Much like how railroad monopolies worked in the real world (jacking up prices to dig into other companies profits who were forced to use the railroads for transportation), Monopoly railroads can buy up over half the game's houses for very cheap, allowing you to contribute to a housing shortage and potentially use the destruction of your houses as leverage to get properties or money, or just wait out the board by controlling access to all of the means of production. Houses built do not accrue any additional rent. Railroads can be monopolized by obtaining 3/4 of the railroads and can be built on for $50/house, up to 4 houses on each property. If we can't get rid of luck, we might as well make it less beneficial. Forcing them to pay triple for the final piece of the monopoly potentially limits their ability to build on the property by 3-4 houses right from the start, and in the case of the more expensive properties (like paying $900 for a green property) may force them to mortgage properties or put the property up for auction to get their precious monopoly. This makes luck much less prominent in the game by preventing someone from landing on three properties in a set, buying them without ever having to fight for them, and building on them with the wealth of cash they have because they didn't have to give anything away to get their monopoly. in the opening auction and then lands on Vermont and buys it for $100, should they also land on and attempt to buy Oriental Ave, it costs $300. This means that if the player gets Connecticut Ave. To punish the "luckiest" players, if a player obtains a monopoly without trading for any of the pieces of it, a situation which I refer to as a "natural monopoly", the purchase of the final property in the color group is tripled. Making an early strategic move in the auction can give everyone a good chip to bargain with, and the removal of dice rolling for turn order prevents you from losing the entire game because the dude next to you rolled an 11. Seen way too many games of Monopoly go where some unlucky player gets only one or two useless properties and doesn't even have any leverage to trade with, effectively shutting them out of the game and making them feel like they might as well just go watch TV or something. Whoever ends the auction with the most properties (or least money if there's a tie) will go last, while the person who has the fewest properties (or money if there's a tie) will go first. The game begins with an auction of 1 randomly selected property in each color set, to ensure that nobody is arbitrarily left out of obtaining property. Following all other rules in the rulebook as listed (no free parking money, auctions on properties unable to be purchased, etc.), here are the rule changes: You're all familiar with the unfortunate occurrence where someone suggests playing Monopoly, and you have no choice but to go along, but you can take this opportunity to suggest some board game wisdom and make the game a whole lot better. However, my friends and I have played an exorbitant amount of Monopoly as of late, and we've created some custom rules to make the game much more balanced, and at least a little bit strategic, but most importantly more fun for more people. It's a laughably bad board game, almost 100% luck, and the little strategy that does exist relies on other players being bad at the game to be taken advantage of. You all hate it's guts and for a good reason.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |