Disaster Monopoly
m (fix title) |
(transcription from fb comments) |
||
Line 11: | Line 11: | ||
Monopoly provides a framework to build houses, which provide shelter and so enable you to survive longer. |
Monopoly provides a framework to build houses, which provide shelter and so enable you to survive longer. |
||
− | Some possible disasters |
+ | The disasters, how they're triggered, the range of their impact, and additional notes |
− | * Flood |
+ | {| class="wikitable" |
− | * Bushfire |
+ | |- |
− | * Tornado |
+ | ! Disaster !! Triggered by !! Impact range !! Extra notes |
− | * Earthquake (+tsunami?) |
+ | |- |
− | * Volcano |
+ | | Flood || Double 1 || Current square || |
− | * Cyclone |
+ | |- |
+ | | Bushfire || Double 2 || current colour group (or all railways/utilities) || |
||
+ | |- |
||
+ | | Tornado || Double 3 || Current colour group (or square if railway/utility) and neighbouring colour groups || |
||
+ | |- |
||
+ | | Earthquake || Double 4 || Whole current side of board || Roll a third D6 after triggered earthquake to check for tsunami |
||
+ | |- |
||
+ | | Tsunami || '4' after an Earthquake || Opposite side of board || (occurs immediately after earthquake damage check) |
||
+ | |- |
||
+ | | Volcano || Double 5 || Current and neighbouring sides of the board || |
||
+ | |- |
||
+ | | Cyclone || Double 6 || Whole board || |
||
+ | |} |
||
+ | |||
+ | when you roll a double, the disaster strikes, and the type of disaster is linked to the range of the disaster. |
||
+ | |||
+ | So I'm thinking that for everyone affected, they attempt to survive the disaster by: |
||
+ | * roll one dice, then minus one number from the result (so it's a D6, but scored from 0-5). That gives you how many squares you can move (either direction) to get to safety. If you can't get to safety, or reach a house, then you die. If you reach a house in the zone, see below. |
||
+ | * If you're already in a house, you get to roll two die, and pick which one to use |
||
+ | * Then, for each house in the affected zone individually, roll a normal D6, and if your roll matches the disaster level, the house is gone. (ie, every house in the disaster zone has a 1/6 chance of being destroyed). |
||
+ | * If the player couldn't reach safety in their roll, but instead reach a house, then they die if the house is destroyed. |
||
+ | * If the player survives in the house, then they pay double normal rent for the property. |
||
+ | |||
+ | Because this means an increase in house destruction, it will have to be easier to build houses. I'm thinking at first, that the monopozombie rules for this would work. ie, you can start building as soon as you own a property (no requirement to own whole group), but the colourgroup must still be built up in a balanced manner. |
||
+ | |||
+ | I'd like to keep dead players around and involved somehow, but I'm not sure how. My best idea is that they haunt the board. Their ghost no longer moves, but still rolls in an attempt to create a double and thus natural disaster starting in that location. |
||
+ | |||
+ | Last person alive wins. |
||
---- |
---- |
Revision as of 19:51, 12 March 2018
aka "Monopoly 2012" - after the 2012 end-of-the-world meme
From discussions here: https://www.facebook.com/nemothorx/posts/10156305992043216
"Capitalism was merely the FIRST disaster..."
Basic game idea is that it's monopoly, but natural disasters occur occasionally, which may kill you. Winner is the last survivor.
Monopoly provides a framework to build houses, which provide shelter and so enable you to survive longer.
The disasters, how they're triggered, the range of their impact, and additional notes
Disaster | Triggered by | Impact range | Extra notes |
---|---|---|---|
Flood | Double 1 | Current square | |
Bushfire | Double 2 | current colour group (or all railways/utilities) | |
Tornado | Double 3 | Current colour group (or square if railway/utility) and neighbouring colour groups | |
Earthquake | Double 4 | Whole current side of board | Roll a third D6 after triggered earthquake to check for tsunami |
Tsunami | '4' after an Earthquake | Opposite side of board | (occurs immediately after earthquake damage check) |
Volcano | Double 5 | Current and neighbouring sides of the board | |
Cyclone | Double 6 | Whole board |
when you roll a double, the disaster strikes, and the type of disaster is linked to the range of the disaster.
So I'm thinking that for everyone affected, they attempt to survive the disaster by:
- roll one dice, then minus one number from the result (so it's a D6, but scored from 0-5). That gives you how many squares you can move (either direction) to get to safety. If you can't get to safety, or reach a house, then you die. If you reach a house in the zone, see below.
- If you're already in a house, you get to roll two die, and pick which one to use
- Then, for each house in the affected zone individually, roll a normal D6, and if your roll matches the disaster level, the house is gone. (ie, every house in the disaster zone has a 1/6 chance of being destroyed).
- If the player couldn't reach safety in their roll, but instead reach a house, then they die if the house is destroyed.
- If the player survives in the house, then they pay double normal rent for the property.
Because this means an increase in house destruction, it will have to be easier to build houses. I'm thinking at first, that the monopozombie rules for this would work. ie, you can start building as soon as you own a property (no requirement to own whole group), but the colourgroup must still be built up in a balanced manner.
I'd like to keep dead players around and involved somehow, but I'm not sure how. My best idea is that they haunt the board. Their ghost no longer moves, but still rolls in an attempt to create a double and thus natural disaster starting in that location.
Last person alive wins.
See also: MonopoZombie