I am 99% sure that I will still lose at Monopoly with these rules
July 25, 2012 3:09 PM Subscribe
I am devising a revised Monopoly ruleset for my friends and family to follow, with an Occupy Movement theme. Can you suggest interesting rule variations to attempt?
While teaching my kids to play Monopoly, I considered that it might be fun (or at least more relevant to my day-to-day existence) if we altered the ruleset to reflect the day-to-day life of "the 99%". To that end, I am playing around with "Occupy Monopoly" rules that stack the deck significantly against the player (and perhaps towards the bank) from the get-go. As an added side-effect, any rules that drive a shorter game are (to me) a good thing.
Variation one:
- Players choose tokens for each other, instead of their own (we don't get to choose our lot in life);
- All players start with no money (no trust funds), so a player can lose the game on their first roll;
- Rolling a double does not let you roll again (no entitlements);
- If a player lands on a property, but chooses not to purchase it, the property does not go up for auction (no discounted property purchases);
- You can win by bankrupting the other players (1%-er approach), or by having the most money in cash when all players have at least $2000 in cash (99%-er approach.)
Variation two, same as variation one, plus:
- The bank owns all the properties at the start of the game, so the bank collects rent from the first roll of the dice -- when players land on such a property, they can either pay the rent or purchase the property at full price;
- After each round of play, the bank places one new house on one bank-owned property, sequentially starting clockwise after "go", and rents are raised accordingly;
- If a player is purchasing a bank-owned property at full price, that price must include the property improvement costs (that is, the land price plus the per-unit cost of any houses or hotels);
- Last player with at least $1 in cash wins.
So far, the first variation is quite playable, and I suspect the second variation (which I haven't yet played) would be a short and somewhat fatalistic experience...which is in some ways the point of all this.
What I want to hear from you is any other rule variations on this theme that might flesh out the playability somewhat, or amuse without disrupting the flow of game play...and if you decide to give these rules a try, let me know if they work for you or not (because more play-testing makes for a better set of rules.)
posted by davejay to sports, hobbies, & recreation (17 answers total) 16 users marked this as a favorite
posted by davejay at 3:11 PM on July 25, 2012