April 16, 2011 04:44:22 PM
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1 rolling the die and movement- when the die is cast the number rolled is the maximum spaces a player can travel. a player may also choose to land on any property owned by another player within that range. this is to allow players some freedom in where they “rent” property. It would also introduce a strategic element- who do you want to give money to? giving money to a poor player extends their life in the game, giving to a rich player increases their advantage.
2 lower rent - a player may offer lower rent to another player who might land on their property. A rule to work with the previous rule. Thus a bidding war may begin -
Player A: “Choose Vermont Ave. I’ll only charge you X dollars.”
Player B: “No, go to Oriental Ave. I’ll only charge you X-10 dollars.”

3 Business partners - allow player to join forces against others. they may agree to not charge each other rent, or lower rent, etc... they may join financially, pooling their money. They must keep separate game pieces however, and roll separately. this will allow weaker player to band together.
4 Conditional Partnership - if a Strong player wishes to partner with a weaker one they may enter a conditional partnership. The stronger player may ask for half of the weaker player’s rent, or some of their property etc..., in exchange for support.
5 ending a partnership - players may end partnerships when they wish. there may be disagreements over shared property/funds they must work it out themselves. players not involved in the partnership may offer their opinions should an agreement not be possible. If an agreement is still not found, then all players should vote on it. (bribery is allowed prior to the vote)
6 Head hunting - players may seek to break up a partnership by offering one of the partners a deal. “break up with him and come join me” or “break up and I’ll give you Virginia Ave”

6. Economic growth - so long as any player buys or improves a property each time around the board, all players receive 200 dollars for passing Go, because the economy is ‘growing’. If a player doesn’t buy or upgrade a property as they go around the board, they only receive 100 dollars, as the economy is ‘stagnating.’ If no one has bought or improved any property in 2 rounds, then players receive 0 dollars, as there is now a ‘recession.’

7. Chance/community chest cards - chance cards will always affect either specified property or all players. community chest cards affect only the player who draws it.
8. Using chance for balance- chance cards should be used to make cheap property worth more, or expensive property worth less.
“Highwaymen - The next person to move past Mediterranean or Baltic Ave. pays rent, regardless of weather or not they land there.”
“subsidised housing- any player who owns Connecticut, Vermont or Oriental receives $50 per property”
“Boom times- the rent at Virginia, States Ave, and St Charles Place increased by $50 for the players who next land on each of those spaces.
“Bust times - the next person to land on boardwalk or park place pays only half rent”
“Eminent Domain - the government buys back Pennsylvania, North Carolina and Pacific Ave, at 50% their original price”
“embezzlement - anyone owning either Marvin Gardens, Atlantic or Ventnor Ave, loses $200 per property owned”
9. using community cards for balance- well to do players will be penalized for their success, poor people will be rewarded by sheer luck.
“Property damage- pay the bank $10 per house you own, $50 per hotel”
“Farm subsidy- the bank pays you $20 for each property you own that does not have a house or hotel on it.”
“Counterfeiting- replace your $1 bills with an equal number of $5 bills”
“Restructuring- if you have less than $200, skip your next turn. then on the following turn you will gain $500.”
“Closing the corporate loopholes- if you have more than $2500, then the next time you move past Income tax, you must pay it, regardless of weather or not you land there”

10. Jail- Go to Jail is now specifically because of corporate fraud, so you cannot collect rent while in jail. You are also assumed to have defraud-ed you fellow players, so to get out of jail early, you may pay each of the other players $50 in reparations to get out of jail early.

11. the dice- six sided die are so boring. get a 10-sided or 12-sided die, or three four-sided die. something that could be unique to monopoly.

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the general rules and board. it's best not to force players to unlearn things.

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Travis M.

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