Disaster Monopoly
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− | Basic game idea is that it's monopoly, but natural disasters occur occasionally, which may kill you. Winner is the last survivor. |
+ | Basic game idea is Monopoly (providing the framework), 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. |
+ | Motivation to build houses is no longer about capitalism, but about building shelters for future calamity. |
− | The disasters, how they're triggered, the range of their impact, and additional notes |
+ | Disasters are triggered by rolling double (which no longer results in a repeat turn). |
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+ | The six possible disasters with escalating range of impact are: |
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− | when you roll a double, the disaster strikes, and the type of disaster is linked to the range of the disaster. |
+ | == Gameplay == |
− | So I'm thinking that for everyone affected, they attempt to survive the disaster by: |
+ | So, when you roll a double the related disaster strikes... |
− | * 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. |
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− | * If you're already in a house, you get to roll two die, and pick which one to use |
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− | * 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). |
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− | * If the player couldn't reach safety in their roll, but instead reach a house, then they die if the house is destroyed. |
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− | * If the player survives in the house, then they pay double normal rent for the property. |
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− | 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. |
+ | For every player in the affected range, in turn they: |
+ | * 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 they can move (either direction) to get outside the impact area. If they can't get to safety, or reach a house, then you die. If they reach a house in the zone, see below. |
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+ | * If you're already in a house, you can choose to stay where you are. |
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− | 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. |
+ | After each player has attempted to flee, then the damage occurs |
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+ | * Any players unsheltered (ie, on a square without a house) in the affected area: dies. |
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+ | * For each house in the affected zone; roll a normal D6. If the roll matches the disaster level, the house is destroyed. Eg, in a flood, each house survives by not rolling a '1'. In a cyclone, survive by not rolling a 6. (thus: every house in the disaster zone has a 1/6 chance of being destroyed). |
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+ | * If a house hosts a player when it is destroyed, that player dies. |
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+ | * If a house hosts a player and survives, then that player pays double normal rent, and resumes their game from this position. |
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+ | This game requires that it be easier to build houses. For initial testing, the [[MonopoZombie]] rules will be used: 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. |
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+ | Dead players remain minimally active by haunting the square they died on. They roll dice on their normal turn not to move, but in an attempt to trigger a natural disaster in that location. |
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Last person alive wins. |
Last person alive wins. |
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+ | == Unanswered questions == |
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+ | * bankruptcy |
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+ | * ownership of properties once a player dies |
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+ | * any special status of the corner squares? |
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Revision as of 20:39, 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 Monopoly (providing the framework), but natural disasters occur occasionally, which may kill you. Winner is the last survivor.
Motivation to build houses is no longer about capitalism, but about building shelters for future calamity.
Disasters are triggered by rolling double (which no longer results in a repeat turn).
The six possible disasters with escalating range of impact are:
Disaster | Triggered by | Impact range | Extra notes |
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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 |
Gameplay
So, when you roll a double the related disaster strikes...
For every player in the affected range, in turn they:
- 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 they can move (either direction) to get outside the impact area. If they can't get to safety, or reach a house, then you die. If they reach a house in the zone, see below.
- If you're already in a house, you can choose to stay where you are.
After each player has attempted to flee, then the damage occurs
- Any players unsheltered (ie, on a square without a house) in the affected area: dies.
- For each house in the affected zone; roll a normal D6. If the roll matches the disaster level, the house is destroyed. Eg, in a flood, each house survives by not rolling a '1'. In a cyclone, survive by not rolling a 6. (thus: every house in the disaster zone has a 1/6 chance of being destroyed).
- If a house hosts a player when it is destroyed, that player dies.
- If a house hosts a player and survives, then that player pays double normal rent, and resumes their game from this position.
This game requires that it be easier to build houses. For initial testing, the MonopoZombie rules will be used: 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.
Dead players remain minimally active by haunting the square they died on. They roll dice on their normal turn not to move, but in an attempt to trigger a natural disaster in that location.
Last person alive wins.
Unanswered questions
- bankruptcy
- ownership of properties once a player dies
- any special status of the corner squares?
See also: MonopoZombie