Quirks House Rules - Andy Merritt I enjoy quirks, but find that unless players play quite aggressively the game can last rather too long, and their isn't really much incentive to act aggressively as it tends to mean you will get 3 extinctions quite quickly and lose the game. Thus these house rules try to encourage a shorter more aggressive game: 1. Get a blank dice and mark it with C, H, P (the three niches) and use this to determine which will be dealt with instead of the fiddly little cards. 2. Upper niche challenge - after placing cards face up / down the players are committed - no chance for either player to change their mind and back out. This rule is one that a friend plays, and he believed it to be the real rule - maybe it is in the Eon version, but it is definitely not the standard rule in the Games Workshop Version (which I have). 3. If a player has 3 extinctions then that player's other creatures stay around until defeated - they always fight, but the player no longer has a turn, and so never gets the chance to mutate except during a fight sequence. 4. If you have a lower niche quirk and its niche is indicated you must challenge with it - mutation is not allowed. 5. Victory Points! If a player moves the climate change marker onto an X space then a victory point count is made (this adds extra significance to deciding whether to move the climate change marker one space or two). Each player receives 1VP for each lower niche quirk they control and 2VPs for each upper niche quirk. A time limit can now be set on the game (eg. 90 mins), and if there is no winner under the normal rules at this point then the winner is the player with the most VP's who does not have 3 extinct quirks.