10 Board Game Rules Nobody Realizes They're Breaking

2022-10-02 02:17:55 By : Emma MA

From complicated board games to deceptively simple ones, players would be shocked to discover how many rules they break during game night.

Board games are one of the harder games to referee, since the players themselves are responsible for upholding the rules. As such, it's easy for mistakes to creep into gameplay. Few players remember every rule of every game they play, let alone have the ability to recall them on a whim.

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Some rules misinterpretations become very ingrained in players. They play the game with an incorrect ruling, not even realizing they've gotten off course. Sometimes, these false rules spread throughout the game's fanbase, leading most players to assume it's simply an official rule.

The game Clue revolves around suggestions and accusations. Players must move around the board, attempting to narrow down the correct weapon, murderer, and location. This last one often proves most troublesome. Players can only ever make a suggestion based on the room they're in.

Most accusations in Clue follow suggestions. When a player can't be proven wrong, they make an accusation. This causes many players to conclude suggestions and accusations work identically. However, in an accusation, a player doesn't need to be in the room. Players can be in the Library and still accuse the murder of taking place in the Billiards Room.

Magic: the Gathering's base rules are relatively simple to learn. However, the game's immense complexity comes from the thousands of cards in the game. Most cards come with their own effects, some of which can be wholly unique to that card. The result is a game with thousands of edge-cases.

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One of the more bizarre rules is that players can't rearrange their graveyards. A graveyard is public knowledge, and something a player is free to look through. However, they must leave its order exactly as it was. This rule exists because a small number of cards, such as Death Spark, interact with the graveyard in a certain order.

Uno's special cards have all earned their infamy. A wrongly placed Skip Turn, Reverse, or Draw Two can ruin a player's game. However, none are as notorious as the Draw Four, making players pick up four cards sets them back a huge number of turns. That it changes the color on top of that adds insult to injury.

Many groups overestimate the power of the Draw Four. In reality, the dreaded card has surprisingly specific limitations on its play. A player can only use a Draw Four if they have no cards of the correct color to play. As such, Draw Four's are more of a last-ditch rescue than a horrific weapon.

Betrayal at Baldur's Gate is a Dungeons & Dragons-themed version of Betrayal at House on the Hill. In either game, Omens and Items are drawn from separate decks, at separate times. However, most Omens are treated identically to the items in the rules. They can be traded, dropped, or stolen.

Most players can grasp this, but certain Haunts throw up confusion. Several Haunts instruct the player to drop all of their items. With the separate decks and classifications, many players assume they can keep their Omens. However, the game's rules actually state a player should drop their Omens as well.

Monopoly is one of the most famous — and infamous — board games. One reason for its notoriety is that almost every group has a different way of playing it. Every household has slightly different house rules, and may not realize that they're house rules. One that pops up again and again is Free Parking.

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Free Parking does nothing, unlike almost every other tile in the game. Some groups think the Free Parking tile rewards a player, giving them the accumulated Tax money from Income and Super Tax. However, by the rules, Free Parking is simply a safe space nobody can own.

Lords of Waterdeep revolves around its buildings. Players use buildings for various effects and can also take ownership of them. Each building has specific effects for being used, and specific benefits for the owner when used. It's easy for players to slip up and think that they can double-dip and get both from using their own buildings.

This isn't the case. Lords of Waterdeep specifies that owner benefits only apply when another player uses the building. This makes the game more strategic, as players must carefully avoid rewarding their opponents while also using the buildings they need.

7 Wonders is a strategy game where players attempt to advance their civilization. They can use various cards to do this, representing infrastructure, military, science, and more. As players use their resources to play cards, many assume there aren't many limitations and build what they want.

However, aside from the costs of each card, 7 Wonders features another restriction. No player is allowed a duplicate of a card they've already played. Each civilization only gets a single version of each card. This curtails several cards that could easily tip the scales of the game. In particular, it limits Science, which grows exponentially with each card.

Pandemic puts players in the shoes of experts fighting to stop several diseases ravaging the world. Player roles vary from medic, to quarantine specialist, to researcher, and many more. Each has useful abilities that can have a huge impact on the game. As such, players typically opt for the roles they like and try to play them most games.

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This isn't how Pandemic works. Players are supposed to get a random role at the beginning of each game and make do with what they have. This makes the game more random and distinctly harder. Many players deliberately overlook this, however, believing chosen roles are more fun.

Not much of Chess' complexity comes from its rules. The base game is fairly easy to understand once a player has learned how each piece moves. Most of its complexity comes from its incredibly deep layers of strategy. One rule, however, comes up so rarely that many Chess players forget it exists.

The "En Passant" rule is a special interaction that specifically involves two pawns. A pawn moving for the first time can take two squares, rather than one. In very rare circumstances, this may move a pawn through and past a square an opposing pawn threatens. In that case, the player can make an "En Passant" move to capture the pawn as if it had stopped on that square. It's the only rule of its kind in Chess.

Featuring a group of cheaters in a Dungeons & Dragons game, Munchkin's various cards and abilities reflect players attempting to get one over on a Dungeon Master. The game encourages players to betray each other, make uneven deals, and more.

However, it goes one step further. The players are encouraged to cheat throughout the game. The most effective players will use abilities when they don't apply, equip items they shouldn't be able to, and lie through their teeth. Since most games heavily discourage cheating, few players realize it's the point of Munchkin.

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Isaac Williams is a movie-goer, TV watcher, journalist, blogger, gamer, comic book-fan, and roleplayer. He's been a bartender and a waiter, and now he writes lists for CBR. He focuses on TV shows and movies. In his free time, Isaac can be found gaming, reading, playing D&D, walking Birmingham's lengthy canals, and catching up on movies.

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