Make [Game] Like D&D!

FireLance

Legend
This is just a bit of fun. :)

1. Pick a game you are familiar with.

2. Add a rule that would make it more like D&D.

3. Post your contribution to this thread!

Examples:

Chess: Before a piece can be captured, the attacking piece must roll to hit the defender's AC.

Snakes and Ladders: When you land on a snake, you may make a saving throw to avoid moving.

Snap: When two consecutive cards are identical, roll initiative to determine who gets to say "Snap!"
 

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5. Clue - If you wind up in the same room as another player, you can make an Intimidate check to get them to show you some of their secret cards. Opposed by Bluff on the part of the other player.
 

6.) World of Warcraft: Add Warforged. ;)

7.) Risk: rather than rolling attack/defend dice, create 200 point DDM warbands and engage in skirmish play. Attrition is determined by victory points earned.
 

Monopoly: Houses and hotels can be sacked or destroyed anytime after their first payoff to the owner. If the 'attacking' player wins, he keeps his dough and the owner of the property must pay to repair the buildings in order to keep their benefits in play; if the owner wins, he takes his usual rewards AND can send the attacker Directly to Jail.
 


10. Warcraft III: Introduce body slots for magic items so a hero can't simultaneously use, e.g., four Mantles of Intelligence +3 any more.

11. Warcraft III: Make all units, rather than just creeps, drop cash upon death.

12. Warcraft III: Add housecat creeps (chaos damage 75-200, 10% critical strike for 4 times damage, shadowmeld, evasion 30%, frenzy, nine lives [works like reincarnation]).
 

Trivial Pursuit: "The Dragon Guardian stands before you in all his terrible magnificence and speaks, "Before you may lay claim to the Green Wedge of Akmaira, you must answer the following riddle: What Big Ten team beat Stanford 49-0 in the New Year's Day football game played in Pasadena?"
 


Hide and Seek: Argue a lot about who can see whom, and halfway through the game, revise the rules.

Go: Instead of placing a stone on your turn, one of your stones can make a bull rush attack against an adjacent enemy stone to push it one position. It can then move into the vacated space.
 

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