House Rules — Making a Game Fit Your Needs: Tavern Masters

DECONSTRUCTION JUNCTION

A place where I dissect rules, themes, game components, and strategies and give my thoughts about them.

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Every now and then there is a game that you like…but you don’t love it. Maybe it’s because it doesn’t really fit the style or needs of your gaming group. You’ve played it with the guys a couple times, and it was fun, but you think it could be even more fun…if it was tweaked a bit. What is there to do?

House Rules

Well, the obvious answer is to use House Rules! Make up the Rules you need to get the game to where you want it. And today I am going to give an example of a game that I recently acquired on Kickstarter: Tavern Masters by Dann Kriss Games.

It is a fun, quick game for 1-4 players. It can be played competitively, co-operatively, and solo. Games last about 25-30 minutes. In short, you build a Tavern in a fictional fantasy world and try to accommodate as many patrons as possible, earning gold in the process.

We played it a few times and it was fun and fast. But it was too fast and really, didn’t have the strategic depth that we were looking for. In fact, with the exception of the first round Tavern card passing, the players never interact. Now, Tavern Masters is a light game with evocative art, so nothing I will write in this blog takes away from the excellent work put into this game. Yet, our group wanted a longer game with more tough decisions….so we introduced some house rules.

House Rule #1: Length of Game

The competitive game normally ends on any round that a player gets 20 or more gold. Our new house rule is that games go a minimum of 6 rounds and end at a pre-determined round from 6 to 10. This lengthens the game by 20-60 minutes.

House Rules #2: First Round Changes

The first round of the game can be frustrating if your Tavern cards do not match your Patron cards. Because the Tavern cards are dealt and played before ever seeing the Patron cards, this makes mismatches purely random. Our house rule is that on the first round the Patron cards are dealt first. Each player can look at his/her Patrons and only after that, the Tavern cards are dealt and passed normally. This allows each player to try and avoid mismatches and also pass the Tavern cards with more sense of strategy.

House Rule #3: Pass the Tavern Cards Every Round

Tavern cards only get passed in the first round normally, on the subsequent rounds they are directly drawn from the deck. Our house rule is to pass cards every round, with odd rounds clockwise and even rounds counter-clockwise. This continues to provide more player interaction and more strategic choices (you know, like in 7 Wonders–do I block or grab what I want?

House Rules #4: Icon Limits

Normally any number of Patrons can take advantage of a single icon (for example, if you have 3 Patrons in your hand who want Ale, if you have a single Ale card in your Tavern, you can play all 3 Patrons). Our house rule is that EACH Patron needs its own separate icon, both when it is played and also when you keep Patrons during the Counting the Till phase. If you have 3 Patrons who need Ale but only one Ale card in your Tavern, you can only play one of them.

Conclusion

Our house rules effectively make the game more strategic and make choices more demanding. The house rules make the game longer and more tense, and also add more player interaction. House rules to the rescue!

P.S.

The Dirty Deeds Expansion is also a must. It adds a phase where players directly mess with other players’ taverns. Pick it up if your gaming group wants more player interaction and backstabbing fun!

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