The best monopoly house rule I ever played with is when you roll the dice, to take the result and have your choice of moving either forwards or backwards. However, if you pass go in the backwards direction, you pay the bank $200. Trust me, this rule makes an otherwise boring game interesting if you have a choice of two spaces where you can go with each dice roll.
New Naval rules
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Lets face it, A&A naval combat is plain and expensive.
So I took a hint from Imp Games East&West A&A Variant(Game is horrible, but it has a lot of new ideas)Â and adapted them for A&A RevisedDestroyers cost 8, defend at 2 and attack at 2, however when they are in a territory with enemy subs, the subs can not submerge or sneak attack(first strike)
Carriers cost 14
Battleships cost 22New Unit!: Cruiser: cost 10, defends 3 and attacks 3, moves 2(as always)
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does it take one hit or two?
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one hit
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I suppose if the cost of a crusier was sixteen you could have it take two hits though.
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Id say from AARHE:
destroyers stay at 10 2/2
cruisers take 2 hits cost 15 3/3
Battleships take 2 hits (preemtive) cost 20 4/4
Carriers take 2 hits cost 16 1/3
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That works too
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I was also thinking maybe transports could carrymoney to other nations.





