Fixing Monopoly
ludible.nl
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> Because of the way the game is designed, this inevitably results in one person acquiring a majority of the assets on the board, and beginning the slow, painful, friendship-destroying process of grinding the other players out of the game, turn by turn. This is why Monopoly starts as a fun exciting romp, only to turn into a bitter cesspool of despair.
Minus-Celsius is a former tournament Monopoly player and his posts on this thread summarize it better than I could: https://www.reddit.com/r/boardgames/comments/42wze4/how_to_w...
Also, if you want a game that never ends and is just for fun, instead of winning: Allow borrowing money from other players, secured by their property, but without requiring them to actually sell it. (The game will never end, but you can have fun anyway.)
Well, that is the point. :-)
Assuming we're talking about the game, my favorite fixes are anything that increase player autonomy, interaction, and decision-making, and decreases randomness.
My favorite variations are probably old-hat to many players, but they include allowing completely unregulated deals between players (e.g. loans, swaps, etc.) and allowing all players to bid on every single unowned property that a player lands on (sometimes with some kind of addition such as the landing player getting the right of first refusal at twice the price, or something, but never simply letting them purchase at face-value).
The second rule -- putting all landed-on properties on the open market -- really allow people to try out different strategies, whether it's trying to buy everything at the start, no matter the cost, or trying to be more cautious with money.
AFAIK this isn't a variant, this is more or less the actual real rule of the game (or something halfway between). If a player refuses to buy something when they land on it, it's supposed to go up for auction with no minimum bid.
No one plays that way, but it's the official rule.
Another thing I remember us doing that nobody else seemed to was that if you bought/traded for a mortgaged property from another player, you had to pay 10% of the mortgage price to the bank if you didn't want to pay to unmortgage it immediately. I'm not sure if this is in the official rules, but as a young kid with no understanding of how real-world mortgages or interest worked, this seemed rather unusual and was somewhat frustrating as well.
This seems to have been the rule from Magie's 1923 patent.
"1. Land in Use - A player stopping on this space is supposed to be occupying and using the land, and pays to the owner thereof the amount of land rent indicated. If there is an Improvement on the land, he pays $100 in addition to the land rent. If a player is himself the owner of the space, he takes from the board the amount of rent indicated. If the space is for sale, that is, if the corresponding card is still on the board, all the players bid for it, the highest bidder paying to the board the amount of his bid and taking the card into his hand.[...]"
https://www.google.com/patents/US1509312
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edit: and the 1906 rule, except that the landing player just has to meet the highest bid, not beat it.
"RULE 7. Land Rent. --- When a player stops upon a lot owned by another player, he must pay the land rent to the owner. If he stops upon one of his own lots he pays nothing. If the lot is not yet owned by any of the players, it is "For Sale" and the player stopping upon it may purchase it at the original sale price, provided no other player bids more for it. If the player who has stopped upon it is willing to pay the highest price bid, he has the first option. If he cannot or does not want to pay the highest price bid, then the player bidding the highest price must take the lot at the price he has bid for it. If the first player does not by a lot and some other player does, the first player pays the land rent to the purchaser. If no player buys it the land rent is paid into the PUBLIC TREASURY. If the lot is thought the purchaser or takes the corresponding Title Deed card from the pack."
http://landlordsgame.info/games/lg-1906/lg-1906_egc-rules.ht...
The earliest known version of Monopoly, known as The
Landlord's Game, was designed by an American, Elizabeth
Magie, and first patented in 1904 but existed as early
as 1902. Magie, a follower of Henry George, originally
intended The Landlord's Game to illustrate the economic
consequences of Ricardo's Law of Economic rent and the
Georgist concepts of economic privilege and land value
taxation.
The game was created to be a "practical demonstration
of the present system of land grabbing with all its usual
outcomes and consequences". She based the game on the
economic principles of Georgism, a system proposed by Henry
George, with the object of demonstrating how rents enrich
property owners and impoverish tenants. She knew that some
people could find it hard to understand why this happened and
what might be done about it, and she thought that if Georgist
ideas were put into the concrete form of a game, they might
be easier to demonstrate. Magie also hoped that when played
by children the game would provoke their natural suspicion of
unfairness, and that they might carry this awareness into
adulthood.
* https://en.wikipedia.org/wiki/History_of_the_board_game_Monopoly
* https://en.wikipedia.org/wiki/The_Landlord%27s_Game
(edits: typos and formatting)I have a link to them somewhere. I'll post it if I can find it.
> The earliest known version of Monopoly, known as The Landlord's Game, was designed by an American, Elizabeth Magie, and first patented in 1904 but existed as early as 1902. Magie, a follower of Henry George, originally intended The Landlord's Game to illustrate the economic consequences of Ricardo's Law of Economic rent and the Georgist concepts of economic privilege and land value taxation.
> The game was created to be a "practical demonstration of the present system of land grabbing with all its usual outcomes and consequences". She based the game on the economic principles of Georgism, a system proposed by Henry George, with the object of demonstrating how rents enrich property owners and impoverish tenants. She knew that some people could find it hard to understand why this happened and what might be done about it, and she thought that if Georgist ideas were put into the concrete form of a game, they might be easier to demonstrate. Magie also hoped that when played by children the game would provoke their natural suspicion of unfairness, and that they might carry this awareness into adulthood.
https://en.wikipedia.org/wiki/History_of_the_board_game_Mono...
Writeup with some rules in it here:
http://www.thefacultylounge.org/2009/07/the-landlord-game-or...
https://boardgamegeek.com/boardgame/1931/anti-monopoly
EDIT: nm, I have been assuming that for some time now... TIL.
Also: -Auctions -No free parking -Immunity trading -Three die rolls = jail -Doubles = same player goes again as their turn isn't over
eish - is there a list for something that can be played for kids with short attention spans?
Just sort that by rank to get an ordered list of the best children's games.
Very young kids: Animal Upon Animal
Older kids, really short attention span: Love Letter
Older kids, somewhat less short attention span: Carcassonne, Sushi Go Party (which is a gateway drug to the similarly-played, confusing-sounding-rules-but-actually-easy-in-practice Seven Wonders)
[EDIT] if others list suggestions there's a high likelihood that King of Tokyo will be on the list, but I want to preemptively counter that by noting it's a well-regarded, kid-friendly-themed, simple game that I've entirely failed to find any fun in, and can't even fathom how others find fun in it, though I believe them when they claim that they have—I just don't understand. [EDIT EDIT] Point is, watch a Youtube play of it before committing. Actually, probably do that for any of these.
Ordered by my estimate of length/attention, and all fine for a 10 year old:
Battle Sheep, Diamant, Forbidden Island, Splendour, Carcassone.
Forbidden Island is a cooperative game (everyone wins, or everyone loses), the others are competitive.
I generally find TableTop to be a well-curated source of games; games that look fun on the show have always gone over well for me.
My personal recommendations would be: Rhino Hero, Battle Sheep, Dr. Eureka, Coconuts, Can't Stop, Kamisado, King of Tokyo, Ticket to Ride, Carcassonne, Formula D, We Didn't Playtest This At All, Smash Up, Magic Labyrinth, Incan Gold, For Sale, Port Royal, and Escape!. I have fun with all of these as an adult, too.
They have to be literate beyond the Uno level to play Fluxx. You have to pay attention continuously, which is either good or bad... Fluxx is highly random.
No Thanks is the kind of highly abstract game that a five year old can play without understanding any strategy thereby horribly losing yet drunken adults can turn it into something like ultra high stakes poker complete with somebody whipping out a calculator to determine the optimum bluff based on extensive card counting and possibly faulty beliefs about statistics. Its mostly a dumb memory game with at least two or three strategic levels of statistical analysis above it to determine optimal bluffing patterns. This game can be carried to excess by adults at thanksgiving ... yet chilled out adults or kids can have fun. Its kinda like monopoly in that the odds of a yelling match breaking out are anomalously high.
Red7 is an exercise in creating complexity out of not much, for better or worse. Too much complexity for really little kids. Middle school is OK.
The kids have to be sneaky to place Sheriff of Nottingham. Watching people get away with, or not get away with smuggling keeps the attention pretty well. You're allowed to give the Sheriff "advice" which means the kids end up screaming thru the entire game.
Hey Thats My Fish is pretty good above toddler eating the pieces but below later elementary school. Sorta area control mixed with a memory game.
My experience with minecraft indicates kids have an attention span of about sixteen hours if they enjoy what they're doing. If they don't enjoy what they're doing their attention span isn't a millisecond longer than your average fifty year old, but they are much more brutally honest about their lack of interest than your average fifty year old. My wife's attention span for Caverna or power grid is about the same as my teen kids, she's just nicer about tolerating Dad's game night than the kids are.
I see a general pattern above that kids will sandbox a game if they're too young to understand it and the sandbox is fun enough.
Both manage to accomplish what modern Monopoly grasps at in distinctly different ways. They are also fun and end before they've destroyed any relationships.
On a side note, am I reading this correctly in that it is using a <javascript> tag to run PHP?
view-source:http://webcache.googleusercontent.com/search?q=cache:http://...
| <script type="text/javascript">
| window.abb = {};
| php = {};
| window.PHP = {};
| PHP.ajax = "http://www.ludible.nl/wp-admin/admin- ajax.php";PHP.wp_p_id = "1034";
| ...
The version on archive.is works for me, however: https://archive.fo/i6OfT