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My brother insisted we try 'Wingspan' with his 'no-bird-talk' rule, and our game night in Phoenix went from tense to fantastic.

He said to just play the cards for points and skip the flavor text debates, which cut our playtime in half and we actually finished a game for once, so has anyone else tried a 'no-theme-arguing' rule to keep things moving?
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danielm80
danielm8025d ago
Honestly, that's genius. We should try a 'no-history-lecture' rule for games like Twilight Struggle. My friend can't play a card without explaining the whole Cold War backstory.
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mason_reed47
The 1983 Able Archer card is way more tense when you know NATO almost triggered WW3 with that war game. My buddy's stories about the Cuban Missile Crisis make the Defcon track actually feel scary. Half the fun is getting the context behind why a card like "We Will Bury You" is such a brutal play. Cutting that out just turns it into moving cardboard.
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rowan_reed68
My buddy Jeff tried a "no lore" rule for his D&D group last year. They were stuck arguing about dragon age classifications for 45 minutes once. He made a house rule that you just say "I attack the big lizard" and roll. Their combat speed tripled and they finally made it out of the first dungeon. Sometimes you gotta just play the game.
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