Kremlin Intrigue Cards Variant as developed by the Graduate Library Gamers
Our group has played dozens of games of Avalon Hill's Kremlin and one thing we discovered early on was the joy and pleasure of a well played Intrigue card. This house rule is our attempt to give players more reason to play these cards and more opportunity to work through the deck and get to the really nasty ones. Since Kremlin has a rather choatic feel to it, we haven't found this rule to unbalance the game but rather to give it more life (and death!). Enjoy. [This section is to be added to the Sequence of Play as .50] .50 Intrigue Card Exchange Phase .51 Each player is allowed a maximum hand of three cards. .52 At the beginning of each game year (except the first year) and prior to The Cure Phase (1.0), any player may exchange one of his Intrigue cards by using one of the following methods: - If a player has a hand of three cards, he can discard one and then draw one. - If a player has a hand of two cards, he can discard one, draw two and then discard one. - If a player has a hand of one card, he can discard one, draw three and then discard two. .53 If a player has no cards in his hand, he must wait until the end of years 3, 6, or 9 to receive any new cards. .54 At the end of years 3, 6, and 9, a player has the option of taking 1 or 2 new cards instead of placing additional influence but only if there is sufficient room in the player's hand (see .51). .55 Remember, a player may discard an Intrigue card at anytime during the game.
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