I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.House Rules for Espionage/Spycraft from Board Game Nation
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During an interview with Larry Harris we did a few months ago, I mentioned house rules for A&A centered around Espionage. We got a ton of feedback about it. So, now that we have completed the complete series on Air Combat and Sea Combat, we decided to double back to make a video about possible set of house rules that center around the concepts of spycraft.
We worked with our friend Jonathan Bosch to develop a few fun options. We aren’t claiming these are 100% flushed out, but our hope is that folks will give them a try and have some fun with them. Let us know what you think in the comments and if you would like to see more videos like this one!
Enjoy!





