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* ''VideoGame/FireEmblem'' has "draft"-style play, a common houserule for people playing together, where the players pick characters one by one, then play games side-by-side using only the characters they picked (similar to a sports draft). How exactly the draft shakes out can vary, but usually [[CantDropTheHero both players can use the Lord]], and particularly centralizing or overpowered characters (i.e. a very strong CrutchCharacter) will be limited in some way, such as both players being allowed to use them early on, and then them being banned afterward.
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** In most variants of {{Mao}}, ''you don't have to tell anyone what the new rule you just made up is'', just that there is one. The first time the new rule is broken, you give a penalty card and explain the penalty. This is still fair, because the penalty name is usually descriptive enough for other players to deduce the rule, and once they have figured it out, they can then call it.

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** In most variants of {{Mao}}, Mao, ''you don't have to tell anyone what the new rule you just made up is'', just that there is one. The first time the new rule is broken, you give a penalty card and explain the penalty. This is still fair, because the penalty name is usually descriptive enough for other players to deduce the rule, and once they have figured it out, they can then call it.
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** Reactor explosions occurring if a fusion engine suffers three critical hits in one turn; normally this would cause an instant shutdown of the reactor and count as the (salvageable) destruction of the unit, but some tables use the cinematic reactor explosion option based on the Expanded Universe novels. This house rule is unique in that it has a universally accepted name: Stackpoling, based on author Michael Stackpole, who was fond of using it.

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** Reactor explosions occurring if a fusion engine suffers three critical hits in one turn; normally this would cause an instant shutdown of the reactor and count as the (salvageable) destruction of the unit, but some tables use the cinematic reactor explosion option based on the Expanded Universe novels. This house rule is unique in that it has a universally accepted name: Stackpoling, based on author Michael Stackpole, who was fond of using it.writing reactor explosions into the various battles in his novels, far more often than 'Mechs should explode normally.
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* ''TabletopGame/BattleTech'' tends to be fairly firm in its ruleset, though there are a few recurring types of house rules that turn up.
** Relaxed restrictions on wheeled vehicles, allowing them to enter rough ground at a movement penalty rather than cutting them off entirely.
** Ultra autocannon unjam rules similar to the rotary autocannon unjam rules.
** Relaxed restrictions on Land-Air 'Mech construction rules. Normally the Land-Air 'Mech unit class is not permitted to use highly desirable weight-saving technologies that would permit them some relevance in 3050-onwards (ostensibly as a balancing measure, but mostly to keep the notoriously litigious Harmony Gold from honking out another lawsuit). Fans of Land-Air 'Mechs tend to ignore these restrictions so that the class is not fully relegated to obsolescence.
** Anti-infantry rules for [=PPCs=], which are canonically charged particle weapons with an explosive impact. This allows PPC-armed 'Mechs such as the ''Awesome'' to sweep away pesky infantry with ease rather than constantly firing its main battery at a single infantry platoon for several rounds on end just to be rid of it.
** Headshot ejection rules. Normally headshots that decapitate a 'Mech instantly kill the pilot. Some tables permit a roll for ejection chance to save the pilot. Very common for games where pilots are actual characters in the infantry-scale ''Mechwarrior'' RPG played alongside the tabletop wargame.
** Reactor explosions occurring if a fusion engine suffers three critical hits in one turn; normally this would cause an instant shutdown of the reactor and count as the (salvageable) destruction of the unit, but some tables use the cinematic reactor explosion option based on the Expanded Universe novels. This house rule is unique in that it has a universally accepted name: Stackpoling, based on author Michael Stackpole, who was fond of using it.
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** ''Anime/YuGiOhTheDarkSideOfDimensions'': Aigami uses his mystical Quantum Cube to enforce Dimension Summoning rules for all his duels. Each player can Special Summon as many monsters as they want without Tributing, but they have to use their own spirit energy to fuel the summon and raise the monster's ATK and DEF to their original values. Players do not take regular battle damage from battles involving Dimension Summoned monsters, but instead take battle damage equal to their monster's current ATK or DEF when they are destroyed, depending on their battle position.
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** ''VideoGame/RiseOfNations'' has its own "no rush" mechanic that can be enforced before players reach a certain age, typically the [[TheLateMiddleAges Gun]][[TheRenaissance powder]] [[TheCavalierYears Age]]. Outside of games using this mechanic, rushing is considered an acceptable strategy, due to its inherently high risk.

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** ''VideoGame/RiseOfNations'' has its own "no rush" mechanic that can be enforced before players reach a certain age, typically the [[TheLateMiddleAges Gun]][[TheRenaissance powder]] [[TheCavalierYears Gunpowder Age]]. Outside of games using this mechanic, rushing is considered an acceptable strategy, due to its inherently high risk.
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** ''VideoGame/RiseOfNations'' has its own "no rush" mechanic that can be enforced before players reach a certain age, typically the [[TheLateMiddleAges Gun]][[TheRenaissance powder]] [[TheCavalierYears Age]]. Outside of games using this mechanic, rushing is considered an acceptable strategy, due to its inherently high risk.
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* ''VideoGame/GoldenEye1997'' has the infamous "No Oddjob" calling whenever the game starts. Oddjob, being shorter than everyone else, is at an advantage over the other characters. It's also not an uncommon rule to allow a player to use Oddjob if they [[AntiFrustrationFeatures lose several times in a row]].

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* ''VideoGame/GoldenEye1997'' has the infamous "No Oddjob" calling whenever the game starts. Oddjob, being shorter than everyone else, is at an advantage over the other characters. It's also not an uncommon rule to allow a player to use Oddjob [[MercyMode if they [[AntiFrustrationFeatures lose several times in a row]].
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** ''TabletopGames/VictoryInThePacific'' often uses a few of these when experienced players meet, because the game's balance varies at different levels of skill (newbies tend to find the Allies easier to play, casual players with some experience tend to find it evenly-matched, and serious players tend to find the Japanese favored). Most of them revolve around changing the opening turn's surprise attack to guarantee preservation of all 5 US carriers - while the chance for the Japanese to take out an American carrier is realistic, it tends to make things very difficult for the Allied player.

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** ''TabletopGames/VictoryInThePacific'' ''TabletopGame/VictoryInThePacific'' often uses a few of these when experienced players meet, because the game's balance varies at different levels of skill (newbies tend to find the Allies easier to play, casual players with some experience tend to find it evenly-matched, and serious players tend to find the Japanese favored). Most of them revolve around changing the opening turn's surprise attack to guarantee preservation of all 5 US carriers - while the chance for the Japanese to take out an American carrier is realistic, it tends to make things very difficult for the Allied player.

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* Wargames suffer from this a lot. Munchkins often come up with new and unusual house rules to "improve" the game or to settle some "obvious imbalance". In reality, no house rules of this sort were ever good; house rules are supposed to be things like "My hill with trees counts as a hill ''and'' a forest" or "The bunker is sealed and indestructible, it's just impassable." House rules should not be "All [[TabletopGame/{{Warhammer 40000}} Eldar]] always strike first because they are cool".

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* Wargames suffer from this a lot. Munchkins often come up with new and unusual house rules to "improve" the game or to settle some "obvious imbalance". In reality, no very few house rules of this sort were ever good; house rules are supposed to be things like "My hill with trees counts as a hill ''and'' a forest" or "The bunker is sealed and indestructible, it's just impassable." House rules should not be "All [[TabletopGame/{{Warhammer 40000}} Eldar]] always strike first because they are cool".cool".
** ''TabletopGames/VictoryInThePacific'' often uses a few of these when experienced players meet, because the game's balance varies at different levels of skill (newbies tend to find the Allies easier to play, casual players with some experience tend to find it evenly-matched, and serious players tend to find the Japanese favored). Most of them revolve around changing the opening turn's surprise attack to guarantee preservation of all 5 US carriers - while the chance for the Japanese to take out an American carrier is realistic, it tends to make things very difficult for the Allied player.
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* The radio panel show ''Radio/TheUnbelievableTruth'', where four panellists each give a short lecture on a subject that is entirely false save for five true facts which the other panellists have to try and spot, has established two "unofficial" rules over its lifetime. The first is that a panellist can guess that the ''next'' thing the current speaker is going to say is true before it's actually said, and the second is that panellists can get bonus points from truths the speaker accidentally included apart from the five they were given (which tend to be examples of ExactWords or LoopholeAbuse more than anything).
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** Rather than simply an automatic hit or miss, there are numerous homebrew tables for adding extra effects to critical hits and fumbles. Opinions are divided on these, though, as while they might make a fight more colorful, they tend to disproportionately affect the martial characters who make far more rolls than the mages. Some [=DMs=] split the difference and prefer to just narratively describe the action (or encourage the player to do so) without mechanically altering the outcome.
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** Another sees Igor describe the rules for what appears to be a typical RPG, until Matt's frustratedly reveals in the last panel that they're playing ''TabletopGame/CandyLand''.

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** Another sees Igor describe the rules for what appears to be a typical RPG, until Matt's Matt frustratedly reveals in the last panel that they're playing ''TabletopGame/CandyLand''.
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grammar


** ''Open Riichi'': Upon declaration of Riichi, a player can reveal his/her entire hand (or just the portion that's relevant to what he/she needs as the last tile to win), so that opponents can figure out what he/she needs to win and avoid discarding those tile(s). 1 extra ''han'' (hand point) for winning the hand after doing so. An additional house sub-rule can make it worth a yakuman (the {{Cap}} of 13 ''han'', converts to 32,000 ScoringPoints) if the Open Riichi player gets the last tile from someone else's discard, and the losing player could have legally discarded a different tile that wouldn't have let the winner win from his/her discard.

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** ''Open Riichi'': Upon declaration of Riichi, a player can reveal his/her their entire hand (or just the portion that's relevant to what he/she needs they need as the last tile to win), so that opponents can figure out what he/she needs they need to win and avoid discarding those tile(s). 1 extra ''han'' (hand point) for winning the hand after doing so. An additional house sub-rule can make it worth a yakuman (the {{Cap}} of 13 ''han'', converts to 32,000 ScoringPoints) if the Open Riichi player gets the last tile from someone else's discard, and the losing player could have legally discarded a different tile that wouldn't have let the winner win from his/her their discard.

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* One ''Webcomic/DorkTower'' strip had Kayleigh seeing Carson and Igor playing a board game about Mississippi riverboats, and congratulating them on playing something non-violent for a change. After she'd gone, Carson commented it was a good thing she didn't know about the house rules, which included ''cannon''.

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* ''Webcomic/DorkTower'':
**
One ''Webcomic/DorkTower'' strip had Kayleigh seeing Carson and Igor playing a board game about Mississippi riverboats, and congratulating them on playing something non-violent for a change. After she'd gone, Carson commented it was a good thing she didn't know about the house rules, which included ''cannon''.''cannons''.
** Another sees Igor describe the rules for what appears to be a typical RPG, until Matt's frustratedly reveals in the last panel that they're playing ''TabletopGame/CandyLand''.
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* How Blinds (bidding X books before the cards are dealt) are supposed to work in Spades, or even if said gambit is available. Whether you can call for one anytime or only after you're down X points. Do you automatically get them if you go into negative points? Standard scoring for failed blind or double-points? How they work usually depends on who you play with.

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* How Blinds (bidding X books before the cards are dealt) are supposed to work in Spades, or even if said gambit is available. Whether you can call for one anytime at any time or only after you're down X points. Do you automatically get them if you go into negative points? Standard scoring for failed blind or double-points? How they work usually depends on who you play with.
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Removed useless filler. Unsurprisingly, from the Smash section as usual. Don't put your personal opinions into the main page. Go whine about how other people play a video game ("Most people aka me and my friends think this removes all the fun") somewhere else. Preferably in a YMMV page.


** 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.
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[[folder:Stand-Up Comedy]]
* Spanish comedian/magician Luis Piedrahita discussed the House Rules in a monologue, claiming that the phrase "That's how we play at my house" is a perfect summary of the rules of every board game ever.
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Dewicking, since it's an inaccessible roleplay filed under Unpublished Works now.


** The ''Roleplay/GlobalGuardiansPBEMUniverse'' was based on Hero System. Of course it had HouseRules.
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* Both TabletopGame/Candyland and Sorry! have basically the same rule variation to make the game more interesting[[note]]It's an official alternative play method for Sorry!, you can find it in the game's rules[[/note]]. Both games usually involve just picking a card from the top of the deck, and you have to play it. The variation involves the players holding a hand of 3-5 cards, and choosing which one to play each turn, then drawing a replacement. Especially important in Candyland, where you otherwise are unable to affect the game at all (Sorry! has multiple tokens on the board, so which one you move ''does'' affect the game).

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* Both TabletopGame/Candyland TabletopGame/CandyLand and Sorry! have basically the same rule variation to make the game more interesting[[note]]It's an official alternative play method for Sorry!, you can find it in the game's rules[[/note]]. Both games usually involve just picking a card from the top of the deck, and you have to play it. The variation involves the players holding a hand of 3-5 cards, and choosing which one to play each turn, then drawing a replacement. Especially important in Candyland, where you otherwise are unable to affect the game at all (Sorry! has multiple tokens on the board, so which one you move ''does'' affect the game).
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* Both BoardGame/Candyland and Sorry! have basically the same rule variation to make the game more interesting[[note]]It's an official alternative play method for Sorry!, you can find it in the game's rules[[/note]]. Both games usually involve just picking a card from the top of the deck, and you have to play it. The variation involves the players holding a hand of 3-5 cards, and choosing which one to play each turn, then drawing a replacement. Especially important in Candyland, where you otherwise are unable to affect the game at all (Sorry! has multiple tokens on the board, so which one you move ''does'' affect the game).

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* Both BoardGame/Candyland TabletopGame/Candyland and Sorry! have basically the same rule variation to make the game more interesting[[note]]It's an official alternative play method for Sorry!, you can find it in the game's rules[[/note]]. Both games usually involve just picking a card from the top of the deck, and you have to play it. The variation involves the players holding a hand of 3-5 cards, and choosing which one to play each turn, then drawing a replacement. Especially important in Candyland, where you otherwise are unable to affect the game at all (Sorry! has multiple tokens on the board, so which one you move ''does'' affect the game).
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* Both BoardGame/Candyland and Sorry! have basically the same rule variation to make the game more interesting[[note]]It's an official alternative play method for Sorry!, you can find it in the game's rules[[/note]]. Both games usually involve just picking a card from the top of the deck, and you have to play it. The variation involves the players holding a hand of 3-5 cards, and choosing which one to play each turn, then drawing a replacement. Especially important in Candyland, where you otherwise are unable to affect the game at all (Sorry! has multiple tokens on the board, so which one you move ''does'' affect the game).
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* There are certain card games that are entirely based on house rules. For example, one game called ''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.
** An interesting variant is where ''you don't have to tell anyone what the new rule you just made up is.'' You can merely indicate that they have broken a rule when they do so. This, as the ''Illuminati'' example mentioned above, is best played with people you trust or that you'll never see again. Alternatively, the person making the rule up tells ''one'' other player, which rotates through the players with each new rule.
** It's worth noting that it's illegal to talk about the rules of Mao. If you do, your punishment can range from card penalties to a permanent ban (a ban being for explaining the majority of the rules to someone who does not know how to play). You can also not alter the base rules of Mao (plural, there are more than one in every game I've played). The official statement is "The only rule I can tell you is this one."

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* There are certain card games that are entirely based on house rules. For example, one game called ''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 for all future rounds, 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.
** An interesting variant is where In most variants of {{Mao}}, ''you don't have to tell anyone what the new rule you just made up is.'' You can merely indicate is'', just that there is one. The first time the new rule is broken, you give a penalty card and explain the penalty. This is still fair, because the penalty name is usually descriptive enough for other players to deduce the rule, and once they have broken a rule when figured it out, they do so. This, as the ''Illuminati'' example mentioned above, is best played with people you trust or that you'll never see again. Alternatively, the person making the rule up tells ''one'' other player, which rotates through the players with each new rule.
can then call it.
** It's worth noting that it's illegal to talk about the rules of Mao. If you do, your punishment can range from card penalties to a permanent ban (a ban being for explaining the majority of the rules to someone who does not know how to play). You can also not alter the base rules of Mao without winning a hand first (plural, there are more than one in every game I've played). The official statement is "The only rule I can tell you is this one."" If the variant of Mao is named (e.g. untraditional Cambridge 5 card Mao), that specifies a set of base rules which anyone else who has played that variant will know.
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** Speed Duels in ''Anime/YuGiOhVRAINS'' add the one time use of a Skill along with a severe cutting down of the extra zones.

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** Speed Duels in ''Anime/YuGiOhVRAINS'' add the one time use of a Skill along with a severe cutting down of the extra zones.playfield zones. Unlike previous duel variants in the anime, this one is actually officially supported- not only being the variant used in ''VideoGame/YuGiOhDuelLinks'' but also having official packs dedicated to it, including official Skill cards.
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[[folder:Comic Books]]
* In one issue of ''ComicBook/{{Runaways}}'' Molly argues with Victor and Gert over these while the three are playing a game of ''TabletopGame/{{Monopoly}}''. She's used to using the "Free Parking Jackpot" rules when playing with her family, while they're going with the baseline rules.
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[[folder: Literature]]
* ''Literature/KeasFlight'': As an adolescent, Kea becomes obsessed with chess. She invents dozens of sets of rules for between one and eight players. Nobody wants to play House Rules Chess with her, so she spends hours playing by herself.
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* Even players who don't follow ''Website/{{Smogon}}'' rules in ''Franchise/{{Pokemon}}'' battles generally agree to ban any moves that increase evasion or lower accuracy so as to keep matches from turning into {{LuckBasedMission}}s.

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* Even players who don't follow ''Website/{{Smogon}}'' rules in ''Franchise/{{Pokemon}}'' battles generally agree to ban any moves that increase evasion or lower accuracy so as to keep matches from turning into {{LuckBasedMission}}s.[[LuckBasedMission Luck-Based Missions]].
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** To wit, pretty much ''any'' incarnation of the Fate system post-''[=SotC=]'' handled stress differently from it, and not all of them even did it the same way -- Evil Hat's own ''TabletopGame/TheDresdenFiles'' shortened the stress track as above, Crucible 7's licensed twins ''TabletopGame/StarblazerAdventures'' and ''TabletopGame/LegendsOfAnglerre'' kept the length but turned the tracks strictly linear so that each ''point'' of damage would take off a box...

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** To wit, pretty much ''any'' incarnation of the Fate system post-''[=SotC=]'' handled stress differently from it, and not all of them even did it the same way -- Evil Hat's own ''TabletopGame/TheDresdenFiles'' shortened the stress track as above, Crucible 7's Creator/Cubicle7's licensed twins ''TabletopGame/StarblazerAdventures'' and ''TabletopGame/LegendsOfAnglerre'' kept the length but turned the tracks strictly linear so that each ''point'' of damage would take off a box...
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* A pretty common feature in most multiplayer games is to include options in multiplayer game configuration screens is to remove specific elements, be they maps or items, from play, either for challenge reasons or because they were seen as annoying {{gamebreaker}}s in a PvP situation.

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* A pretty common feature in most multiplayer games is to include options in multiplayer game configuration screens is to remove specific elements, be they maps or items, from play, either for challenge reasons or because they were seen as annoying {{gamebreaker}}s in a PvP [=PvP=] situation.



** Players of most [=MMORPGs=] tend to forbid using health potions during {{PVP}} as they immediately turn a skill and/or gear contest into a war of stock attrition.

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** Players of most [=MMORPGs=] tend to forbid using health potions during {{PVP}} [[PlayerVersusPlayer PvP]] as they immediately turn a skill and/or gear contest into a war of stock attrition.



* On [[VideoGame/GrandChase Grand Chase]] pvp, it was a common house rule that if a player was disconnected early on, that the team with more players would have the number of players that left sit out until a teammate was eliminated. To a lesser extent, some players would do the same thing if the other team had eliminated players, but it usually ends with the worse team winning because the best player could beat anyone on the other team 1 on 1.

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* On [[VideoGame/GrandChase Grand Chase]] pvp, [=PvP=], it was a common house rule that if a player was disconnected early on, that the team with more players would have the number of players that left sit out until a teammate was eliminated. To a lesser extent, some players would do the same thing if the other team had eliminated players, but it usually ends with the worse team winning because the best player could beat anyone on the other team 1 on 1.

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