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MEMOIRS OF WROTH CITY : INTERCEPTION
HOUSE RULES PAGE 1

From the MAKERS and PLAYERS

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JUSTIN DIEMERT HOUSE RULE 1

ASSIGNMENT EFFICIENCY

When Justin plays, he removes a list of Event Cards that don't really apply to the early play.  It helps to avoid non-events on doubles rolls.  He adds them to the Event Deck on Day 2, shuffles the deck and proceeds.  Look to the right for a list of cards he takes out for Day 1.

JUSTIN DIEMERT HOUSE RULE 1

ASSIGNMENT EFFICIENCY LIST

A Deal With The Bondsman

Charmaignes Never Lose

Give Him His Freedom

I Need A Sick Day

Are You A Gambling Man

I'll Handle This

Another Chance

Clerical Error

 The Reaper's Right Hand

The Helpful Stranger

I'll Be Leaving Now

Making Moves

Witness Protection

 Dirty Money

Bailed Out

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HOUSE RULE - DAVE DURHAM 1

DAY THREE OFFICER ADVANTAGE

It's a scramble on day three because usually Sam has two Victims and at midnight there is a good chance he will have his third.  If that happens, Sam wins!   To give the Wroth City Police an advantage, I like to add the third die to day 3.   It's like giving the Captains all a new police car.   They can travel to locations quicker.  (If they are not blocked!)  Use the two black dice for (7) Time Advance and (doubles) to Draw an Event Card.

YOUR HOUSE RULE HERE

YOUR NAME COULD BE LISTED ON THIS PAGE

Any good game is flexible enough to handle adjustments that make it more fun for you and your friends.  If you find an adjustment that makes the game work better for you, or introduces an element we might have overlooked, please email them to us at games@brokentvent.com
We'd love to give your house rule a try! For universal rules that seem to work all the time, we will add them to the Rule Book in upcoming editions.  (Scroll to the examples in this section to see some we've been working with.)

ADOPTED RULES TO BE ADDED

AS OF SEPT 10, 2020

CHANGE IN LOCATION ENCOUNTERS

Adopted from recent play test comments

At issue was that players were spending too much time out of play due to losing their turn, and bad luck.   We couldn't change the luck thing - but we could minimize the time on the sidelines due to losing turns.   
OLD RULE:  At night when Precinct Captains arrive at a location and discover the target Villain is not there, they lost a turn while dealing with the encounter, waiting for back-up.
NEW RULE:  We admit it is punishment enough to find out you've wasted dice rolls and possibly event card assists only to find out you had it wrong.  Only fair we make it easier to get out there and continue your search.  So no more penalty for finding the wrong Villain.

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SAM FINDS SOMEONE EVERY NIGHT

Adopted from recent play test comments

Occasionally, games ran into the 90 minute, 2 hour play time.  No one knew, so it was hard to commit to sitting down to play.  This rule change seeks to give players a known resolution.  It does up the urgency factor, in addition to limiting the game play sessions.  
OLD RULE:  If no one finds one target Villain by midnight, that Villain becomes Sam's Victim, with both cards being removed from the game and given to Sam.
NEW RULE:  At midnight whatever Victim is face up and targeted is given over to Sam, along with the Villain card from the board.   This means each day, Sam collects a Victim.  If he gets three, he wins.  The WCPD has been foiled again.  Usually that means three days of turn play, but not always.  ;-)

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