text:
Power Grid : Start of game
When player 1 has placed a house on a city, can player 2 place his/her first house on a city in the same coloured area as player 1's house, or must player 2 start in a different coloured area?

Players can put their starting house in any city that another player does not have a house, including one that shares a region with another player's starting house (as long as its in one of the regions that are in play for that game).
The rules state:

Each player starts his network by choosing any city (not already chosen by another player) in the playing areas (chosen at the beginning of the game) on the map.

Players have to be able to play in the same region as another player because in a 6 player game, there are only 5 regions in play, and so at least two players will start in the same region.
Regions only matter for what areas are and aren't in play.  They have no other effect on game-play.

How would the regions be selected?

@RobertMiller the regions are selected at the start of the game by whatever mechanism you want (you chose, all players agree, or choose at random are typical methods)

As a justification for 2 players starting in the same region, you state that «... in a 6 player game, there are only 5 regions in play,» The maps I have seen all have 7 regions. Why would only 5 be used in a 6 player game?

@RobertMiller USA, Germany, China, and Korea all have 6 regions.  What maps are you looking at?

My mistake, I meant the maps I have seen have 6 regions (not 7), so why, in a 6-player game, would we use only 5 regions if 6 are available? We use USA and Germany, of course, and France, Italy, UK, Québec, Brazil, Spain & Portugal, Northern Europe, United Kingdom & Ireland...

@RobertMiller I assume the main reason is to increase the variety of the game to make a map more replayable.  By always having at least one region out of play, each map has essentially 6 variations that you can do.


text:
Can you be sent to Reading Railroad without passing Go?
In Monopoly, there is a Chance card that reads :

Take a ride on the Reading. Advance token and if you pass Go, collect
$200

Given that there is no legal way that you could reach Reading Railroad from a Chance square without passing Go, why is it specified on the card?
Is there a historic rule that may have changed ?

Yes, it can happen...
There are 2 cases that explain the wording of this card. These cases reveal that it is possible to be sent to Reading Railroad by a Chance card from a square other than a Chance square.
Case 1 Original USA game
According to World of Monopoly, these (first?) four versions of Monopoly contained this Community Chest card : «Pay $10 fine or take a Chance»

Darrow White Box, Darrow Black Box, Parker Bros 1935 Plain, Parker
Bros 1935-36 Plain

This means that you could be sent to Reading Railroad by a Chance card from the Community Chest square between Mediterranean Avenue and Baltic Avenue, and NOT pass Go.
According to EnAcademic.com, this Community Chest card has been omitted from the US editions since 1936.
Case 2 Blame Canada
Again, according to World Of Monopoly,

Edition:  “Mini box”, with separate board - Atlantic City Publisher:
Parker Bros. Inc/The Copp Clark Co.Ltd. - ±1946 ... Reg. U.S. Patent
Office Canadian Registration M.S. 19-5674 U.S.  Patents 1.509.312
---2.026.082  Patented Canada.1936 ---- 362.124 ...
«Curiously, the rules of this game (in English and French) contain a
provision that a player rolling a 3 may take a Chance or Community
Chest card instead of making his move.»

I remember playing with this rule in the 1950s, but I always remembered it as a house rule. It appears that it was official, in Canada.
Therefore, if you rolled a 3 while on Mediterranean Avenue, Community Chest(1), Baltic Avenue or Income Tax, you could elect to not play it, take a Chance card, and be sent to Reading Railroad by that card, without passing Go.
Conclusion
In either case, it would be possible to be sent to Reading Railroad, by a Chance card, from a square other than Chance, and not pass Go. And that is why the phrase «... if you pass GO, collect $200» was required on the Chance card in those days. The phrase just was not dropped when no longer required.

I'll note that your "that is why" conclusion here is also an opinion.

A valid point...

It's just following standard templating for cards that move the tokens.
Perhaps the designer(s) felt alternate wordings would be unclear (perhaps lead to people trying to collect $400 or not collecting at all).

That is an opinion. I expect there would be facts that explain the wording.

That it follows standard templating is a fact. The bit I prefaced with "perhaps" is conjecture, sure.

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


text:
Mexican Train Dominoes. During opening moves, can the following players start their trains if player 1 has left a double domino open?
The event On your first move, you start your train as a series of dominoes ending in a double domino that you leave "unsatisfied", even after having drawn from the domino pool.
The question Can the following players, who have not yet done so, start their own trains, therefore leaving the double domino "unsatisfied" ?

For most of your games, it would be fine for other players also to start their train while you finish yours.
During each player's first turn, they cannot interact with other players' trains. The rules state that only on Subsequent Turns can you place your domino on Another player's train. You would just want to make sure that your 2nd turn isn't skipped.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Mexican Train Dominoes. Can you start the «Mexican Train» as part of your first move?
The rule
When you play your first move as a series of dominoes ending in a double domino, and you don't have one of the dominoes required to «satisfy» the double, you are required to play another domino on any available train.
The question
Can the other domino you play start the «Mexican Train»?

Yes,
There is nothing in the rules that make starting the Mexican train an exception, and playing on the Mexican Train (starting or otherwise) is a valid play after playing a double.


text:
In what order are several properties auctioned by the bank?
When you go bankrupt to the bank, all of your properties are returned to the bank and auctioned.
Rule :

Should you owe the Bank, instead of another player, more than you can
  pay (because of taxes or penalties) even by selling off buildings and
  mortgaging property, you must turn over all assets to the Bank. In
  this case, the Bank immediately sells by auction all property so
  taken, except buildings.

Source : The Rules of Monopoly - Hasbro
If you have surrendered several properties to the bank, in what order are they auctioned, one at a time: by order of value, or randomly?
Since the rules don't specify this, in the answer, I would appreciate an authoritative quote (e.g. tournament experience, book author), not just an opinion or house rule.

I grant that the wording is ambiguous, but the intent seems to be that the property is auctioned off as a single lot, not as individual pieces.

The following ruling was received from Hasbro, publisher of Monopoly and organiser of International Monopoly Tournaments. I have therefore completely rewritten this answer.
My questions to Hasbro :

The rules of Monopoly state that when a players goes bankrupt to the
  bank, the player turns all assets over to the Bank. The Bank then
  auctions off these properties.
Are all of the properties auctioned off at once as a single lot?
If they are auctioned one at a time, in what order are they auctioned? By value or randomly selected?

Hasbro agent's answers:

1. Are all of the properties auctioned off at once as a single lot?
No. All properties should be auctioned off one at a time.
2. If they are auctioned one at a time, in what order are they auctioned?
      By value or randomly selected?
No specific order needed . The banker can randomly select. I have
  also included the proper way to hold a Monopoly Auction just in case
  it's needed.   There is nothing terribly special with the process of
  holding the auction, just a few simple rules.
When a property comes up for auction, whether a player declines to
  purchase or a player goes bankrupt, the banker holds the auction.
There is no minimal bid so the starting price will always be $1 and
  the property will goes to the highest bidder and the price is binding.
  So if a player bids more than they have they can unintentionally
  bankrupt themselves during the auction.
The auctioned property cannot be mortgaged by the highest bidder in
  order to complete the purchase.
Important Note:  All players can participate in property auctions –
  this includes the banker, any players who may be in jail, and the
  person who originally declined to purchase the property in the first
  place.

Interesting, that different sources disagree on this subject.
There are so many versions of monopoly, but still no complete set of rules without mismatches or gaps.

I completely replaced the previous answer with the own from Hasbro.

The Hasbro agent's answer may be out of date. The rulebook on Hasbro's website (copyright 2017) specifies the bidding starts at $10, not $1, though players may increase the bid by $1.


text:
Can I use the Power Grid Expansion "Northern Europe / United Kingdom & Ireland"?

I just bought the Power Grid expansion pack Northern Europe / United Kingdom & Ireland.
If you look at the photo, you will see the label Recharged Version and, at the bottom, you will see the following warning:

The maps and power plant cards of Northern Europe/United Kingdom &
  Ireland in this expansion can only be played with a copy of Power
  Grid.

I have Power Grid 2004 from Rio Grande Games. Will I be able to use the extension with my copy of Power Grid , or will I have to buy Power Grid Recharged. It's still shrink-wrapped, so I could return it if necessary.

You can use the expansion with your existing copy of Power Grid,
with one caveat: the backs of the power plant cards have changed, which means you need to shuffle the deck while both the fronts, and backs are hidden when using the Northern Europe part of the expansion.
If you chose to use only the United Kingdom & Ireland part of the expansion no adjustments are needed.

Great news. I followed your advice and removed the shrink wrap. At the very start of the rules, it's written:
«The maps and cards of Northern Europe/United Kingdom and Ireland in this expansion can only be played with a copy of Power Grid (Recharged Version) or Power Grid.»


text:
Do you re-determine player order in this exceptional case?
Power Grid Rules:

At the beginning of the game draw lots for player order.
Because the player order is chosen randomly at the beginning of the
  game, the players re-determine the player order after auctioning the
  power plants (after phase 2). As no player has any cities at this
  time, the new player order is determined solely by the numbers of the
  power plants (see phase 1).

In our games, at this point, player order has seen rearranged.
Then, at the start of the 2nd round, we never change the player order because nothing has changed.
However, the rules state that :

The players do not have to choose their starting cities in the first
  round. They can start their networks in later rounds to influence
  their positions in the playing order.

Question
If I don't choose a starting city in round 1, does that mean that, at the start of Round 2, Phase 1 : Determine Player Order, which we always skip because everyone has usually placed a first city in round 1, do I get sent to the last place in the player order because I have no cities on the board?

If you are the only one to build no cities in round 1, you will go last in round 2.
The determine turn order step in round 2 is not straightforward at all; in most games I see, players build different numbers of cities in round 1, ranging from 1 to 3.  That your play group has been skipping the turn order step in round 2 means you have probably been playing wrong in one way or another.
My best guess of the mistake you are making is it sounds like you are only allowing players to build a single city in round 1.  Players can build multiple cities in round 1 (there is nothing in the rules that prevents you from buying more cities on the same turn you buy your starting city).  Most players usually do buy multiple cities on round 1, as many of the early power plants can power more than one city.  The adjusting of turn order in round 2 is an important mechanic to balance against this: players who buy a power plant that can only power one city in round 1 can then build only 1 city to get the a better turn slot on round 2 (later in turn order is better) to make up for their lost income.

I effectively believed that you could build in only one city in the first round. Your information is much more valuable than that which I sought.


text:
What is the name of this game with dice and tiles?
The person offering it calls it "Bamboo Game".
There are no rules supplied with it.

The name of this game is called "Shut the Box". I believe there are one and two player versions of it.
The goal of the game is to obtain the numbers on the tiles through dice rolls, "shutting" the tiles by turning them around.

Welcome to board and card games Q&A. Great first answer.
I added a link to BGG for additional reference.

The answer might be improved by quoting/summarizing the rules of the game (briefly explaining how it works).


text:
Does a game recommendation website exist?
Is there a website that will collect your evaluations of various board games that you've played and will then recommend a board game that you will like, based on your evaluations and on those of other members?

I think you should post this on Meta B&CG instead as this site is not for game recommendations (nor is your question asking about games, is asking about sites). Chat could also be a place to ask this I think... (or you could ask the folks there for their recommendations :)

Ah, but they're not asking for game recommendations - they're asking for a site that recommends games.  That's very different.  Would a question about BGG be on topic?

This question does not belong on meta. It's not a question about the B&CG site itself. It's also not a question asking for game recommendations, and the reasons for deeming those questions off-topic (see [https://boardgames.meta.stackexchange.com/q/1307/409]) don't apply here, so I'm reopening it. If y'all still think it's off-topic, feel free to discuss on [meta] and if appropriate vote to close here. But bottom line: meta isn't a place to stick possibly off-topic or out-of-scope questions that we want to answer anyway.

Board Game Finder ( https://www.boardgamefinder.net/ ) does exactly that.
From the "How It Works" section of that site:

To provide the boardgame recommendations, we focus on collaborative filtering. In collaborative filtering, we have a set of items (boardgames) that have been rated by users. The main idea of collaborative filtering is to infer the preferences of each user based not only on the ratings provided by that user, but also on the ratings of all other users in the system. These preferences are then used to form the actual predictions. Thus, collaborative filtering makes use of the ratings of all users to make predictions about a given user. In other words, it recommends items that other users with preferences similar to yours rated positively. This is why it is called collaborative.


text:
Power Grid - Middle East. Are plants 06, 11, 14 in starting current market removed to the box?
The rules section of Power Grid's Middle East map state :

At the start of the game and during Step 1, the players do not have
access to  garbage or nuclear power plants. After preparing the power
plant market and the power plant stack, remove the power plants "06",
"11", or "14" (the ones with a plug on the back) if they appear in the
current market.

Note. Given that the plant numbers to remove are specified, the phrase "the ones with a plug on the back" appears superfluous to me.
The question

Does  one remove these power plants from the game, or does one return
them to the stack?

Everywhere else in the rules, it is clearly stated when a power plant should be returned to the box.

The "06", "11", or "14" plants are removed to the game box if they come up in the current market during setup or at any later point in step 1.
The parenthetical "(the ones with a plug on the back)" actually holds the key to the answer.  Two lines down in the rules for preparation, it says (emphasis mine):

If the removed power plants have a plug on the back, remove them from the game, returning them to the box. Place the bigger power plants face down below the current power plant stack.

This line is also repeated in the rules for "Auction Power Plants".

As an aside, it appears that there is an error in the rulebook regarding the removal of garbage and nuclear power plants during step 1.  The following sentence in the rules for preparation is wrong:

If the players move [garbage or nuclear plants] into the current market when placing new power plants to replace those removed, remove them from the game, returning them to the box.

This is only accurate regarding power plants with plugs on the back.  Garbage and nuclear power plants with sockets on the back that make it into the current market should be put on the bottom of the deck.  This is specified by the rule quoted previously in this answer, and again in the rules for "Auction Power Plants".


text:
In what year did Parker Brothers correct the rent for Marvin Gardens?
At first, the rent on the title deed for Marvin Gardens was set at $22.
It was later corrected to $24.
In the edition of what year did Parker Brothers introduce this new rent?

From the Monopoly Wiki:

There are some special facts about this one. In the UK Version, rent  is only ₤22, and ₤44 for a monopoly. It was $22 ($44 for a monopoly) in the original Atlantic City version until Parker Brothers changed it in the 1950s. Before then, it was the only exception to the pattern of the third property (second in the case of the browns/purples and dark blues) in a color group having the most expensive set of rents.

Will try to narrow it down but this is a good starting point.

The reference to the UK Version is slightly peculiar, but presumably refers to Piccadilly, occupying the same space in that edition. However, the page for Piccadilly in that same wiki lists the rent as £24, with comments on the page showing that a similar correction from £22 was made at some stage. So like a lot of content on fandom.com, it all seems a bit vague and unsourced.

The site "World of Monopoply" has an extensive history of the different editions of the game, based on collecting and cataloguing different sets.
In its page on title deeds it lists the change as happening in 1951 or 1952:

The next change that occurred to the Title Deeds was in 1951/52. At this time the look of the cards didn't change, but an almost 20 year old error was corrected. The rent on Marvin Gardens was changed from $22 to $24. Marvin Gardens should have been $24 all along, but a typo by Darrow made it into the Parker Brothers sets where it remained for almost 2 decades.

The mistake seems to have spread to other editions as well, and persisted for longer. The equivalent property in the standard UK edition is Piccadilly, and the site lists an edition dated to 1986 as having the incorrect price:

The rent of the unimproved Piccadilly is the same as of both other streets, only £22.

It's not clear when this was corrected, but an Australian edition from 1996 has the note:

The rent on Bourke Street for unbuilt property is $24 now.

Hasbro acquired Parker Brothers in 1991, and re-launched a lot of the international editions (which were previously published under license by various different firms), so it's likely that they rolled out the corrected rent then.

Do you have a reference showing that the UK Piccadilly rent was changed in the 1980s? Imagesof the properties from consecutive dated sets with differing rent values would suffice.

@RobertMiller Looking around further, I suspect the international fix was Hasbro's doing, when they took over in the 1990s.


text:
What is the purpose of the Attack stat for a unit with no melee weapons?
According to the 8th Edition Core Rules, the attack stat is defined as follows:

Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat.

As I understand, this only affects the fight phase, and as such only melee weapons. However, I see several units, such as the Kustom Boosta-Blastas, which have an attack stat, but no melee weapons. What is the purpose of this stat? Or is it just "filler"?

Do all models have an Attack stat? Are there any rules or abilities that interact with the stat? I'm not a 40k player, but if I were to guess I'd say it is forward planning, for example to cover cases where a unit that doesn't currently have melee options receives some in a future expansion.

Likewise, there are some models (like the Tau Ethereal on Hover Drone) that have a BS stat, but don't seem to have any way of taking a ranged weapon.

@QuestionMarks There are some fortifications that have weapons which can be fired by units that have "embarked" upon them.

@JamesOtter All models have a value for all stats, even if that is redundant. Move is maybe an exception, there are things which are totally immobile and have a printed move stat of -, presumably because a move of 0" would imply they could advance.

All models have a close combat weapon in addition to the listed equipment (described in page 183 of the 8th Edition Core Rule Book). It is Strength: User, AP: 0, Damage: 1.
I think this is supposed to represent fighters using their fists, guns as clubs, body slams and any small knives etc they carry.
Some people have been taking advantage of this for units (like helbrutes) that have a bonus for having two melee weapons. It also allows models with weapons like power fists (2x strength, good AP, -1 to hit rolls) to use a different attack against targets where the power fists abilities would be wasted.

It's page 183 of the Warhammer 40000 rulebook.


text:
What is an unmodified hit roll?
In Warhammer 40k 8th Edition, Orks commonly have an ability called "Dakka! Dakka! Dakka!". The rule reads:

Each time you roll an unmodified hit roll of 6 with a ranged weapon made by this model, that hit roll succeeds regardless of any modifiers. [...]

I am very confused by the wording, and don't exactly know how to apply it. Imagine I have an Ork with this ability and a ballistic skill of 5+, and they would fire eight shots at an enemy unit. The dice return as follows:

1 1 2 3 4 5 6 6

Since no modifiers were applied, to me this seems like an "unmodified hit roll", and three hits would be counted, out of which two (the 6's) would be affected by "Dakka! Dakka! Dakka!". Is this understanding correct?
Now imagine that the weapon my Ork was affected by some ability that would allow them to add +1 to their hit rolls. If the same dice result would come up, it would now result in 4 hits, but none of those hits would be affected by "Dakka! Dakka Dakka!". Is this understanding correct?
And if so, would that mean that, for the sake of "Dakka! Dakka! Dakka!", every "buff" to my hit rolls would actually disable this very useful skill?

Not a 40k player, but I believe it means that for the purposes of Dakka you look at the number as rolled and check whether it was a 6. Then for any other purpose, you apply the modifiers as required.

"Dakka! Dakka! Dakka!" will still apply to the 2 "natural" 6s.
The wording can be a little confusing, but Warhammer uses "unmodified hit rolls of 6" and "hit rolls of 6 before modifiers are applied" interchangeably.
Essentially it only cares about the number showing on the dice and doesn't pay attention to modifiers being applied.
The place this is most clearly set out is in the Designers Commentary

Alright, I see. I wish there was a more concise wording to refer to the natural die result.

This is important because it means that you can't apply modifiers to get better benefit from Dakka Dakka Dakka, but also your opponent can't apply modifiers to take it away from you! You'll also see many abilities that trigger off an unmodified roll of 1.

@aslum I was more worried that "an unmodified hit roll" would mean "As soon as there are modifiers, you would lose out on the effect".

Understandable. GW doesn't exactly have a reputation for well written rules.


text:
How would one model an Ork Warboss with a Kombi-Skorcha?
The current Ork Codex states that an Ork Warboss "is armed with a kombi-weapon with rokkit launcher". However, it also states

This model may replace its kombi-weapon with rokkit launcha with a weapon from the Shooty Weapons list.

This implies that I can arm my Warboss with a Kombi-Skorcha instead of a Kombi-Weapon with Rokkit Launcha. However, the sprue only came with a Rokkit Launcha, not a Kombi-Skorcha for the Warboss. The sprue does include a Kombi-Skorcha, but it is intended for a regular Nob, meaning the part doesn't fit.
What are my options here? Do I need to buy a different part that would fit? Do I have to make one myself? Or am I completely out-of-luck and just need to say "By the way, my Warboss has a Kombi-Skorcha" every time I play?

Sorry I can't provide a proper answer to this. It seems there aren't any Ork players around here! All I can say is that many GW character kits lack one or more of the weapon options found in the rules. In your case the best option may be to do a quick hand swap between the Nob arm and the Warboss one.

@LesserKhan I already conducted a conversion, and added instructions down below as to how I did it. Pictures will be added once available.

Since there are no pre-made "Ork Warboss Arm with Kombi-Skorcha" bits, I have decided to do a conversion myself. I will outline the steps I have taken below.

Cut both the Ork Warboss Arm with the Kombi-Rokkit Launcha and a Kombi-Skorcha for Ork Nobs from the sprue and remove any excess plastic and mold lines.
Cut off the front of the Rokkit Launcha, so that the magazine still remains. This way, you can prevent accidental damage to the Warboss Arm.
Cut off the right arm of the Ork nob, so that the hand is still attached to the grip of the Kombi-Skorcha.
Remove parts of the right hand, bit by bit, until only the index finger remains (until about to the knuckle), and the bottom tank of the Skorcha (below the hand). It's recommended to use a small saw to cut through the hand once thin enough, then use the hobby knife to remove the remains of the hand bit by bit.
On the side of the Warboss Arm, remove the remains of the Kombi-Rokkit Launcha bit by bit, until only the hand and the stock above the hand remains.
Cut away the part in front of the "bow" in the stock. It's best to hold the Skorcha in front of the Rokkit Launcha, to ensure not too much is cut away.
Cut part of the Warboss' index finger away. This will be replaced by the index finger still attached to the Kombi-Skorcha.
In order to put the index finger into the proper place, either part of the bottom of the Kombi-Skorcha's stock need to be cut out, or part of the hand of the Warboss need to be removed to create a "slot" in which the weapon slides into. Do either one of these things. I decided to cut part of the hand out.
Once everything is in place, the top of the Skorcha should be a little bit below the old shoulder stock of the Kombi-Rokkit-Launcher. You can either leave it like this to create a "thrown-together-from-parts"-look, sand down the stock or add some greenstuff for a better transition between the shoulder stock and the rest of the gun.
The tank down below will be a little too high to fit below the hand of the Warboss. Carefully bend the plastic down a little bit, so that the tank fits below the hand.
Glue the new Skorcha to the hand and ensure that the stock aligns with the barrel (unless you want the weapon to look slightly bent). Give the glue about an hour to dry enough.
Once the glue is dry, glue the bottom tank to the hand. You can either leave the old grip there and attach the tank to that, or cut the old grip away and attach the tank directly to the bottom of the tank.
Once everything has dried, you can begin to remove the remains of the left Nob hand, still holding the front of the Skorcha. To do this, you can either use a hobby knife to cut the hand away layer by layer, or use a rotary tool to sand the remains away.
Optionally, you can attach some leftover bits from other models (spikes, glyphs, etc.) to cover up the remains of the hand. Such bits can also be bought individually, for several cents per piece.

It should be advised that these instructions worked for me, they don't necessarily need to work for you. It depends on the standards that you set for your models. For example, the index finger looks a bit off, since the angle at which a Nob holds their weapon is different than the angle at which a Warboss holds their weapon. If it must absolutely be perfect, please be prepared to add some greenstuff to relevant parts to ensure the models match your expectations.

Here are some pictures, showing the final result:

I will add pictures of the finished conversion once I'm able.

Very detailed instructions! Thanks for sharing them.

@LesserKhan I tried to be as detailed as possible, but I couldn't add a true step-by-step guide (e.g. now file 1.25mm from the hand away), because it was my first conversion and just used my best judgement.

MeckMK1 already gave a beautiful answer on how to modify your Warboss with included parts to model it with the skorcha, but you do have other options. While your Warboss kit did include a skorcha (even if with the wrong arm attached), it's not uncommon to have models that can take weapons that aren't at all included in the set (the Tau Crisis Suits are popularly equipped with 3 Cyclic Ion Blasters each, yet only the Commander set includes that weapon, and only one of them at that!). So when you don't have a proper included equipment choice, here are the usual options:

Get the weapon from another kit - Find the piece you need from another set's sprue and attach/modify it to your model. Should always be tournament legal.
Modify an included weapon - Take whatever current weapon you have and get your hobby knife, green stuff, and extra plastic to chop something together that looks similar to the represented weapon. May take a bit of artistic talent for a clean result. I believe this is generally be tournament legal.
Buy third party pieces - There are a number of third party vendors that make their own casts of individual pieces, so if your kit comes with one copy of a weapon you'd like to run 2 of, this can be a simpler option than trying to kitbash your own. Note that using third party bits on your models is discouraged by Games Workshop and may not be welcome at official tournaments.
Proxy the weapons - When all else fails, if you're playing a friendly game and your models are easy enough to differentiate, just say that you're running your Warboss with the skorchas. Obviously not an option in WYSIWYG games though.

Proxying is surely the easiest, but if your warboss is the warlord of your army, then it may be worth the time and money spent to convert.


text:
What is the purpose of "illegal" cards?
In Yu-Gi-Oh, there are several cards with "You cannot use this card in a duel", such as Chimaera, The Master of Beasts:

Since this card cannot be used in a duel, what exactly is the point of it?

There can be a number of different reasons for cards existing.  In the point of Chimaera, it was a prize card from the 2007 World Championships.
It's not uncommon for a TCG to have official cards that are unplayable in any format.

Promotional cards
Special cards given out as championship prizes, similar to a trophy
Extremely limited print run cards

Looking at this link, it appears that all of the cards that have that text are either promotional cards (see Set Sail for the Kingdom) or cards given out as prizes for tournaments.


text:
Do the rules as written make Assault weapons and Pistols useless?
I recently got into a discussion with somebody, as they tried to explain to me that  both Assault weapons and Pistols were actually completely useless in 8th edition. He did not mean "useless" as in "not as good as other options", but as "the rules as written mean they don't give any advantage".
The Basic Rule Book for 8th Edition contains the following phrase regarding "Advancing":

When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can't shoot or charge later that turn.

The section regarding assault weapons states the following:

A model with an Assault weapon can fire even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Likewise the section regarding pistols states the following:

A model can fire a pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. [...]

The rules in the section 1. Choose Unit to Shoot with states the following:

[...] First, you must pick one of your units to shoot with. You may not pick a unit that Advanced or Fell Back this turn, or a unit that is within 1" of an enemy unit. [...]

His argument was now as follows: Since the rules regarding the shooting phase disallow you from even selecting a unit that Advanced or Fell Back, you never get to section 2., which tasks you with selecting a weapon. Since you can never select that you want to shoot an Assault weapon or a Pistol, you can't fire it. He further mentioned that the rules-as-written do not mention that you can select these units in the shooting phase, only that it would allow you to fire this weapon if you were to select them.

Intuitively, this seems wrong. The intent of the rules clearly seem to be that pistols can be used in close combat, and assault weapons can be used while charging. However, upon looking at the rules-as-written, there seems to be at least some logic to his statements. Is this a simple oversight? Or is there something I am missing entirely?

Emphasis mine on all quotes

The Most Important Rule
Basic Rules, Page 6 Sidebar, Summarized:

When you aren't sure of what's supposed to happen, talk with your opponent and apply the most sensible resolution that you can agree on.  If you can't agree, roll-off, and apply the victor's resolution.

The fact that this is labeled "The Most Important" implies that this trumps any other rule.  Additionally, it relies on sense, rather than interpretation.  It would not make sense for the rules to include exceptions which do not apply, regardless of how you interpret the "hard" restrictions on Advancing.
As is true in almost any game, general rules are to apply until an exception says otherwise.  WH40k's version of this rule is "Do what makes sense", and an exception to the rules will only ever make sense if the exception can be applied.
Since the rules under Pistol and Assault weapons state they're an exception, those exceptions must apply, since it makes more sense to obey these exceptions than it is to accept they were arbitrarily added to the Basic Rules for no reason.

I agree with the idea that they are exceptions, but I guess some people prefer to be rule lawyers and say "But technically..." and "But the rules say..."

@MeckMK1 Some people do prefer to be rule lawyers, and you can prefer not to play games with those people :)

@MechMK1 That's kinda the point.  If someone says that the rules state one thing, you point out The Most Important Rule. That's the summary of the answer; it doesn't matter what the rules say, so long as it makes the most sense, that both players agree it makes sense, or roll-off to get over yourselves.

@question Marks If a "rules-lawyer" is actually treating the rules like laws, then s/he will apply the principles of construction, one of which is that an interpretation which leaves part of a law as having no effect should not be chosen if there is a reasonable interpretation that leaves each part of the law some function.

The rules-as-written do not deny assault weapons and pistols their expected advantage.
From the 8th edition Battle Primer, you can see under Shooting/Weapon Types (pg 6):

Each type of ranged weapon also has an additional rule that, depending
  upon the situation, might affect the accuracy of the weapon or when it
  can be fired. These are as follows:
A model with an Assault weapon can fire it even if it Advanced earlier that turn.

Your friend is arguing that Shooting Phase invalidates a unit that advanced from being selected (so, full stop at 3.1), but he may not ignore all the text of the unambiguous, additional rule.  They need to be looked at holistically.  The rules are not parsed simply by stopping reading when one sees a "can't do that."
It seems completely unlikely of that his interpretation holds any water, but indeed, if your friend remains adamant, do refer to The Most Important Rule, as @Daniel mentions.

The rules work exactly as written, and both weapon types give the expected advantage.
The rules for advancing state that a unit cannot shoot after advancing, but the assault weapon rules override the rule on advancing. Same applies with pistols, their rule overrides the rule about shooting within 1" of an enemy unit, which makes the advanced or in-combat unit eligible for selection during the shooting phase.
One could argue that the wording technically doesn't allow this, but this is how 8th edition's been played for the past two years and Games Workshop has never stepped in to clarify that the rules for assault weapons and pistols are never actually legal, so it's pretty clear they work exactly as expected.

Section 1. states "You may not pick a unit that Advanced or Fell Back this turn", as in you cannot even select it first. Of course, I agree with the pragmatic approach that everybody instinctively "got" what the rules meant.

There is a certain strange logic to your friend's statements, however it ignores one of the most basic 'rules' of rules, namely, the more specific rule overrides the more general rule. In this case the more specific rules are very explicit in saying they are overriding the more general. Warhammer is a game that has a few very general rules, that are modified, overridden or added to by more specific rules and that's the case you have here.
The entire point of an assault weapon is that it can be used along with an advance. The general rule is that a model that has advanced can't shoot, but the specific rules for assault weapons override this.
The same is true of pistols (meant for close combat) overrides the general rule requiring ranged weapons be used at a minimum of 1 inch, by explicitly allowing these specific ranged weapons to be used at close range.
Perhaps the rules could be laid out more clearly, explaining every exception to every rule where the original rule is written, but that would make already pretty hefty rule books even larger, and make it impossible to add new exceptions to base rules as new options and books are released, since it would require including the exception in the original source book.
In a normal game if something like this comes up, follow the most important rule, as mentioned by Daniel here, when in doubt on how something works, each argue your case as to why it should work one way, if neither player can sway the other (or in some odd change both players are swayed to the opposite of their original starting point) do a roll off and apply the result for the remainder of the game.

If a "rules-lawyer" is actually treating the rules like laws, then s/he will apply the principles of construction, one of which is that an interpretation which leaves part of a law as having no effect should not be chosen if there is a reasonable interpretation that leaves each part of the law some function.
Another principle of construction is, as the answer by Andrew says, the more specific provisions take precedenc over mote general ones, unless the is a clear statement to the contrary.
Another is that an interpretation that reaches an absurd result is not to be selected when another reasonable interpretation that does not reach an absurd result is possible.
Yet another is that the purpose of a provision should be considered, particularly when the literal wording is ambiguous.
In this case, all of these principles seem to arrive at the same result, that the specific rules for assault weapons and pistols are exceptions to, and modify, the general rules on advances and ranged weapons.
These are (some of) the principles used to interpret actual laws -- I do not see why they should be less applicable to game rules.


text:
When a Phantom Knight's Trap is Special Summoned back as a monster, and then is sent to the GY, is it still treated as a monster?
Some Phantom Knight's Card have an Effect that says you can special summon it as a monster (This card is not treated as a trap). When it is destroyed, is it a monster or trap in the GY? (For example, could I use Monster Reborn on it?)

From: Trap Monster - Fandom.com

...and can in some cases be used offensively as well. Also, because they don't count as monsters while in a player's Deck or Graveyard, some effects might work on them as a Trap Card- ...

A trap monster is only treated as a monster whilst it occupys a monster zone. When it's sent to the graveyard it is reverted back to being treated as a trap.


text:
In UNO, is it legal to throw a Draw 4 card that you just picked up on purpose?

A player decides to draw from the draw pile instead of playing one of his cards (he has a color matching card).
He draws a Wild Draw 4 card and he plays it.

Can the next player challenge him because the play is illegal?
According to official rules

NOTE: if you suspect that a Wild Draw 4 card has been played on you
  illegally (i.e. the player has a matching card), then you may
  challenge that player. The challenged player must show you their hand.
  If guilty, the challenged player must draw the 4 cards instead of you. [...]

Yes, the play is illegal. It doesn't matter that the card was just drawn; it is still prohibited.


text:
Can "Phantom Knights's Sword" Prevent a monster from being destroyed because of "Call of the Haunted"?
So let's say I use "Call of the Haunted" to summon a monster from my GY. Then I equip "Phantom Knights Sword" to it. So now that monster gains 800 ATK and if it were to be destroyed, I can destroy "Phantom Knights Sword" instead. If "Call of the Haunted" is destroyed, however, then the monster I summoned with it will also be destroyed. But can I still use "Phantom Knight's Sword" to prevent that monster from being destroyed? And if yes, then what happens to "Call of the Haunted?"

Both "Call of the Haunted" and "Phantom Knights' Sword" would be destroyed. You can use the effect of "Phantom Knights's Sword" to prevent the monster from being destroyed because it is a continuous effect. "Call of the Haunted" will be destroyed as per normal.


text:
Are you allowed to play a 5 of a kind in Exploding Kittens to add an Exploding Kitten to your hand?
My friend discarded 5 different cards to add a card from the discard pile to his hand, but he chose the Exploding Kitten. Is that allowed, and what happens to it after?

In the rules,

Five Different Cards
If you play 5 different cards (any 5 cards with different titles), go
  through the Discard Pile to take any single card you’d like. (Grab the
  Pile quickly to choose your card so that you don’t get “Noped!”)

So you could probably grab an exploding kitten. But why should you:

Exploding Kitten 4 Cards
You must show this card immediately. Unless you have a Defuse Card,
  you’re dead. Discard all of your cards, including the Exploding
  Kitten.

So two things can happen:

You have a defuse card. Use it and put the kitten back in the game.
You don't have a defuse card, you are out of the game.

The second option is a creative way to leave the game early. The first is possible a valid option if there is only one player left and you know for sure your defuse card was the last in the game and all attack and skip cards are gone. So by putting the kitten on top of the stack, you force him to draw and explode resulting in a win for you.

It could be a good strategic move as well when holding a streaking kitten and two barking kittens in your hand. You don't need to defuse the exploding kitten and you can force your exploding kitten into another player's hand through the barking kittens' effect.

Taking an Exploding Kitten from the discard pile should have the same effect as drawing it. You explode unless you defuse it.

Let's consider what the rules say on the subject:

By the rules as written, you could take an Exploding Kitten from the discard pile.
By the rules as written, it could even be considered safe to do so because it could be understood that an Exploding Kitten only triggers when you draw it.
The rules as written don't specify what happens when you play an Exploding Kitten. It doesn't seem to consider this a possibility.

So you could allow taking the Exploding Kitten harmlessly. But if you do so, you end up with a card in your hand with no value (at best) or that you can't play (at worse). There's no point in allowing this; it only adds confusion.
Instead, taking an Exploding Kitten from the discard pile should have the same effect as drawing it. You explode unless you defuse it. This is probably what the rules were meant to be.


text:
Pieces to use with expansions
I've bought the anniversary editions of both standard (USA) and the Europe versions of Ticket to Ride (TTR), and was thinking of donating the standard versions to charity.
But then I got to think about having pieces for use with the expansion (I have all the map expansion packs, that's 1, 2, 3, 4, 5, 6, 6½ and 7), the pieces from the anniversary editions are a bit larger so they probably won't fit - but I also have TTR Germany and TTR Märklin, are there enough pieces in (either of) those, that I wouldn't make my expansions hard to use?

With regards to bigger pieces and fitting: I had asked a similar question a while back.  The general consensus is that they don't fit sadly.

With regards to quantity of pieces, the components listing in the front of the rulebooks should tell you how many pieces are included in each box or are needed.  My understanding is that most maps require 45 cars in each color with the exceptions requiring less.  Märklin should have the required 45 for each color plus a few spares and so should have all the pieces you would need.

Team Asia requires 54 trains of each color.  Also, we replaced the plastic trains with (heavier) wooden trains of the same size, which makes for a nicer playing experience IMO.

Right, but that doesn't pose a problem as such, because the expansion contains 9 extra train pieces in each of the five colours used in USA or Europe, using Germany or Märklin as base, just means that I only have 54 trains in black, red and yellow, but as Team Asia is for up to three teams, that's sufficient. And who are "we"?

The answer is a surprising: No - well 12 out of 13 maps pose no problems, but the 13th does; But as I had posed the question it's technically a yes.
First of all: I had seen he question JMoravitz refers to in a comment, but that only confirmed my suspicion that the pieces from the anniversary editions are a bit too large.
I just went through all the expansions and none required any thing besides up to 45 (some only 40 and some only 35) train pieces in each colour and 110 train cards (a few contained replacements for those), and both the Märklin and Germany editions contain that - but there is a problem:
The "old west"  map is playable by up to 6 players and for that it contains white train pieces, which don't conflict with the red+yellow+purple+blue+green pieces of USA or Europe, but both Märklin and Germany contains pieces in red+yellow+purple-black+white. So if I only kept those, I wouldn't have train pieces in 6 different colours to play the "old west" map with 6 people.
I could probably switch the white pieces in "Germany" ("Märklin" also contain scoring markers with a different design) for the blue/green pieces in USA/Europe. I'll probably have to go through all the expansions again (and more closely) to see if that will cause any problems.

The outlined switch would give a fourth colour that could be used for playing "Team Asia", that's not needed though, and I'm considering switching the green/blue trains from USA/Europe for the white pieces in "old west", that would only affect "old west".


text:
Ticket to ride, 1910: What are the big cities
Earlier today I bought the 1910 expansion in the mobile version of Ticket to Ride. In the big cities variant, there's an achievement called "Urban Traveller", described by "Win while connecting all 7 Big Cities", but I haven't found an easily accessible list of what those are, so that's my question.

From the rules pdf (also quoted in this blog post) :

The Big Cities are Chicago, Dallas, Houston, Los Angeles, Miami, New York and Seattle.


text:
Can Fragmentize destroy artifacts with converted mana cost greater than 4?
Fragmentize, a white sorcery, has this wording:

Destroy target artifact or enchantment with converted mana cost 4 or less.

The wording seems clear enough, but I see a potential loophole in the wording. This can be read two ways:

Choose one:

Destroy target artifact
Destroy target enchantment with converted mana cost 4 or less

or

Choose one:

Destroy target artifact with converted mana cost 4 or less
Destroy target enchantment with converted mana cost 4 or less

I believe the first version is the intended effect, but an argument could be made for the second (maybe operator precedence?).
To make an analogy:
Buy me a car, or a plane if it's less than $50.000

I would interpret this as "Buy me a car, but if you find a plane that costs less than 50k, that would also work"
Which is correct?

While I can't find anything in the rules to nail this down (besides the usual assume normal English rules when interpreting text), I've never seen any other card that is written in a way that would support this as an intended interpretation. I've never seen a card specify "with CMC < 4" on each possible target type, nor anything where restrictions are repeated to an incredibly verbose level.  Since MtG is pretty consistent and meticulous with it's wording I think you'd be hard pressed to find anything to support this besides "I want to do something unexpected so I'm picking apart English."

Also, if I've got it right, the "Choose one: ..." would be a different spell, since that phrasing would make the spell modal.

Remind of the joke "My wife told me she wanted me to go to the store and buy a loaf of bread, and if there's any eggs, get a dozen. There were eggs there, so I got a dozen loaves of bread."

No, Fragmentize cannot destroy artifacts with mana value/converted mana cost 5 or higher
There are several cards with rules text worded similarly to Fragmentize. One such card, Eliminate from Core Set 2021, reads "Destroy target creature or planeswalker with converted mana cost 3 or less."
One of the Oracle rulings for Eliminate specifies "If a creature or planeswalker on the battlefield has X in its mana cost, X is considered to be 0."
If the intention for Eliminate was that its text be read as "Destroy [target creature] or [target planeswalker with converted mana cost 3 or less]", then the word "creature" would not need to be in that ruling, since that version of Eliminate wouldn't care about a creature's CMC. (The digital implementation of Eliminate on MTG Arena also doesn't allow targeting a creature with CMC > 3. Also, it's worth noting that a spell that unconditionally destroyed any creature for 1B, and ALSO could destroy some planeswalkers, would be more powerful than for example Doom Blade, which is a very good card in its own right.)
From this we can conclude that Eliminate is intended to be read as "Destroy target [creature or planeswalker] with converted mana cost 3 or less." Further, since the wording of Fragmentize is nearly identical to the wording of Eliminate except for the slightly different CMC and types of permanents it targets, it can be demonstrated that the intended reading of Fragmentize is "Destroy target [artifact or enchantment] with converted mana cost 4 or less."

Pernicious Deed would perhaps be an even scarier example. If the "with" were allowed to bind tightly to just the last element in the list, it would be quite the effect: "{X}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less."


text:
Safe Zone vs Magic Cylinder

Player A's monster attacks player B's monster.
Player B activates Magic Cylinder.
Player A activates Safe Zone on his own monster.

Q: The attack will not be negated because Safe Zone prevents targeting the monster, right? And since attack is not negated, Magic Cylinder doesn't inflict damage to Player A's life points, right?
Magic Cylinder:

When an opponent's monster declares an attack: Target the attacking
  monster; negate the attack, and if you do, inflict damage to your
  opponent equal to its ATK.

Safe Zone:

Activate this card by targeting 1 face-up Attack Position monster on
  the field; that face-up monster cannot be targeted or destroyed by
  your opponent's card effects, or be destroyed by battle. It cannot
  attack your opponent directly. When this card leaves the field,
  destroy that monster. When that monster leaves the field, destroy this
  card.

The specific situation you mention does not work out no. Targeting happens at the moment of activation of a card or effect. It's only after that, that you get to chain anything.
So this means that when player B activates magic cylinder, it's already too late.
However, if player A already had Safe Zone active, player B would not be allowed to play Magic Cylinder.

Correct, the targeting was done before Safe Zone took effect, so it won't save it.


text:
Monster equipped with 2 Safe Zone then 1 of them is destroyed
Q1- If I activated 2 Safe Zone cards on my monster, then if one of them (the 2 Safe Zone cards) is destroyed:

The monster won't be destroyed because it's still protected by the other Safe Zone..?
Or, the monster will be destroyed because the undestroyed Safe Zone's effect protects against opponent's card effects only, while the destroyed Safe Zone is my own card's effect..?

Q2- I activated 2 Safe Zone on my opponent's monster, then one of them (the 2 Safe Zone cards) is destroyed, then all 3 cards are destroyed?

Activate this card by targeting 1 face-up Attack Position monster on
  the field; that face-up monster cannot be targeted or destroyed by
  your opponent's card effects, or be destroyed by battle. It cannot
  attack your opponent directly. When this card leaves the field,
  destroy that monster. When that monster leaves the field, destroy this
  card.

Since Safe Zone explicitly mentions protection from your opponents card effects, it will indeed not protect your monster from a second Safe Zone you control, equiped to it.
For your second question, the same logic applies. The monster may not be under your control, they are still your Safe Zone. So yes, all 3 cards will be destroyed.


text:
Yu-Gi-Oh!: If monarch Caius or Raiza is flipped face up its effect activate?
Let's say I have Caius or Raiza in hand. Then I tribute summoned Caius/Raiza but set it face down.
Q1- If next turn I flip it face up in Attack position, does it's effect activate?
Q2- If opponent attacks my set face-down Caius/Raiza, does it's effect activate?
Q3- What if I tribute summoned Caius/Raiza (its effect activated normally), then used Book of Moon to flip it face down, then flipped it face up in Attack position again, does its effect activate again?

For their effects to activate they must be tribute summoned. In this case you (tribute)set them. Therefore, you won't be able to use their effects.

More specifically, OP is Tribute setting them, and then OP is flipping them face up, so yes no tribute summon per se.


text:
Yu-Gi-Oh!: Metaion the timelord vs Evilswarm Obliviwisp
Metaion the timelord attacks Evilswarm Obliviwisp, nothing else in the field.
Q1- Does Evilswarm is returned to hand?
Q2- Is Metaion effect negated?
Q3- Is Metaion destroyed as result of battle?
Q4- Is Metaion's player loses LP?
Can you explain the order of effects?

Just posting to expand upon L_Church's answer.
Question 1: No, Obliviwisp will not be returned to the hand.
Let's look at the way Obliviwisp's effect is written:

After damage calculation, if this card battles a monster: Negate the effects of that monster (including in the Graveyard).

As this is an activated effect, and does not specify any window of time during which it applies, the effect applied is permanent. I.e, Metaion's effects are negated for the rest of the time it stays face up on the field, neglecting outside circumstances - and obviously this includes "At the end of the Battle Phase".
Question 2: Yes, Metaion's effects are negated.
Note that Metaion can still activate its effects, just not apply them.
Question 3: No, Metaion is not destroyed as a result of battle.
The important part to look at in Obliviwisp's effect here is "After damage calculation". During damage calculation, not only is the damage calculated and inflicted as necessary, but monsters are also "marked" for destruction (they haven't been destroyed yet at this point, but it is determined that they will be). Because Obliviwisp's effect does not activate until after this set of steps, the window of time in which Metaion could have been destroyed by that battle is missed.
Question 4: No, Metaion's controller will not take damage from that battle.
For the same reason as in Question 3, Metaion's effect is not yet negated at the point where damage would be inflicted. Therefore, damage is not inflicted for that battle. Note that in subsequent battles, since Metaion's effects will have been negated by Obliviwisp, it would be destroyed, and damage would be inflicted.

Obliviwisp negates the effects of a monster after damage calc. Since Metaion effect to send back to the hand activates after Obliviwisp goes off you'd assume Metaion would be negated.
so for those questions,

no - Metaion is negated
yes
no - it can't be destroyed by battle
no - you don't take damage from attacks involving metaion (in attack position that is)


text:
Meklord Emperor Wisel vs Dragonic Diagram
Meklord Emperor Wisel:

Cannot be Normal Summoned/Set. Must be Special Summoned by its own
  effect, and cannot be Special Summoned by other ways. When a face-up
  monster you control is destroyed by a card effect and sent to the
  Graveyard (except during the Damage Step): You can Special Summon this
  card from your hand. Other monsters you control cannot declare an
  attack. Once per turn: You can target 1 Synchro Monster your opponent
  controls; equip that target to this card. This card gains ATK equal to
  the combined ATK of the monsters equipped to it by this effect. Once
  per turn, during either player's turn, when your opponent activates a
  Spell Card: You can negate the activation, and if you do, destroy it.

Dragonic Diagram:

All "True Draco" and "True King" monsters on the field gain 300
  ATK/DEF. The first time each Tribute Summoned "True Draco" or "True
  King" monster would be destroyed by battle each turn, it is not
  destroyed. Once per turn: You can destroy 1 other card you control or
  in your hand, and if you do, add 1 "True Draco" or "True King" card
  from your Deck to your hand.

Player A has Dragonic Diagram is already on field. Then player B summons Meklord Emperor Wisel. Then player A wants to activate his Dragonic Diagram's effect. Can player B negate it with Meklord Emperor Wisel's effect?

No, you activated the effect of a Spell Card, not the card itself. All instances of activating a Spell Card is activating a Spell Card effect, but it is not the case that all instances of activating a Spell Card effect is activating a Spell Card.


text:
Battle Fader vs Majesty's Fiend
Majesty's Fiend:

Cannot be Special Summoned. Monster effects cannot be activated.

Battle Fader:

When an opponent's monster declares a direct attack: You can Special
  Summon this card from your hand, then end the Battle Phase. If
  Summoned this way, banish it when it leaves the field.

If Majesty's Fiend on field, can Battle Fader be special summoned and end battle phase by its own effect? I'm not sure if Battle Fader's effect is active or passive effect?

It does more than just special summon, so it cannot be an inherent special summon.
That makes it a special summon by effect, which cannot be activated due to majesty's fiend.

I would just like to point out that "It does more than just special summon, so it cannot be an inherent special summon" is not valid reasoning - there are plenty of inherent special summons that also have some secondary part of the procedure (e.g. Quickdraw Synchron, the Kaijus, Spell Striker, Exodius, etc). The reason Battle Fader's effect is an activated effect is because of the colon indicating an activation timing.

The examples you mention are not effects, they are costs. Those can indeed be included in an inherent special summon. Sadly (especially with older cards) it is not always clear what is an effect or not.

Those are not costs OR effects, those are actual components of the summoning procedure.


text:
If banished token then try to resummon it, possible?
I have a token on the field, then I used Interdimensional Matter Transporter, will it return to the field?
Interdimensional Matter Transporter:

Target 1 face-up monster you control; banish that target until the End
  Phase.

The token won't return to the field, as as soon as the token leaves the field it is removed from the game entirely.
From the rulebook:

Monster Tokens are monsters that appear on the field as the result of a card’s effect. They are not included in the Deck, and cannot be sent anywhere other than the field


text:
If spirit monster's effect is negated for 1 turn, does it return to hand by end phase?
So let's say player A summoned Dark Dust Spirit, then:
Case 1: Player B activates Forbidden Chalice on Dark Dust Spirit so its effect is negated until end phase. Does it return to hand by end phase?
Case 2: Player B activates Skill Drain on Dark Dust Spirit so its effect is negated. Then on next turn (player B's turn), Skill Drain was destroyed. Will Dark Dust Spirit stay on the field for all the upcoming turns?
Dark Dust Spirit:

Cannot be Special Summoned. During the End Phase of the turn this card
  is Normal Summoned or flipped face-up: Return it to the hand. When
  this card is Normal Summoned or flipped face-up: Destroy all other
  face-up monsters on the field.

Forbidden Chalice:

Target 1 face-up monster on the field; until the end of this turn,
  that target gains 400 ATK, but its effects are negated.

Skill Drain:

Activate by paying 1000 Life Points. The effects of all face-up
  monsters on the field are negated while those monsters are face-up on
  the field (but their effects can still be activated).

No, It Does Not Return To Hand
The effect written on Spirit monsters is an activated effect, which activates during the End Phase. When a monster's effect is negated "until the end of this turn," this applies throughout the End Phase; i.e, the effect(s) will be negated until the beginning of the next player's turn.
Case 1:
Forbidden Chalice negates the effects of Dark Dust Spirit until the end of the turn. During the End Phase, the effect of Dark Dust Spirit will activate, but be negated by Chalice - Dark Dusk Spirit remains on the field.
Case 2:
The effect of Dark Dust Spirit activates during the End Phase. Because Dark Dust Spirit is a face-up monster on the field, that effect will be negated by Skill Drain - Dark Dust Spirit remains on the field.
It Will Remain On The Field Each Turn
The effect's activation timing is "During the End Phase of the turn this card is Normal Summoned or flipped face-up:". After that initial turn of its summon has passed, the effect will not activate again on any subsequent turn - unless, of course, it incidentally happens to be flipped face-down and back up again.


text:
Lilith Lady of Lament special summoned by Tour Guide from the Underworld
By using Tour Guide from the Underworld, special summoned Lilith Lady of Lament.
Q: Can Lilith's effect of tributing monster still be activated? As, tributing 1 dark monster (as a cost), but not have the ability to take 3 traps from the deck.
Tour Guide from the Underworld:

When this card is Normal Summoned: You can Special Summon 1 Level 3
  Fiend monster from your hand or Deck, but it has its effects negated,
  also it cannot be used as a Synchro Material.

Lilith Lady of Lament:

If this card is Normal Summoned, its original ATK becomes 1000. (Quick
  Effect): You can Tribute 1 DARK monster; reveal 3 Normal Traps from
  your Deck, your opponent randomly chooses 1 for you to Set on your
  field, and you shuffle the rest back into your Deck. You can only use
  this effect of "Lilith, Lady of Lament" once per turn.

Yes, Lillith's Effect Can Still Be Activated.
Tour Guide From the Underworld's effect states that the effects of the Special Summoned Monster are negated - not that they may not be activated. The distinction is important, because simply negating the effects of a card does not disallow attempts to activate those effects.
Applying the concept in the opposite direction, consider Majesty's Fiend, which simply says:

Monster effects cannot be activated.

Given that continuous monster effects are not impacted by effects like that of Majesty's Fiend, we can clearly see a separation. In conclusion, unless the card specifically says "cannot be activated," or some rearrangement thereof, you can still attempt to activate the effect - provided of course that you can pay activation cost.

In other words. You can activate it, but it will not resolve. Useful when you want to tribute a monster

https://www.reddit.com/r/Yugioh101/comments/8pf1bg/how_tour_guide_helps_in_lair_of_darkness_deck/
From googling and reading that reddit post my conclusion is that you can activate the effect of lilith and sacrifice and enemy monster if you got lair of darkness but you can't reveal 3 normal traps etc because the effect is negated. So as I understand its not the activation thats activated only the effect. That means tributing a dark monster works but you don't gain anything from it. But I am ofter confused my yu gi oh effects so curious if someone else gives a better answer


text:
Is flip summon considered a normal summon?
Goblindbergh:

When this card is Normal Summoned: You can Special Summon 1 Level 4 or
  lower monster from your hand, also, after that, change this card to
  Defense Position.

So if Goblindbergh was flip summoned, its effect will activate?

A flip summon does not count as a normal summon. For this effect to activate you would have to summon it from your hand in face up attack position (a normal summon as stated).
It is not specifically stated in the rules as such but the implications are made by statements mentioning flip summoning as many times as you want and that a flip summon does not take up a normal summon.
Source: Flip Summon wiki


text:
"Once per turn.." including opponent's turn?
As the title mentions, if explicitly mentioned in the text just "once per turn" (without mentioned "your turn" or "opponent turn"), does that mean it's both turns?
Like Eternal Soul:

Every "Dark Magician" in your Monster Zone is unaffected by your
  opponent's card effects. If this face-up card leaves the field:
  Destroy all monsters you control. You can only use the following
  effect of "Eternal Soul" once per turn. You can activate 1 of these
  effects; ● Special Summon 1 "Dark Magician" from your hand or GY. ●
  Add 1 "Dark Magic Attack" or "Thousand Knives" from your Deck to your
  hand.

L. Scott Johnson is right, but I'd like to add a bit more of an explanation.
Basically, it depends on Spell Speed
In yugioh, all spells, traps, and otherwise activated card effects have a Spell Speed. This property determines things like when the cards/effects can be activated, and when/if they can be activated in response to another activation.
Spell Speed 1 cards and effects may only be activated by the turn player during their Main Phase 1/2, and may only be activated as the first effect in the chain. They cannot be used to respond to other effects.
Spell Speed 2 cards and effects may being activated during either player's turn, during any phase (except during the damage step; this is more nuanced and touched upon in a bit), and at any point in the chain - provided that the conditions for their activation are met, and that the most recently activated card/effect is of Spell Speed 2 or less.
The only Spell Speed 3 cards are Counter Traps - these can be activated anytime their conditions for activation (typically quite restrictive) are met, unless explicitly forbidden by some other card effect.
You may hear some people refer to "Spell Speed 4"; this is just a player-invented term for cards like Super Polymerization which read "Neither player can activate cards or effects in response to this card's activation."
Normal, Continuous, Equip and Field spell cards are all inherently considered to have Spell Speed 1, as are all of their effects. Some of these, like Supply Squad, have effects that can activate during the opponent's turn and/or after the start of the chain, but these are generally triggered by something mandatory and are still considered to have Spell Speed 1.
Quick-Play Spell cards, along with Normal and Continuous Trap Cards, are all inherently considered to have Spell Speed 2, as are all of their effects. This is why, in the case of Eternal Soul, the "Once per turn" effect can still be activated during the opponent's turn - the effect is one of a continuous trap card, and so is inherently Spell Speed 2 (a Quick Effect). As another example, the effect of Unending Nightmare can be activated during either player's turn as well.
In the context of monster effects
The luxury of inferred Spell Speed unfortunately does not exist for monsters. We are, however, given very consistent text conventions to indicate the Spell Speed of monster effects. Monster effects will quite explicitly state whether an effect is Spell Speed 2 or not. The old convention, "During either player's turn," has been updated to "(Quick Effect)". If you see either of those phrases in the activation text of any card, the effect is Spell Speed 2. Otherwise, the effect is Spell Speed 1.
Damage Step sometimes makes things muddy
The Damage Step restricts what sorts of cards and effects are allowed to activate. Most obviously, cards that say "During the damage step", "During damage calculation", "When ___ is destroyed by battle", etc. are allowed to activate at that time. Outside of this, however, the rule of thumb is that a card/effect may not activate during the damage step unless:

It is a counter-trap card
Its activation is mandatory
It negates the activation of a card/effect (Note Activation, not Effect of)
It directly modifies the Attack/Defense of any monster(s)

I'll have to adjust my correct answer and select this one, as it's more deeply detailed and accurate

Just your turn.
See the rulebook under fast effects.
And see this post

"Once per turn", is only during your turn. This is not a quick effect.
  Otherwise, it states "once per turn, during either player's turn" or
  "quick effect". This is a quick effect. Exactly why you can use it on
  both player's turns.

The example you give, Eternal Soul, is a trap, so its effect is a quick effect. It can be used on your opponent's turn. Link.

The link is broken. Why is this a "quick effect"?

That link still works for me. But here's another: https://yugioh.fandom.com/wiki/Forum:%22Once_per_turn%22

This is wrong. Eternal soul is a trap, and so can be activated during your opponents turn.
I'll try to create an answer when i have more time with some examples.

Well, it's correct for the general question posed: The text "once per turn", without mentioning opponent's turn, means just your turn, per the links. Eternal Soul is a quick effect, so yeah, it qualifies as an exception.


text:
D.D. Esper Star Sparrow vs Compulsory Evacuation Device
Let's say D.D. Esper Star Sparrow was special summoned from graveyard by its own effect, then Compulsory Evacuation Device was activated on him.
D.D. Esper Star Sparrow:

There can only be 1 "D.D. Esper Star Sparrow" on the field. Your
  opponent cannot target other monsters you control with effects or for
  attacks. When an opponent's monster declares a direct attack while
  this card is in your Graveyard: You can Special Summon this card from
  your Graveyard in face-up Defense Position. If Summoned this way,
  banish it when it leaves the field.

Compulsory Evacuation Device:

Target 1 monster on the field; return that target to the hand.

Is the monster returned to hand or banished?

It will be banished.
Any way that a card with this effect gets removed from the field will result in it being banished. This is because the banish effect sort of redirects the monster and so overrules the original effect.
You can see this in the rulings of Dark Magician of Chaos:

When "Dark Magician of Chaos" is sent to your hand by "Penguin
  Soldier", it is removed from play instead.

I can see only 2 ways of getting this monster off the field without it getting banished:
- Destroying or bouncing it while facedown (battle doesn't work as it will get flipped)
- Using it for an Xyz summon, as this does not count as removing it from the field


text:
Monarchs Stormforth vs Number 59: Crooked Cook
The Monarchs Stormforth:

Once during this turn, if you would Tribute a monster for a Tribute
  Summon, you can Tribute 1 monster your opponent controls even though
  you do not control it. You can only activate 1 "The Monarchs
  Stormforth" per turn. During the turn you activate this card, you
  cannot Special Summon monsters from the Extra Deck.

Number 59: Crooked Cook:

2 Level 4 monsters While you control no other cards on the field, this
  card is unaffected by other cards' effects. Once per turn, during
  either player's turn: You can detach 1 Xyz Material from this card;
  destroy as many other cards you control as possible, then this card
  gains 300 ATK until the end of this turn for each monster destroyed by
  this effect and sent to the Graveyard.

If player A has Number 59: Crooked Cook on field and being unaffected by other card effected, can player B tribute it for tribute summon if used Monarchs Stormforth?

With there being multiple answers already, I feel a little weird about posting one of my own... but if it's an essay needed to be convincing, then an essay there shall be.
No, Player B Cannot Tribute Crooked Cook In This Scenario
The cornerstone of the confusion, as I understand it, is a false (albeit commonly made) equivalency between certain cards which handle this sort of interaction differently from one another. Specifically, the cards The Monarchs Stormforth and Lava Golem are being regarded as "doing the same thing," when in fact there are fundamental separations between the two. These separations - which unfortunately are more nuanced than they ought to be, given the prevalence of the Kaijus - are the tools we will use to evaluate the problem at hand. Let us investigate.
There is already an existing ruling for The Monarchs Stormforth, regarding Forbidden Lance:

A monster that has been affected by the effect of "Forbidden Lance" cannot be Tributed for a Tribute Summon using the effect of "The Monarchs Stormforth".

The question further raised here is, to quote OP,
Ok, but then it states that:
    This card can be activated even if your opponent does not control any monsters.
    This effect is not only applied to monsters your opponent controls when the effect resolves.

Is there a discrepancy here? Well, no - not really. Let us examine the effect of The Monarchs Stormforth:

Once during this turn, if you would Tribute a monster for a Tribute Summon, you can Tribute 1 monster your opponent controls even though you do not control it.

It's important to recognize here that this is not an effect being applied to monsters on the field at resolution - this is an effect that gives the player an additional "thing" to do for the duration of the turn. The distinction, of course, being that any monsters summoned after the resolution of The Monarchs Stormforth are also legal tributes by its effect.
Here's the rub: even though this isn't an effect being applied to the tributed monster at the time of resolution, it's still the effect of a spell card. Any tributes of the opponent's monster by the effect of The Monarchs Stormforth are exactly that: Tributes by the effect of The Monarchs Stormforth. So, if a monster is unaffected by Spell Card effects, then it cannot be tributed by the effect of a Spell Card. By this reasoning alone, we have enough to see why Crooked Cook cannot be tributed in the given scenario - while Crooked Cook is unaffected by other card effects, it cannot be tributed by the effect of Spell cards - like The Monarchs Stormforth.
Now, while we have technically answered the original question, it would be worthwhile to address the "part 2" of the question that came up after the fact: "So why can monsters like 'Lava Golem' tribute unaffected cards?"
This is a detail that eludes the understanding of many players, across all skill levels - yet it is an extraordinarily important concept to grasp:
Lava Golem can tribute unaffected cards because it is not using an effect to do so.
Understandably, this throws a large number of people for a loop. We can show that the summon of Lava Golem, in fact, is not a monster effect by trying to determine which class of monster effect it would be classified under - and subsequently recognize that it meets the criteria for none of them.
According to Konami's Problem-Solving Card Text rules,

All card effects that make a Chain Link include a colon " : " or a semicolon " ; " somewhere in their text (possibly both). If a card effect does not use either, it does not make a Chain Link.

So, we know that the summon of Lava Golem does not create a chain, and thus cannot be an activated effect. Because it is not an activated effect, it immediately rules out all but one of the types of monster effects according to the Official Rulebook - all that remains is for Lava Golem's summon to be by a Continuous Effect, except...

[A Continous Effect] is active while the Effect Monster Card is face-up on
  the field. The effect starts when the face-up monster appears
  on the field, and ends once that monster is gone or is no longer
  face-up

Obviously, this cannot be the case - Lava Golem is in our hand when we go to summon it, so it doesn't meet the definition of a continuous effect. We have thus shown that Lava Golem's summon is not considered to be the application of a monster effect. So, what is it?
Lava Golem, and cards like it (e.g. the Kaijus, Quickdraw Synchron, Santa Claws, Spell Striker, &c) have a Summoning Procedure that the player carries out.
To my knowledge, there is no explicit documentation from Konami on this matter, so I can offer no official explanation. However, the concept is: the monsters tributed to summon Lava Golem are not tributed by a monster effect. The Spell banished from the GY to summon Spell Striker is not banished by a monster effect. The card sent from the hand to the GY to summon Quickdraw Synchron is not sent by a monster effect.
The cards in these scenarios are tributed/banished/sent to GY by the player, not by any card or effect, in exactly the same respect as Tuners/Non-Tuners are sent to GY for a Synchro Summon, or Link materials for a Link Summon, or "contact fusion" materials for a "contact fusion". It is not a card that is considered by the game state to be doing anything - it is you, the player. And because these methods are not considered to be card effects, no protection against them is offered to any card made unaffected by other card effects.
Hope this clears up any remaining confusion.

I truly respect your detailed explanation! From my understanding, Lava Golem (and other similar monsters) can be summoned because it's a cost (not an effect), that's why they're allowed. I almost selected your answer as correct, then your last paragraph (and specifically this line) changed my mind: ..It is not a card that is considered by the game state to be doing anything - it is you, the player.. Well, now I'm reading Monarchs Stormforth's text (and specifically this line): ..you can Tribute 1 monster your opponent controls.., it's exactly same as you said "it is you, the player"!

You know what, as you said some parts not explained/documented well by Konami rules, although game mechanics seems to work as you already explained. I'll select your answer as correct, but really looking forward for some official answer from Konami about Monarchs Stormforth vs Unaffected monsters

The critical distinction is that even though TMS is giving you, the player, the ability to do something, that ability is to do something "by the effect of" a card, rather than "as part of the inherent summoning procedure for" a card.

You won't get any TCG official rulings. There are already OCG rulings and I recently asked OCG about this subject. I have the e-mails but I don't see a good reason to put them here, since there are database rulings and it should be on wiki.

No, it cannot be tributed. If the player attempts to apply the effect of "Monarchs Stormforth" on an opponent's monster, it has to be on a monster that can be affected.

For something concrete: The Monarchs Stormforth has a ruling vs forbidden lance that applies quite nicely here. It can be generalized to the way you worded it in your answer.

The answer by Shinji-san is correct, but seems not to convince you. So let met add another bit of context.
A more recent meta relevant of this situation would be masterpiece the true dracoslayer/metaltron vs monarchs stormforth. For these examples I found the folowing OCG ruling (it is ruled the same in tcg at tournaments en ycs) They are written with their OCG name:
https://ygorganization.com/ocg-020917-rulings/

My opponent Tribute Summoned a Dozen Da’at Metatron, the True Draco
  Meksoldier by Tributing 1 monster, 1 Continuous Spell Card, and 1
  Continuous Trap Card. In this situation, if I activated The Monarchs
  Stormforth, can I Tribute my opponent’s Dozen Da’at Metatron, the True
  Draco Meksoldier for a Tribute Summon? A: In this scenario, since your
  opponent’s Dozen Da’at Metatron, the True Draco Meksoldier was Tribute
  Summoned by Tributing 1 monster, 1 Continuous Spell Card, and 1
  Continuous Trap Card, it is unaffected by the effects of monsters,
  Spell Cards, and Trap Cards. Since it is unaffected by the effect of
  The Monarchs Stormforth, you cannot Tribute it in place of your own
  monsters when performing a Tribute Summon.

So the monster needs to be affected by spells to allow it to be tributed via stormforth.
The example of Lava Golem you give (and kaijus will be the same) are different. For these cards the tribute is a cost not an effect, so being unaffected by monster effects is irrelevant here.

I found some rule that might be similar to this case here.

Q: "Lair of Darkness" is face-up in my Field Zone. In this situation,
  if there is a face-up "Hunter Dragon" on my opponent's field that is
  unaffected by Spell effects due to the effect of "Forbidden Lance",
  can I activate a card such as "Grinning Grave Virus" and apply the
  effect of "Lair of Darkness", so that I Tribute that opponent's
  "Hunter Dragon" for the cost?
A: In this scenario, since your opponent's "Hunter Dragon" is
  unaffected by the effects of Spell Cards, it is also unaffected by the
  effect of "Lair of Darkness" that allows you to Tribute it when
  activating a card or effect. Therefore, in this scenario, you cannot
  Tribute that "Hunter Dragon" when activating a card or effect.

Lava Golem, Kaijus, Quickdraw Synchron, Santa Claws, Spell Striker, etc. are monsters. But Lair of Darkness is a spell card with similar effect to Monarchs Stormforth.

Yes, but what makes "The Monarchs Stormforth" ruling harder is that the card already resolved and is not even on the field. But they are similar, yes.


text:
Chaos Emperor Dragon vs materials
Chaos Emperor Dragon - Envoy of the End:

Cannot be Normal Summoned/Set. Must be Special Summoned (from your
  hand) by banishing 1 LIGHT and 1 DARK monster from your GY. You can
  pay 1000 Life Points; send as many cards in both players' hands and on
  the field as possible to the GY, then inflict 300 damage to your
  opponent for each card sent to the opponent's GY by this effect. You
  cannot activate other cards or effects during the turn you activate
  this card's effect.

Does material cards attached to monster are counted to inflict 300 each?

No, the Materials Will Not Count Toward the Damage Inflicted
Let us examine the effect of Chaos Emperor Dragon again, this time with a bit more scrutiny (emphasis mine):

You can pay 1000 Life Points; send as many cards in both players' hands and on the field as possible to the GY, then inflict 300 damage to your opponent for each card sent to the opponent's GY by this effect.

The specific wording of the highlighted text is crucial to understanding why the materials are not included. Importantly, no matter the chain of strategic causality (i.e., "Without activating that effect, those materials would never have been sent to the GY"), it is not the effect of Chaos Emperor Dragon that is sending the materials to the GY.
Any materials attached to the XYZ monster are sent to the GY due to the XYZ monster leaving the field - NOT due to Chaos Emperor Dragon's effect.
Think of it this way: at the moment prior to the effect's resolution, there is an exact set of cards existing on the field and in the hand(s) - this is the set of cards which will be considered sent to the GY by Chaos Emperor Dragon, per the wording in its own effect. Note that any materials on any XYZ monsters on the field are not a part of this set. This is due to the way Yu-Gi-Oh treats XYZ materials with respect to Zone habitance:

Xyz Materials are not treated as being on the field

Again, I cannot emphasize this enough, it does not matter that the XYZ materials were sent to the grave during the resolution of the effect - they were not sent by the effect of Chaos Emperor Dragon. They will not be counted toward the damage inflicted.

I guess you're right, since Xyz materials not treated on the field, then they are not counted

Your arguments and quotes have convinced me that you are right :) as the materials are not on the field nor hand it does not count to the damage.

During the Xyz era it was ruled that Xyz materials are no longer considered on the field. (This would be too strong with cards like Sangan, Burning Abyss...)
So since they are not sent from the field to the grave, no damage will be inflicted for them by Chaos Emperor Dragon.

Although you are correct that they are not in the field, Chaos emperor Dragon does not specify that they have to be on the field. It just says "For each card sent to the Opponents GY", so those cards do count for damage.

@DarkCygnus it also says "send as many cards in both players' hands and on the field as possible to the GY". The effect to do damage, only counts the cards sent to the graceyard by the effect (for each card sent to the opponent's GY by this effect). The Xyz materials are sent to the grave by game mechangics, And so do not count.

I don't agree on that. Without activating the effect those materials wouldn't have been sent to the gy

Let me put it like this. If you had a monster, equiped with an equip spell card. And your opponent activates dark hole. The monster is destroyed and the spell card goes to the graveyard. Would you consider the spell card destroyed by dark hole? No, offcourse not, it was sent to the graveyard by game mechanics. Something similar happens here.


text:
God cards are allowed?
I know there that the anime version of God cards are: overpowered, effects are not unclearly specified in the card text, and illegal to play in tournaments and private matches.
My question is about the legal version. They can be normally played in tournaments and private matches? or just private matches? I'm confused because I don't see these cards included in the official forbidden/limited list.
Also, in private matches, do I need to inform the opponent BEFORE the match that I'm using legal version of God card (so he doesn't cry later), or it's totally fine/legal to surprise him (LOL)?

If a card is not on the Forbidden/Limited list, and the card does not have the text "This card cannot be used in a Duel" printed on it (as is the case with a few novelty cards, like the legendary collection 1 god cards) then the card is legal.
In private matches, there is no need to inform your opponent of your deck's contents, provided the deck adheres to deckbuilding rules.

All of the non-illegal monster cards which have a Divine attribute are currently set at unlimited, meaning you can play 3 of them in a deck with no limitations.
Source: https://yugioh.fandom.com/wiki/List_of_DIVINE_monsters
None of the cards listed have limitations. I'm not sure how you came to the conclusion that they might have one since they are widely seen as bad cards in competitive play.


text:
Caius the Mega Monarch if targets 2 cards inflicts damage twice?
Caius the Mega Monarch:

You can Tribute Summon this card by Tributing 1 Tribute Summoned
  monster. If this card is Tribute Summoned: Target 1 card on the field;
  banish it, and if you do, inflict 1000 damage to your opponent, then,
  if it is a DARK Monster Card, banish all cards with that name from the
  hand, Main Deck, Extra Deck, and GY of the player who controlled it.
  If this card was Tribute Summoned by Tributing a DARK monster, add
  this additional effect. ● You can target 2 cards, instead.

If targeted 2 cards, will inflict 1000 or 2000 damage to opponent's LP?

The opponent will take 1000 damage.
Think of it like this; if you tribute a dark monster, you modify the activation cost (i.e., instead of "Target 1 card on the field", it becomes "Target 2 cards on the field;"). The effect simply states "Inflict 1000 damage to your opponent." This means that the modified effect would become,

banish them, and if you do, inflict 1000 damage to your opponent, then, if any of those monsters were DARK Monster Cards, banish all cards with the same name as those DARK Monster Cards from the hand, Main Deck, Extra Deck, and GY of the player who controlled them.

As the 1000 damage is not per card - simply an effect to itself - the amount remains the same.


text:
Majesty's Fiend vs Michion the Timelord
Majesty's Fiend:

Cannot be Special Summoned. Monster effects cannot be activated.

Michion the Timelord:

Cannot be Special Summoned from the Deck. If you control no monsters,
  you can Normal Summon this card without Tributing. Cannot be destroyed
  by battle or card effects. You take no battle damage from attacks
  involving this card. At the end of the Battle Phase, if this card
  battled: Halve your opponent’s LP. Once per turn, during your Standby
  Phase: Shuffle this card into the Deck.

Q1- Can player A's Michion be normal summoned from hand without tributing if Majesty's Fiend already on player B's field?
Q2- If Michion battled Majesty's Fiend:

Will Michion be destroyed or not?
Will Michion's owner take battle damage?
Will Michion's effect of halving LP apply?

Q3-: Will Michion be shuffled to the deck on standby phase (if both monsters didn't battle)?

Q1: Yes, Michion can be Normal Summoned from hand.
This is not an activated effect, but a condition on the card itself that grants a summoning procedure. Therefore, Majesty Fiend's effect does not prevent it.
Q2: No to all three.
Michion's effects which prevent his own destruction and prevent damage from battle are not activated effects, but continuous effects. Therefore, Majesty's Fiend does not prevent their application. The effect of halving the opponent's LP, however, is an activated effect (you can tell by the presence of the colon); it will not be activated at the end of the battle phase due to Majesty's Fiend.
Q3: No, Michion will remain on the field.
Michion's effect to shuffle itself back into the deck during the standby phase is an activated effect (again, note the colon), and therefore is prevented by Majesty's Fiend.


text:
March of the Monarchs vs Negate Tribute Summon
Player A already has March of the Monarchs active on their field, which protects their tribute summoned monsters from being targeted or destroyed.
Player A attempts to tribute summon a monster face-up, but player B activates Solemn Judgement.
Question: Can player B activate Solemn Judgement?

Yes, Player B can activate Solemn Judgement.
Note the activation timing of Solemn Judgement (emphasis mine):

When a monster(s) would be Summoned,

I.e., the monster's summon has not been completed.
It is therefore not yet a Tribute Summoned monster, and receives no protection from March of the Monarchs.


text:
How to counter Labrynth Labyrinth?
I see some players play Labrynth Labyrinth. The deck simply destroys/negates everything I have and still manages to easily recover more cards from their deck/GY. I have no idea what's their weakness. Neither google helps (I guess the archtype is new..?)

It's not so clear if you ask about the card itself "Labrynth Labyrinth", which is a Field Card, or the Archetype Labyrinth in general

@DarkCygnus Sorry, thought that was clear. I'm asking about the archtype.

Labrynth is indeed a newer Archetype (03-2022 OCG, 08-2022 TCG) and is considered one of the best if not the best Trap-Archetype currently in the game.
It's a Trap-based control deck which get's stronger, the longer the duel goes.
The main strategy is to control the field with generic normal trap cards while you control Lovely Labrynth of the Silver Castle.
So the main weaknesses are:
Spell & Trap destruction
Like most Backrow-heavy decks, Labrynth are weak to any kind of backrow hate. They don't have the best recovery game (still good for a trap deck), so if you keep hitting the backrow, they are way to slow against most decks.
Especially Cosmic Cyclone (or any backrow removal that banishes) is strong, since they can't recycle their banished trap cards.
Keep off Labrynth of the Silver Castle
It is recovery, beater and disruptor in one card. It's the main card of the deck. Negate her effects or banish her to weaken the deck. Without the field spell, it's also good to bounce her back to the hand.
Play aggressive or go 1st
Labrynth is the weakest in the early stages of the game. They are very weak against established boards (going 2nd). If you can overwhelm them early, they usually loose the game.
Key Cards
The main cards you have to get rid of as fast as you can:

Welcome Labrynth (Summon the boss monster from the deck)
Labrynth Labyrinth (Recover & Desruption)
Lovely Labrynth of the Silver Castle (Main Bossmonster)

Things to consider
Like in all TCGs, you have a harder time with certain deck strategies than others. If you also play a backrow-heavy control deck, chances are, labrynth is faster and will most of the time beat you.
I currently play Crystal Beast Conclave Control with great success, but I never won a game against Labrynth. It's just faster in controlling the board than I am.
I always recommend to try and play a deck you struggle against yourself to learn how it works, where it weakspots are and to generally understand it better. Free simulators like EDOPro, YGOmega or also Duellingbook are a great way to learn a new deck for free.


text:
Players turn was skipped, go back and allow that person to play out of order or continue on?
Towards the end of a large game of munchkins with a good amount of alcohol consumed, a player’s turn was somehow completely skipped.
This player also somehow didn’t realize that he was skipped until AFTER the next person completed their entire turn.
So we initially wanted to continue on with a “you snooze, you lose” mentality. However he was adamant that he get his turn and we obliged him saying he can have his turn and then we will continue on from where we left off. He won the game that turn…
What are the rules concerning this? Should the player lose their turn if they were paying so little attention or were we correct in letting him go out of order?

Your question basically boils down to "what are the rules for recovering from breaking the rules?"
Munchkin doesn't have such rules. But it does have the catch-all rule (from the rulebook) :

Any other disputes should be settled by loud arguments, with the owner of the game having the last word.

So fix the error however the owner of the game decides: rewind game state, snooze-n-lose, play on as you did, or whatever.


text:
Will it break the alliance, if I take over a worker-occupied area?
In Scythe, The Rise of Fenris, in campaign mode episode 2 on the peace-track, it's possible to create alliances with other players.
The alliance is broken if one member of the alliance attacks the other.
But does it count as an attack if I move a character or mech into an allied area occupied only by a worker, no mech or character?
The worker is just sent home, there is no attack-action phase involved.
I'm thinking it shouldn't break the alliance, but I'm having doubts.

Moving into an area occupied by a worker, it counts as an attack.  From the rules:

If you ever attack a player who has your faction’s Alliance
  token or force their workers off a territory, you must flip over
  the [alliance] token you have.

Thank you, I was sure we'd missed something. Glad I stuck with my instincts and didn't force the worker away :-)