Disaster Monopoly

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m (clarify, clarify)
(tweak with earthquakes (invert house=shelter safety condition))
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Motivation to build houses is no longer about capitalism, but about building shelters for future calamity.
 
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).
+
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:
 
The six possible disasters with escalating range of impact are:
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| 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.
 
| 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 || Roll a third D6 after triggered earthquake to check for tsunami
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| 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
 
| Tsunami || '4' after an Earthquake || Whole opposite side of board || Occurs only after an earthquake, after an additional roll
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So, when you roll a double the related disaster strikes...
 
So, when you roll a double the related disaster strikes...
   
For every player in the affected range, in turn they:
+
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 you how many squares they can move maximum (either direction) to get outside the impact area. If they can't get to safety, or reach a house, then they die. If they reach a house in the zone, see below.
+
* 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)
* If you're already in a house, you can choose to stay where you are.
+
* 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 damage occurs
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After each player has attempted to flee, then the player damage is checked
   
* Any players unsheltered (ie, on a square without a house) in the affected area: dies.
+
* Except for earthquakes, any player in the disaster area, but not in a house, is killed.
* 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.
+
Next, property damage is checked.
* If a house hosts a player and survives, then that player pays double normal rent, and resumes their game from this position.
+
* 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.
 
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.

Revision as of 12:56, 13 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?

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