After I started imagining the over-the-top possible house rules in Balseraph gambling houses, I figure it might be wise to start a thread on this addictive little game's place in Erebus... possible house rules, its place in various cultures, that sort of thing. To start, I was thinking about how it might be seen differently in different cultures, and how the local variants would effect that. I posted quite a bit about the Balseraph variant in Thewyrm's thread... EDIT: To save Thewyrm the trouble of self-quoting his thoughts: Since eradicating the game would be impossible, the Bannor would probably see it as another way to train people in the art of war, and their variants would decrease luck and increase the amount of information availible and strategy involved. The Svartalfar version would be more likely to reward deceit; I can see a mechanic where you could steal a card by distraction and, if not caught before your foe ends his turn, have a right to keep it. There could also be hiding cards and bluffing involved, I've not given their variant much thought yet... The Sheaim version would require extremely aggressive, risk-taking play, and the Demon suit would probably pack a bonus. It would be high-scoring with particularly powerful cards that could change the course of the game. I'm imagining a few extra death cards and some powerful bonus cards... perhaps a card that when played, forces your foe to draw two or more cards at a time. Or one, the Necromancer, that you can keep to override a draw of death or the same suit.