[Main | Rules | Strategies | Links | Products ]

House Rules

Keith McCormick's Espionage Rules:

We currently play with a house rule regarding espionage that says that a player who gets a special technology can be spied on by other players. How this works is each plyer wishing to spy rolls a die at the beginning of his turn and depending on the roll this is what happens:

    Espionage table

1 = The spy is successful and the player recieves the technology absolutely free.

2 = The spy is not as successful but recieves enough information to get the technology on its way. Thus the player then recieves a +2 to each die roll for the developement of that technology. So instead of having to roll on a 6 you require a roll of 4+ to receive that technology.

3-5 = The spy is unsuccessful

6 = Your spy is captured!!! You then must pay five IPCs to the bank. Note: You may only attempt to spy once a turn We use this rule because we hate buying technology and basically giving it to the other enemy players.

UCR Special Sub Rules

I used UCR because my friends and I are the only ones we know who play World At War. The Sub rules are as follows: instead of an attacking sub rolling once on the first round of attack, it rolls twice. The first is the torpedo shot and anything it hits must immediately be lost. The second is the normal roll that all boats do, and anything hit on this shot gets to fire back before it dies. We invented this rule because we like sub attacks, and we couldn't exactly remember how the old rules went.