Disaster Monopoly

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* ownership of properties once a player dies
 
* ownership of properties once a player dies
 
* any special status of the corner squares?
 
* any special status of the corner squares?
  +
* a hedge against immediate disasters (ie, before any shelters can be built?). Possible solution: no disasters possible till at least one player makes it around the board once.
   
 
== Links ==
 
== Links ==

Revision as of 11:13, 14 March 2018

Contents

aka "Monopoly 2012" - after the 2012 end-of-the-world meme

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 when a player rolls a double. Instead of player movement, disaster hits...

The six possible disasters with escalating range of impact are:

Disaster Triggered by Impact range Extra notes
Bushfire Double 1 Current square
Flood Double 2 Current colour group Railways and utilities are considered groups for this
Tornado Double 3 Current colour group (or square if railway/utility) and neighbouring colour groups Railways and utilities are not considered separate groups, but are considered properties, so any within the outer boundaries of calamity are affected.
Earthquake Double 4 Current side of board No escape roll, shelter surviving is inverted. Roll a third D6 after triggered earthquake to check for tsunami
Tsunami '4' after an Earthquake Whole opposite side of board Occurs only after an earthquake, after an additional roll
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 (only if it's not an earthquake)

  • roll one dice, then minus one number from the result (so it's a D6, but scored from 0-5). That gives how many squares they can move maximum (either direction) to get outside the disaster area, or to a chance of safety (clear space for quakes, in a house/hotel otherwise)
  • Remember, the dice result is the maximum, not required. Player always has option to remain where they are.

After each player has attempted to flee, then the player damage is checked

  • Except for earthquakes, any player in the disaster area, but not in a house, is killed.

Next, property damage is checked.

  • 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 bushfire, 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 is killed.
  • If a house hosts a player and is not destroyed, then that player immediately pays double normal rent

Finally

  • The player whose roll it was (who rolled the disaster-trigger), rolls for their normal move.
    • If they roll double again, then repeat the disaster scenarios. There is no penalty for unlimited repeated disaster rolls. Play moves to the next player when the current player successfully makes a non-disaster move.

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

  • Actions when a player is not on a property square.
    • Active player who rolls a double - what is the disaster scope then?
    • Inactive player who might be affected by a double (eg, player on a Chance when earthquake hits that side of the board due to another player)
  • bankruptcy
  • ownership of properties once a player dies
  • any special status of the corner squares?
  • a hedge against immediate disasters (ie, before any shelters can be built?). Possible solution: no disasters possible till at least one player makes it around the board once.

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