History Main / HouseRules

18th Mar '17 12:41:06 PM Gosicrystal
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* If you want to make ''VideoGame/MarioParty'' even more chaotic than it already is, try skipping all the minigame explaination screens. [[FanNickname This is sometimes known as]] ''[[VideoGame/WarioWare Wario Party]]'' mode.
** Some ''Mario Party'' games even allow you to pick and choose which minigames come up in the board game mode, allowing you to more tailor the game to your liking.

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* ''VideoGame/MarioParty'':
**
If you want to make ''VideoGame/MarioParty'' the games even more chaotic than it they already is, are, try skipping all the minigame explaination screens. [[FanNickname This is sometimes known as]] ''[[VideoGame/WarioWare Wario Party]]'' mode.
** Some ''Mario Party'' games even allow you to pick and choose which minigames come up in the board game mode, allowing you to more tailor the game to your liking.
4th Mar '17 9:52:37 AM nombretomado
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** Some ''MarioParty'' games even allow you to pick and choose which minigames come up in the board game mode, allowing you to more tailor the game to your liking.

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** Some ''MarioParty'' ''Mario Party'' games even allow you to pick and choose which minigames come up in the board game mode, allowing you to more tailor the game to your liking.
5th Feb '17 4:49:07 PM Everdream
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* ''VideoGame/SuperSmashBros'': Due to the customizability of the matches, house rules are easy to implement. And due to the Smash series being random and chaotic by default, they are widely deployed in competitive TournamentPlay scenarios to remove chaotic elements and create order and fairness to ensure that the winner is determined solely by show of skill. The tournament ruleset is varies slightly by installment and is too complex to list here but always restricts play to a limited subset of levels and requires that the random appearance of items be turned off.

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* ''VideoGame/SuperSmashBros'': ''VideoGame/SuperSmashBros'':
**
Due to the customizability of the matches, house rules are easy to implement. And due to the Smash series being random and chaotic by default, they are widely deployed in competitive TournamentPlay scenarios to remove chaotic elements and create order and fairness to ensure that the winner is determined solely by show of skill. The tournament ruleset is varies slightly by installment and is too complex to list here but always restricts play to a limited subset of levels and requires that the random appearance of items be turned off.
** A common set of house rules used by competitive players designed to give the "fairest fight" even became a meme; [[http://knowyourmeme.com/memes/no-items-fox-only-final-destination "No Items, Fox Only, Final Destination."]] This set of rules in particular is often criticized by rest of the fandom as removing much of what makes the game fun.
23rd Oct '16 7:16:11 AM Morgenthaler
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* There are certain card games that are entirely based on house rules. For example, one game called ''{{Mao}}'' has only one real rule at the start; it's exactly like Uno with regular playing cards (no draw cards or wildcards), and the winner of a hand can make up a rule each turn so long as it doesn't favor anybody in particular. It generally starts with at least one or two extra rules so that you can trip people up. An even more crazy version of this was a game where you could make a rule any time you played an 8 card, and the rule could do anything besides make you win instantly without playing a card.

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* There are certain card games that are entirely based on house rules. For example, one game called ''{{Mao}}'' ''TabletopGame/{{Mao}}'' has only one real rule at the start; it's exactly like Uno with regular playing cards (no draw cards or wildcards), and the winner of a hand can make up a rule each turn so long as it doesn't favor anybody in particular. It generally starts with at least one or two extra rules so that you can trip people up. An even more crazy version of this was a game where you could make a rule any time you played an 8 card, and the rule could do anything besides make you win instantly without playing a card.
16th Oct '16 4:44:48 AM Morgenthaler
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* HouseRules for most ''HeroSystem'' campaigns were more about the flavor of the setting than modifying the actual game, though there were always additions to the already long list of Advantages and Disadvantages.

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* HouseRules for most ''HeroSystem'' ''TabletopGame/HeroSystem'' campaigns were more about the flavor of the setting than modifying the actual game, though there were always additions to the already long list of Advantages and Disadvantages.
6th Aug '16 3:24:48 PM UmbrellasWereAwesome
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* Certain multiplayer features of ''Franchise/{{Halo}}'' get this treatment. The [[ExactlyWhatItSaysOnTheTin Living Dead]] gametype started out as a juggernaut variant in ''VideoGame/{{Halo 2}}''. [[AscendedMeme Bungie officially made it a gametype in Halo 3. ]] In fact, the Forge mode for ''VideoGame/{{Halo 3}}'' and ''VideoGame/HaloReach'' is designed so that players can [[InvokedTrope invoke this trope]].
** This was also the beginning of Griffball, as well as numerous other games in the Action Sack playlist.

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* Certain multiplayer features of ''Franchise/{{Halo}}'' get this treatment. In fact, Forge mode, originally introduced in ''VideoGame/{{Halo 3}}'', is designed so that players can [[InvokedTrope invoke this trope]].
**
The [[ExactlyWhatItSaysOnTheTin Living Dead]] Dead]]/Infection gametype started out as a juggernaut variant in ''VideoGame/{{Halo 2}}''. Creator/{{Bungie}} [[AscendedMeme Bungie officially made it a gametype gametype]] in Halo 3. ]] In fact, ''Halo 3'', and Creator/ThreeFourThreeIndustries even made unique skins for the Forge mode for zombies in ''VideoGame/{{Halo 3}}'' and ''VideoGame/HaloReach'' is designed so that players can [[InvokedTrope invoke this trope]].
4}}''[='s=] version of this, Flood.
** This was also the beginning of Griffball, Grifball (basically rugby with swords and hammers), as well as numerous other games in the Action Sack playlist.
7th Jul '16 5:02:42 AM Morgenthaler
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* ICE's ''{{Rolemaster}}'' system is designed to be very flexible and encourages the use of house rules.
* ''MutantsAndMasterminds'' is ''built'' on this trope. In a game where it's very easy (and surprisingly affordable) to get infinite attacks in a round, the core rule book spends a great deal of time letting the GM know that they have every right to disallow certain 'legal' actions. It's also not uncommon for certain rules to be ignored if they'll slow down the game.

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* ICE's ''{{Rolemaster}}'' ''TabletopGame/{{Rolemaster}}'' system is designed to be very flexible and encourages the use of house rules.
* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' is ''built'' on this trope. In a game where it's very easy (and surprisingly affordable) to get infinite attacks in a round, the core rule book spends a great deal of time letting the GM know that they have every right to disallow certain 'legal' actions. It's also not uncommon for certain rules to be ignored if they'll slow down the game.



* ''SpiritOfTheCentury'' despite being the first FATE game to hit the market had a notoriously bad stress system that was almost universally house ruled over. There are still a great many variations out there.

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* ''SpiritOfTheCentury'' ''TabletopGame/SpiritOfTheCentury'' despite being the first FATE game to hit the market had a notoriously bad stress system that was almost universally house ruled over. There are still a great many variations out there.
3rd Jun '16 6:48:51 AM skarl
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Added DiffLines:

* When playing Jungle Speed, engaging in a tug-of-war over the totem is, according to the rules, a foul, and should result in the player who starts it collecting all the cards on the table. Many older players disregard this rule, and in fact encourage fighting over the totem.
26th Mar '16 9:40:52 AM nombretomado
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* {{Cricket}} has many house rules when played casually. These have hundreds of variants and different names, depending on where you live. A small sample of the more common:

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* {{Cricket}} UsefulNotes/{{Cricket}} has many house rules when played casually. These have hundreds of variants and different names, depending on where you live. A small sample of the more common:
30th Jan '16 10:58:27 AM Morgenthaler
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* In ''{{Chrononauts}}'', a purely-for-flavor house rule is that whenever you change a linchpin, you have to explain how you're changing it. If someone changes it back, they need to explain how they changed what you did. This can lead to some very amusing chains of events.

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* In ''{{Chrononauts}}'', ''TabletopGame/{{Chrononauts}}'', a purely-for-flavor house rule is that whenever you change a linchpin, you have to explain how you're changing it. If someone changes it back, they need to explain how they changed what you did. This can lead to some very amusing chains of events.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HouseRules