Basically I have two kinds of players I play A&A with. For casual player and family I can con into playing A&A with during the holidays, it’s all about simplicity. When I can get an A&A junkie like myself and one of my brothers playing, we can do complicated HRs. For that middle ground game I use a little of both. Frankly most games I get in, because I only play FTF, are Revised and Classic with 42.2 coming in distant 3rd place. Global with “Toblerone’s House Rules” is solo and experimental.
Rule Modification
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I am a big fan of the game and I’m aware of some of the issues that are hindering gameplay. I devised a couple rules modifications which seem to really balance the game:
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All land units can move two spaces through friendly territory. Movement is limited to one space if moving into or out of contested territories or attacking. This speeds up movement towards the fronts, but you still need to begin adjacent to a zone to move into the zone for combat. The only land unit that can enter combat with the second space of movement is the Fighter.
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Because the first change is a huge advantage for the Central Powers initially, the Russian Revolution rules are scrapped. Beat Russia by winning it’s capital.
 
These two changes put much more pressure on France during rounds 1 to 3. UK need to focus on France earlier therefore allowing for a more fun and balanced game in the middle east.
Try it out and post your thoughts.
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So these house rules are geared for A&A 1914?
 


		
		


