Parallel Road Tax
Building a road alongside an opponent’s costs the builder 1 victory point. Fires at most twice per game. Needs building.roads.parallel set to allowed or limited.
House rules and variants
33 rule cards and 10 awards ship with the game. Every rule is a real WHEN / IF / THEN card and every award is a row in the awards table, and both load into the lobby as editable copies — take Tax Season, change the 10th turn to the 5th, keep it.
The descriptions below are the ones in the app, word for word, including the notes in brackets where a preset is the closest honest version of an idea rather than the exact one.
The two ideas this whole project was built around. Neither is a number you can change — both need the game to notice something happen and react to it.
Building a road alongside an opponent’s costs the builder 1 victory point. Fires at most twice per game. Needs building.roads.parallel set to allowed or limited.
When the robber lands on a wool tile, every owner of that tile holding more than 7 cards discards all their wool.
For the table where one bad opening means one player spends an hour watching. These push resources and points back toward whoever is behind.
Whenever you collect from a roll while 4 or more victory points behind the leader, you collect double.
At the end of every turn the player holding the most cards gives 1 random card to the player holding the fewest.
Whoever leads on victory points at the start of a turn must discard on a robber roll at one card fewer than everyone else (6 instead of 7 in classic).
Once per game, when the player in last place rolls a 2, 3, 11 or 12 they get to roll again. (The reroll is automatic on those totals — the engine cannot yet ask whether you want it.)
Make the robber cost something to use, run out of steam, or reward the player it keeps picking on.
Moving the robber costs you 1 random resource, paid to the bank.
On a robber roll, a random opponent of the roller also discards half their hand. (The robber still moves and the target is drawn at random — the engine cannot yet skip the robber or let the roller name someone.)
Once seven robber numbers have been rolled in the game, the robber is lifted off the board every time it is placed, so it never blocks production again. The roller still steals.
Rob the same player twice in a row and your victim draws a free development card.
Place the robber on the desert three times and it blooms into a grain field with an 8 token. (The engine cannot make a true gold tile mid-game yet, so it becomes grain.)
Droughts, booms, taxes and tithes. Rules that change what a roll is worth, or what holding cards costs you.
If six rolls go by without an 8, the grain fields dry up and produce nothing until an 8 is rolled.
When the same number is rolled twice in a row, every tile it produces pays double. Add “Boom Town: dice memory” too — it remembers the previous roll.
Remembers the last two roll totals for every player as counters (lastRoll, prevRoll). Required by Boom Town; useful to any rule about consecutive rolls.
Roll a 12 and every player who has ever collected ore takes 1 resource of their choice from the bank. (Until the engine can ask, the card is drawn at random; “touching a mountain” is read as “has collected ore”.)
At the start of your turn each city costs 1 grain. If you cannot pay for all of them you lose 1 victory point instead. (The engine cannot yet downgrade a city to a settlement.)
Every 10th turn, everyone holding 8 or more cards discards 2 at random.
Roll a 2 and draw a free development card.
Every 10th trade you make with the bank or a port earns you 1 victory point.
Rules about who trades with whom. Reward the dealmaker, reward the hermit, or punish the player nobody will deal with.
Finish the game without ever completing a trade with another player and gain 3 victory points.
Complete 5 trades with other players and gain 1 victory point. Everyone who gets there earns it.
Have 3 of your trade offers rejected and you may not trade for 2 turns. (Rejections are counted per offerer, not per pair of players.)
After a monopoly, the monopolist hands 1 of the named resource back to every other player, routed through the bank.
Where you build and who you build next to. Several of these need a relaxed distance setting to mean anything, and say so.
When an opponent builds a settlement that cuts your road in two, you steal 1 card from them.
Every settlement you placed closer than the classic distance costs you 1 random resource at the start of each of your turns. Needs a relaxed distance setting.
The first settlement built after setup on the frontier — touching fewer than three producing tiles, so the coast or the desert — scores 1 victory point. (The engine cannot yet tell desert from coast.)
From your 4th settlement on, placing one closer to your own buildings than the classic distance costs 1 victory point. Needs a relaxed distanceFromOwn.
Playing Monopoly while holding Largest Army forfeits its 2 victory points. (You keep the title; the engine cannot yet strip an award.)
Play no knights all game and gain 2 victory points when it ends.
Earthquakes, weather and exploding dice. For the night when the standard game has been played enough.
Roll a 3 three times in a row and two random number tokens swap places.
At the start of every turn fog rolls over one random resource tile, which produces nothing until the next turn. (The engine cannot yet boost a resource, so the weather is only ever bad.)
A hard hand limit of 10: at the end of your turn, anything over 10 cards is discarded at random.
Every roll has a 5% chance to explode: the roller rolls again. Explosions can chain.
Held by the player who has completed the most trades with other players, minimum 3.
Held by the player who has completed the fewest trades with other players.
Awarded at game end to everyone who never played a knight.
Held by the player who has collected the most ore from production, minimum 3.
Held by the player with buildings on the most distinct tiles, minimum 5.
A consolation prize for the player whose tiles have produced the least. Pure catch-up.
Held by the player who has rolled the most doubles, minimum 3. (2s and 12s are always doubles; individual totals are not tracked as a stat yet.)
Held by the player who has built the most cities, minimum 2.
Held by the player who has made the most bank and port trades, minimum 3.
Anyone forced to discard to the robber 5 times permanently gains 2 victory points, so a bad start is not a buried one.
Pick a trigger, add a condition, list the effects. The builder reads the rule back to you as a sentence before you save it, and refuses anything it cannot run. How the rule builder works →