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Subject: If you could make monopoly more strategical, what would you change ? rss

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peterr GORAS
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If you could make monopoly more strategical, what would you change ?
 
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Jeff Wood
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Fast Food Franchise
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Luke Denby
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I'd play another game instead of trying to shoehorn something into Monopoly. There are tons of games that would suit this goal better.
Acquire for one scratches a similar itch and is quicker, more strategic, and most gamers don't shudder at being asked to play.
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Hawaka Winada
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pitagoras wrote:
If you could make monopoly more strategical, what would you change ?


Two changes:
1) First player rotates each turn
2) Each player gets a set of 2D6 dice cards, chooses which card to use in place of rolling dice, but may not reuse a card until their deck is exhausted.
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David Debien
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The roll and move mechanism is probably the worst offender. Second, don't use jackpots. Free parking was never meant as a repository for money the player's loose only to be snagged up by the player who lands on it. These jackpots add a huge luck component and they increase the length of the game.

I agree the movement cards would be a major improvement.

Don't forget auctions!
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Celina
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Since you asked about playing boardgames online on a different thread, here's a list of different places to play online. (List lifted wholesale from K_I_T's profile.)


www.yucata.de

www.spielbyweb.com
(Hacienda, Hoity Toity, Reef Encounter, Tikal, Wallenstein)

www.boiteajeux.net
(The Castles of Burgundy, Agricola, Myrmes, Torres, Alhambra, Gipf, Dvonn, Tzarr)

http://antiquity.boardgamecore.net
(Antiquity)

www.YouPlay.It
(Wooden Ships & Iron Men, Cartagena, Blue Max, Gonzaga, etc.)

www.yourturnmyturn.com

www.onlinebrettspiele.de
(Flaschenteufel, 6 nimmt!, Kardinal & König, Paris Paris, Floriado)

www.marquand.net/staticpages/index.php?page=lexio
(Lexio)

www.jeuxsurunplateau.com
(Olympos, Tikal 2, Seven Wonders, Jaipur, Valdora, Mow, Palast von Eschnapur, Royal Palace, Jamaica, Metropolys, Utopia, Cold War: CIA vs KGB, Animalia, Caylus Magna Carta, Tango, Moho, Seven Summits)

www.boardgames.famdepaus.nl
(Goa, Puerto Rico, Caylus, etc.)

www.amarriner.com
(Roads & Boats, Source of the Nile, Blackbeard, Gunslinger, etc.)

www.boardgaming-online.com
(Through the Ages)

www.mabiweb.com
(Mykerinos, In the Year of the Dragon, Kreta, etc.)

www.boardgamearena.com
(Hawaii, Troyes, Tobago, Amyitis, Saboteur, Haggis, etc.)

www.brettspielwelt.de

www.mastermoves.eu
(PowerBoats)

www.ludagora.net/medina
(Medina)

www.cycloopspellen.nl

www.boardgamegeek.com/thread/662817/powerboats-play-by-forum...
(Powerboats)

www.bordspel.nl
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Steve B
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Give each unit a maximum movement value. Units can then move any number of spaces they want.
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Kai Bettzieche
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A couple of thematic changes before the strategic one:

- Remove the streets and replace them with famous gravesites
- Remove houses and hotels and replace them with tombstones and crypts
- Remove the stations and replace them with shrines to the 4 elements earth, air, fire and water
- Remove the classical pawns and replace them with undead
- Remove the prison with purgatory
- Remove money; let them pay in skulls
- Call the whole thing "Necropoly"

Here the strategic part:

- Let players roll 3D6 but only use 2 of them to determine movement
- Players do not buy the shrines, but each time they land there, they increase the according attribute by 1
- Include a combat mechanic: Each time one player lands on the space another player is on, they battle each other with a dieroll using one of the 4 attributes earth, air, water or fire. To the loser something bad happens



zombie regards,
Kai
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David Debien
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bradelli wrote:
Give each unit a maximum movement value. Units can then move any number of spaces they want.


How would anyone ever land on a property with house or hotels in that case?
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Christian Kalk
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Remove the moving player's choice to buy; player lands on an unowned property, it goes straight to auction. Takes a lot of the roll-and-move luck out of the game.

The movement cards idea is interesting, but I could see the game taking forever to end, as you can simply avoid your opponents' hotels.
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☆ ✧ ☆ ✧ ☆
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Looking at these stars suddenly dwarfed my own troubles and all the gravities of terrestrial life. I thought of their unfathomable distance, and the slow inevitable drift of their movements out of the unknown past into the unknown future. H.G. Wells
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I would eliminate player ability to purchase property outright when landing on it.
All property would go up for auction.
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Mark Ramsey
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Hidden objectives might be interesting.

But, as other posters have already pointed out, there are so many great games available these days, why would you want to put the effort into pimping Monopoly?
 
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Chris L
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Combat...lots of combat...
OK more realistic would be a way to "hostile takeover" properties.
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Richard Pomeroy
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Play it following the actual rules.
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Oh you seekers of the new who run terrified from history into the clutches of an eternal life where no electric shaver can be built to last.
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    Removing the dice destroys the game. Complain all you like, there's a huge amount of tactical decision making in Monopoly based on who's pawn is where and which of your properties put them in harm's way. That's based on the risk in the dice roll. Without it no one will land on any big property, and the game will come down to painstakingly plotting an optimal path. Tactics removed, replaced with homework.

    Monopoly is very strategic, very tactical. It plays on a knife edge and some don't like that, but there's plenty of strategy to those who work the table instead of the board.

             S.


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☆ ✧ ☆ ✧ ☆
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Looking at these stars suddenly dwarfed my own troubles and all the gravities of terrestrial life. I thought of their unfathomable distance, and the slow inevitable drift of their movements out of the unknown past into the unknown future. H.G. Wells
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There is certainly some strategy in terms of where to purchase upgrades. Unfortunately the players have no control over what properties they can purchase as that is completely up to die roll.

It may well be that at a higher level of game understanding a player would choose not to purchase a property that they land on. But for me the only property I would turn down are electric company and waterworks.
 
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Christian Kalk
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Sagrilarus wrote:

    Removing the dice destroys the game. Complain all you like, there's a huge amount of tactical decision making in Monopoly based on who's pawn is where and which of your properties put them in harm's way. That's based on the risk in the dice roll. Without it no one will land on any big property, and the game will come down to painstakingly plotting an optimal path. Tactics removed, replaced with homework.

    Monopoly is very strategic, very tactical. It plays on a knife edge and some don't like that, but there's plenty of strategy to those who work the table instead of the board.

             S.




I agree that dice in the end game are essential, at least if you keep the "last player not bankrupt" win condition. That is when you reap the benefits of all that came before. Limiting/eliminating "luck" benefits in the buying/building stage would greatly increase the Skill factor of the game.

The 2D6 element of the movement is integral to the relative values of the properties.
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☆ ✧ ☆ ✧ ☆
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Looking at these stars suddenly dwarfed my own troubles and all the gravities of terrestrial life. I thought of their unfathomable distance, and the slow inevitable drift of their movements out of the unknown past into the unknown future. H.G. Wells
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KamikazeJohnson wrote:
The 2D6 element of the movement is integral to the relative values of the properties.


As is going to jail. Knowing where players are more likely to be is critical to knowing what properties are more or less valuable.
 
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frumpish wrote:
Unfortunately the players have no control over what properties they can purchase as that is completely up to die roll.


    You're playing with the wrong group. Every property on the board has its price, everything is negotiable.

    Monopoly has an incredibly open ruleset. If you use it the game really opens up.

             S.

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K Septyn
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For some reason this thread has given me a weird idea about a hybrid between Monopoly and Hare & Tortoise.
 
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Shane Hockin
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If people play it by the actual rules--using the auctions and negotiating trades--the game is already strategic(al). There's a reason my lawyer friends always win. :-P
 
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pitagoras wrote:
If you could make monopoly more strategical, what would you change ?


1) just play Careers instead. I'm shocked I didn't discover this game until last decade, when it's been out around the mid-50s. Granted, Monopoly's got about 20 to 30 years on this, but it's still "ancient' by commercial board game standards. For a roll and move, you have Experience cards that let you move x # of spaces (between 1 - 4 inclusive, depending on what it says), bumping people and forcing hardball negotiations, and whether or not to go into a career loop.


The version I have... the 2003 version


2) Let Reiner Knizia put out his own version... Reiner Knizia's Monopoly. Seriously through, I heard him say on a podcast that he did try pitching some suggestions to Habro which IHO, would make the game more fun and meaningful by 'our' standards, but of course, Hasbro turned them down.
 
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Garcian Smith
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D-Rider wrote:
pitagoras wrote:
If you could make monopoly more strategical, what would you change ?


Two changes:
1) First player rotates each turn
2) Each player gets a set of 2D6 dice cards, chooses which card to use in place of rolling dice, but may not reuse a card until their deck is exhausted.
For some reason, I was imagining that you meant each turn, the first player would literally rotate on his chair.

"I can't even see the board now!"
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Bryan Thunkd
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pitagoras wrote:
If you could make monopoly more strategical, what would you change ?


As was stated in your other thread Would you ever play a boardgame like monopoly for money ? online or locally. you don't need to change the game to avoid copyright issues. It's fine to have tournaments for copyrighted games.

And if your concern is that most people responded that they wouldn't be interested in playing in a tournament of Monopoly, then the solution is to use a different game... not trying to change Monopoly. This is literally the worst solution to that problem you could pick.
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Knuteski wrote:
Combat...lots of combat...
OK more realistic would be a way to "hostile takeover" properties.

Allow players to build different kinds of businesses, like casinos, speakeasies, warehouses, and massage parlours.
Allow players to hire goons to go out and put the squeeze on various properties.
When a marker enters or passes through a space contained by another marker, resolve drive-by combat.
Have a cop marker you can "tip off" to go raid other players' proprties.
 
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