Disaster Monopoly

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| Earthquake || Double 4 || Whole current side of board || Roll a third D6 after triggered earthquake to check for tsunami
 
| 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)
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| 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 ||
 
| Volcano || Double 5 || Current and neighbouring sides of the board ||

Revision as of 22:48, 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
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 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:

  • 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

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