Not video game related, but in the batter’s box I tend to whip the bat around, flying behind me, whether it’s a hit or strike. Usually the catcher and ump have to duck.
I know this wrong, but that’s just the way I roll - they get used to it.
Play field hokey left-handed. (why the hell are all the sticks USELESSLY right-handed?)
In footy, if a player tries to shield me from accessing my ball going out of play, I sometimes might accidentally-on-purpose bring my cleats into the back of his lower shin.
Croquet is for rampant, unbridled cheating.
Not a pro tennis player, but sometimes smacking a ball at an errant line judge can do wonders for their competence.
That is the preferred strategy, but playing with a group that all play that strategy makes for a weird game. My second strategy that has a pretty good win rate is the South America stronghold. I may have only 1 win not employing those.
‘Fair’ on the first. I hated that tactic, and was frequently quick enough to try and sidestep them when they did it, then ‘shoulder block’ them into next week. Ball? What ball? (I wasn’t quick enough to try and kick one of their legs into the ball before it went out of bounds. I’ve seen it happen though. Hilarious.)
On the second, I’ve not played organized tennis, but doing something like that in organized golf or soccer, gets you kicked out, if not banned from the league for the season. Got to watch my best friend’s brother take umbrage at the ref in a soccer game—the ref had blown the call, but still—picked up the ball, and overhand threw it at the ref’s head. Tweet! Red Card, out for season, off the varsity team. Nowadays, he’d have been cuffed.
Don’t touch the refs. Even if the lazy shits deserve it.
Actually that was silly-goosage, despite it being not uncommon for footy chippiness like that.
I will say, though, that back in the day you didn’t want to be my doubles partner in Pong because I always hogged our playing space.
I’ve been told I can get a bit “coachy” at bubble hockey and foosball.
After we more or less mastered Mario kart Wii, we started playing crash up with the non-player character cars, lying in wait for them at narrow checkpoints, and also racing backwards on the courses (where possible), etc.
Our problem was that one of us had a lot more disposable cash than the rest, thanks to a father who would rather give money than attention. If everyone used the cards they bought, it wouldn’t be much of a contest; instead, we all just bought what we could afford and tossed it in the box.
Uno: Like a bunch of others, we always played that you kept drawing until you could play a card. I’m gonna have to go look at the rules. [Googles the rules] Sure enough, that’s what it says. Also didn’t know (a) the person on the receiving end of a Draw Two or Wild Draw Four lost their turn as well, and (b) you can only play a Wild Draw Four if you can’t play a regular card.
Crazy 8s: Not sure there really are any official rules for this game.
Monopoly: We always played Go and Free Parking straight, but two other things come to mind: first, I’ve never been in a game where interest was charged on un-mortgaging a property. Hell, I’ve never been in a game where anyone even suggested we do so. Everyone knew the rule was there, but nobody thought it was worth bothering with.
Second, here’s a rule I didn’t realize even existed until I re-read the rules when the Firebug got old enough to play:
You get out of Jail by…(1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn;
Bolding mine. Never, ever, have I heard anyone even mention this rule. IME, everybody always takes a second turn after rolling doubles to get out of jail, without giving it a second thought because you always get another turn after the first or second time you roll doubles. I have no idea why this one exception would be in the rules, but there it is.
However, that is implemented by a challenge process, which has the downside that the challenger (who must be the one who was made to draw four cards) will have to draw an additional 2 cards if they are wrong. But, if the challenge is successful, the person who played the card draws four instead.
I can see why implementing such a rule would be left out, same as the auction rule—if people don’t want to bother, then it won’t happen.
BTW, I didn’t actually remember the official UNO rules. I actually thought it was UNO we played wrong, borrowing the rules from Crazy Eights until I looked it up to be confirm.
BTW, I have an old DOS version of UNO, written in the 1980s or '90s, which follows all the stated rules. I can confirm that at least it also only allows you to draw one card before turn goes to the other player.
While both of these are good strategies, they usually fail against a group of experienced players.
As I said, the “secret” is in the cards. Strongholds are OK (if you can get them, without expending many troops) but what you really want to do is bide your time, maintain footholds across the map and invade an easy country (or two) each turn to take a card. When the set values are sufficient to wipe out the easiest opponent with the most cards, you trade in and wipe him out, while keeping your next target in mind. Add his cards to yours, trade in again and go after the next opponent. Rinse and repeat.
With some luck with starting territories and dice rolls, I can win a game in 7-10 turns with real people or 4-6 turns against the computer.
If you don’t have anything that matches, you must pick a card from the DRAW pile. If you draw a card that can play, play it. Otherwise play moves to the next person.
That says to me, one card only, but you can play it if it is playable.
Our house rules are that cards like Skip, Reverse, Draw Two and Draw Four cards can be used as defense cards. You get a Red Draw Two played on you, you can use a Red Reverse card to send it back, or Skip to the next player, or put another Draw Two down to add another two cards to the next player, who can then Reverse it back to you so you have to draw 4 cards.
Exactly the plan, collect maximum cards, try to turn in ones you own for the 2 piece bonus. The key is the fixed amount for the cards and not the increasing amount.