Design variations: A 3D Impala Jones adds a little bit of realism...
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42. Board Game: DVONN [Average Rating:7.42 Overall Rank:240]
JM G
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Design variations:

Poker chips, and the back of my Composio board with stickers to indicate the playing areas. The poker chips are particularly convenient as they have very accurate thickness, allowing to declare the victor by just comparing the size of the stacks. The patterns at their edge neatly indicates the six directions toward which the pawns can be moved.



Rules variations:

The Dvonn pieces cannot be moved (they end the game at the very same place where they have been set during the first phase). This make both the game more positional and shorter, which suits my personal preferences.
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43. Board Game: Easy Come, Easy Go [Average Rating:5.96 Overall Rank:4184]
JM G
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Design variations:



I use the very same dice and box that for my pickomino set. The miracle is that all dominoes and dice fit perfectly inside the box!
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44. Board Game: Entrapment [Average Rating:8.01 Overall Rank:3512]
JM G
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Design variations

Some colored figurines bring a little bit of "life" into this (still) abstract game. Their attitude suggest that they are intending to break into a wall, which suits the mechanisms of the game.



The first row of the board is foldable, allowing to switch the board quickly (and neatly) between between the 7x7 and 7x6 dimensions.
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45. Board Game: Extra! [Average Rating:6.47 Overall Rank:2755]
JM G
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Moule
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Design variations:
Two separate scoring boards: one for the dices choices, the other for the rejects. Just move two white pawns and one red pawn eastside after throwing the dices.

Rules variations:
I use slightly different scoring values. Explanations for this at:
http://boardgamegeek.com/thread/377927
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46. Board Game: Fearsome Floors [Average Rating:6.67 Overall Rank:698]
JM G
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Design variations: There were quite a few reasons that led me to bring this game into a new theme: “Smillies against the robot”. The main matter was that I wanted to avoid the gore to my children, but there was also a lot of details that I felt did not fit the original theme, that I tried to fix somehow.

- As the monster behaves more like a robot that a monster, mine IS a robot!



- My pawns are just made of pictures of smilleys glued upon plastic corks. I do not need different colours for both sides of the pawns, it is obvious to see when a cork is upside down.




- I did not found the doric columns convincing (more about this in my dedicated review http://www.boardgamegeek.com/thread/372487) so my board does not stand any. Some squares are of slightly different texture, that helps to figure where to put the “blocks” and puddle in place in the beginning of the game.



- Talking about the blocks ( incidentally the teleportation option fits perfectly my SF theme) I decided to put some horror in my theme too. The smilleys are hiding behind the very same blocks that gives me a fright into my own home: the cooking machine, the washing machine, the oven .. all these evil machines that kill the spare time I try to save for games.




- There is a river of electricity going round the board. This explains why you cannot push a block there: you would be caught by the lightning. Actually, every time the monster pushes you there, you are painfully thrown up and down by the flow of power until you raises the round platform at the bottom corner (where the departure takes place).



- Unfortunately, during the second part of the game, the deck of cards hides this platform, so if your pawn gets caught into the lightning, it will be shaken to death…



- Also added a reminder of the 20 max steps upon the targets cards



- and of course, puddles of oil…

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47. Board Game: Ghosts! [Average Rating:6.39 Overall Rank:1694]
JM G
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Design variations: I’m not sure the new theme is anymore realistic than the original game, but the experience it relates seems to raise a souvenir to everyone I know. Painful memory indeed, but I hope the game can help you take it with a smile.

The board shows a Turkish toilets room where the gorillas went to get rid of a very doubtful meal. Some are ill and have a white …well, you know what. Those who are sane made the usual brown thing.



But suddenly they realise that their toilet paper is out of reach! Each gorilla must use a paper of its own colour (or it will have a terrible allergy ) and of course these papers are just at the opposite corner of the room… Go, go , you’re stinking !
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48. Board Game: Gipsy King [Average Rating:6.59 Overall Rank:1810]
JM G
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Design variations:

New theme = gorillas compete to win cherries.



Black dice are used to keep track of the turn order. When a player passes, he simply turns its die with a black face up to indicate that he will not participate to the end of the round.
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49. Board Game: Gulo Gulo [Average Rating:6.90 Overall Rank:629]
JM G
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Design variations: gorillas make the bears job. Also a giant chicken captured the gulo-gulo, and keep it under its wing…

I use the very same monster for storage of the gorillas and the tiles:



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50. Board Game: Hanabi [Average Rating:7.36 Overall Rank:145]
JM G
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Moule
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Design variations:

My favorite gorilla's theme: try to save the diversity of the living species of monkeys on earth. This actually an extension to my hand made gorillos set, with just the missing cards added.

During the process of the game, cards are laid behind the actual gorillas, which is just a neat motivator.
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