I can't remember one game that didn't feature (a) disputes about rules and the administration of the bank; (b) animosity and dissatisfaction upon exit; and (c) hollow emptiness for the (newly friendless)"winner".
I can't remember one game that didn't feature (a) disputes about rules and the administration of the bank; (b) animosity and dissatisfaction upon exit; and (c) hollow emptiness for the (newly friendless)"winner".
We also modified the rules as kids. Who'd have thought the lack of houses was by design, and of it was, who could think it was a fair thing to do, cornering the market?
I certainly didn't think about the dynamics until I studied economics and read articles about how the game was designed. Only my later self, with a background in trading would recognise the rules for what they are, and the strategic possibilities.
If you trade with the winning player, they win faster. If you trade with players who are behind, it doesn't really change the outcome of the game (they will probably still be behind at the end of the game)
The only thing preventing that winning player from reaching 10 points is 2 stone and 3 wheat. So as long as no one gives the winning player those resources, the game continues.
Alternatively, the winning player can try to win on their own by massing up 20 other resources and trading 4 for 1. But everyone else can more efficiently get the resources they need by trading with each other, allowing for an innate comeback mechanic.
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At a minimum, that puts even the weakest players always in the position as kingmaker. So everyone has something to do at all stages of the game.
Dominion is a deckbuilding game where you earn victory points by buying and keeping junk cards in your deck, so your deck gets worse as you score increases.
Suburbia reduces your income progressively as your population (score) increases (which also forces players to balance the two).
A number of games including Terra Mystica give turn order advantage to whoever passed their turn first in the previous round.
There are, of course, many more games that don't have such a mechanic, but rely on balancing the relative rewards of the various moves such that early turns are less about taking a lead and more about setting up which paths to victory you can attempt in later rounds, so the skill is in setting up a path that you're able to execute well and then executing it well.
Generally, I'd say that if you have a game that regularly ends in close finishes it's likely either very random or it contains negative feedback loops.
In "Power Grid" (a power plant building game) the turn order is recalculated every round based on how well the player is doing, with the players doing worst getting more chances to bid in power plant auctions and being first to buy on the fuel market.
In "Flamme Rouge" (a cycling-themed game) a 'drafting' mechanic means the leading player has to add 'exhaustion' cards to their hand, much like riders in real races try to slipstream behind the race leaders.
In "Suburbia" (a city building game) victory points are 'population' but as you move up the population tracker, you cross red lines that reduce your income and reputation.
In 'Trans-America' (a railroad-building game) points are scored by connecting cities, and it's easy for a naive player to connect 4 cities before a lucky expert player connects 5 and ends the round. This creates the impression of a close game as the best and worst players will be within 20% of each other.
And of course, the other option is: A scoring system so baffling and opaque, nobody can work out who's in the lead until the calculators come out at the end.
In chess, which doesn't have a clear comeback mechanic, this sometimes works out, since the impact of late game mistakes can vastly outperform early wins. So, comebacks are clearly and directly linked to the skill of the winning player making a mistake and the skill of the losing player being able to capitalize this mistake.
But even that direction doesn't come for free. As in such games skill is so important, inexperienced players fighting each other will have a lot of huge randomness in their outcomes and altogether the game only becomes fun once you reach a certain minimum skill level.
Last but not least, there are also alternatives to comebacks. For instance, in poker or pen&paper roleplaying games a factor of pure randomness is added. So, while on average the skilled players will have almost all the positive experiences that chess players have (they win more often, they have more clarity and control about the progress and current status mid-game), the unskilled players can sometimes make a lucky win which seems satisfying enough that some people get addicted to poker without ever gaining much skill.
As Monopoly also has a random element, I wonder if simply tuning the impact of randomness would make it more fun, allow for more lucky comebacks, etc. As a stupid example, maybe event cards could introduce property tax rates that stay until another event card alters them, or a renter being unhappy about the rental property won't pay the rent or even create costs through law-suits, required building repairs, or clean-ups.
I like games that have this feature, perhaps even more then a come-back mechanism.
In the game of go playing against a higher skilled player you usually have some portion of the board where you are doing better then expected. The higher skilled player might have actually "given" this result as a trade favorable to them, but that is usually not the perception of the lower skilled player.
In fact on a 19×19 board there are so many micro battles going on that the lower skilled player will usually get enough perceived good mini-results that it is enough to enjoy the game, despite knowing they will definitely loose in the end.
This is a very good point.
I play chess with my children a few times a year and I was subconsciously feeling that it is not that fun.
Only after watching The Queen's Gambit I realized that the fun is there, but out of reach for me.
Munchkin takes this to the extreme, where someone will perpetually be on the edge of winning and there are a variety of colorful ways to set them back. It's random and chaotic by design.
Monopoly doesn't really involve such a mechanic. You can refuse to trade with someone who is pulling ahead, but by that time it is more likely to be too late.
It's very hard as a single player to beat a credit union. So the winning player will want to build some sort of alliance with at least some of the losers to make their coalition weaker, which will pull those players up the ladder and give them a chance, and so on. It creates a mostly good dynamic of cooperation for self-preservation.
In the end, one person wins, but it's often a close race.
(This works best if you play with the same crowd every time, because then people have reason to build trust with each other and won't suddenly default on a huge loan without feeling the consequences of it.)
The game seems to have earned a bad reputation, the prototype for the sort of game you shouldn't play anymore because everything from the last 25 years is better. I'm not sure this is deserved, but realistically my copy will probably end up collecting dust. After reading your comment, I hope not!
IIRC, you don’t need house rules for that, so long as “arbitrary contracts” covers future commitments for things otherwise legal to exchange (you do need house rules for such contracts to be self-enforcing, though.)
I remember playing a 3-player game of Root (which I highly recommend!) Player A ambushed me and managed to burn down my headquarters. At that point I realized I couldn't win, and I spent the rest of the game attacking A.
A complained that I was just throwing the game to B, which is exactly what happened. The kingmaker problem made A's decision into a huge blunder. If you don't pay attention to psychology in these games, you will lose.
There tend to be three kinds of kingmaking: revenge, social dynamics, and wanting to leave. All of them have something in common: they are done for reasons outside the gamespace. They're violating the boundaries of the game.
Revenge (what you did) is out-of-bounds because it's using the game to win future games rather than playing the current one.
Social dynamics and wanting to leave are out-of-bounds because they're using the game for rewards that have nothing to do with the game.
No, its not.
It is, of course, more desirable from the perspective of people who prefer that style of play that others conform to it, but it is in no way “essential”.
It may be beneficial to mutual enjoyment to have table agreement on metagame issues like this in advance (OTOH, one might do well to recognise the inherent incentive structure toward the metagame approach you decry in games which tend to produce a long, lingering defeat with no reasonable route to victory.)
I wasn't angry at my friend, and I wasn't personally seeking revenge. I was role-playing my cat army, which suddenly had its home city burned down. My cats certainly were seeking revenge.
In real life, facing an enemy who has nothing to lose can be highly dangerous, and creating such a situation is foolhardy. Why should a board game be different? Why play for second, when a more appealing alternate goal suggested itself?
Examples include: * Innovation * Wingspan * 7 Wonders * Brass: Birmingham (and the original Brass, too)
All really fun games, too.
In short, its a light wargame in which the players control the nations - but they are not the nations. They are investors who buy bonds in the nations and the player with most investments controls (governs) that nation. Controls shift during the game and war is _not_ the objective. Profiting from your nation(s) is.
Do check it out. The game is well reviewe and still critically underrated
The thing is, it's not usually such a zero-sum game as it is in Monopoly.
In better designed games, there's more opportunity cost associated when you start optimizing for something. Individual players can pursue their own, different strategies. A player who optimizes for "strategy A" might be weak to "strategy B." Getting the resources for "strategy B" might become easier, since there's less competition for them.
The trick to Monopoly is that there is no alternate strategy. Opting to (or being unable to) buy land doesn't open up some other path through which you can win - it just means you're going to lose.
I don't want to start a big argument, because I realize some people actually do like Monopoly as an artistic statement, but I've always felt that if a game is actually that universally misunderstood, it's not because it's brilliant -- it's because it's bad at demonstrating its core point.
One of the purposes of game design is to communicate something, whether that's an idea or an emotion or whatever. And Monopoly is a bad game at communicating. It doesn't add anything additional to anyone's understanding of Capitalism, it's only decipherable by people who already know what it's trying to say.
I have never, ever seen a child or an adult that was out-of-the-loop on Monopoly's origins walk away from the game saying "huh, that has some interesting parallels to the real world, I should read more about this."
For the current age I think it takes way too much patience. I think movies have changed like that too, the attention economy demands that you get to the point immediately. Heck, I can't even read articles that don't address their headline within the first three paragraphs.
There's also been another force "dulling" Monopoly's game design over time: most people don't learn Monopoly from the rules, they learn Monopoly from playing with others. There are a lot of viral (mimetic) multi-generation "house rules" that people learn from their families/peers/educators. There's also a couple of key clear rules that remain in the rulebook that people don't follow for a number of reasons, including essentially culturally "we forgot them".
(There's some interesting meta-commentary on Capitalism and its attempts at "fairness" band aids in the house rule dialects that have accumulated over time. There's some interesting meta-commentary on Capitalism regulations, banking, and/or dumb luck in the rules that have been "forgotten".)
In some ways, some of the almost willful cultural ignorance of the message of Monopoly is its own ironic statement on the systemic problems of Capitalism and how much people complicit in that system want to wish things fair or ignore their complicity and try to just cope with the problems and their fallout. I wouldn't necessarily call that "universally misunderstood", that's a pretty deep understanding, even if accidental. It's generally surprisingly easy to have conversations about it and "wake" people to Monopoly's origins and what it says about the game (and why they love/hate it) because even if they never thought "huh there are interesting parallels to real world Capitalism here" they can definitely see the parallels in hindsight if you want to talk about it.
A common sentiment, and yet "Over 250 million sets of Monopoly have been sold since its invention and the game has been played by over half a billion people making it possibly the most popular board game in the world." [1]
Why?
[1] https://www.loc.gov/rr/business/businesshistory/December/mon...
No way for you to win if there’s another player who inherits a small fortune of existing properties on the board.
My memory might be inaccurate.
> The set had rules for two different games, anti-monopolist and a monopolist. The anti-monopolist rules reward all during wealth creation while the monopolist rules had the goal of forming monopolies and forcing opponents out of the game.[3] A win in the anti-monopolist or Single Tax version (later called "Prosperity"), was when the player having the lowest monetary amount has doubled his original stake.
So one rules similar to modern day Monopoly. And one that teach us the virtues of "social policies". (can I say socialism here without being down voted to hell?)
And there was a clear intend to teach its players about "unfairness":
> 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.
I've learned something today!
Also, I'm quite a fan of Georgism (tax bad behavior so heavy it disappears). For instance, I think we should georgize pollution and wealth hoarding.
I find it fascinating that the original Monopoly game was desgined to teach us the difference and how Georgism (taxing bad behavior) may be used by "the people/democracy" to ensure capitalism is not the outcome.
Also very telling that the game was thn ripped off, and got popular as Monopoly, where the only set of rules are the capitalistic ones.
Economically the USSR had capital too, but it was mostly owned collectively (by the state).
Hence I define the two in terms of the people that actually own stuff.
it wasn't communist (defined as: no money, no classes, no state). it was commi thoug
Georgism can be summarized as such: A person is entitled to exactly what he or she produces.
That’s the purest capitalism I’ve ever heard of. The scent of socialism you get is due to the examination that George provides of “exactly what he or she produces.”
Laborers are therefore entitled to all of their wages. Capitalists, who earn money by deploying capital (which is actually stored up labor) are entitled to all of their returns. Landlords, however, earn money by charging for access to something they did not produce - either to the “productive powers of nature” such as rivers, mines, farmable land, or to value created by the community surrounding a plot of land (such as education, cultural amenities, public transit, or private employment opportunities).
It’s really not socialist at all. It’s idealized capitalism.
Not only did they not produce it, in many places they (or the ancestors they inherited it from) actively stole it from the original inhabitants. e.g. The Inclosure Acts, Colonialism, etc.
If the moral position resonates, take it. If the economic position resonates, take it. If the political one resonates, take it. Each is very convincing by its own merits!
I'll think you'll find that Marx is pretty upset about labor not being entitled to what labor produces, as well. And while Marx is not all of socialism, I don't know anybody who says that Marxian thought is outside of socialism, and I've sought out lots of socialist thought that critiques Marx.
Most critiques of capitalism are that workers are not entitled to the fruits of their labor, that capital steals from them. So if saying that somebody is entitled to work and to keep their labor is capitalist, I'm having trouble understanding where you come from, and would like to hear more. In particular, I don't think George declares that capital is entitled to the fruits of others' labor, which is what you seem to be saying.
Georgism is about socializing land, about preventing people from hoarding it and the wealth it produces. Land is the one input to production that we can't make more of, so therefore hoarding it is by far the most harmful. It's about restoring commons, after the commons had been taken away and privatized. It's about restoring all land to some form of social control, no matter who owns it and how much that person owns. And it's about redistributing that wealth that people are unfairly taking from society when they pocket unearned land rents.
My problem with Georgism is that it tends to be politically unstable and lead to tax revolts. And my problem with the typical Marxist visions (Marx himself was not super prescriptive, but in that void, Marxist thought must expand upon Marx) is the tendency to dictators and totalitarianism, something which George also predicted.
I think George is extremely compatible with, and perhaps required for, the type of socialism that was sought in the Spanish revolution of 1936.
The fruits of labor that are not accounted for in a quid pro quo transaction with capital are those that go to land, for which there can be no quid pro quo transaction because you must occupy (and labor upon) land. If there were infinite land available, labor could simply move to that land and produce what they themselves can produce from nature with no gains going to capital because they need not employ capital to survive. If there were infinite land available, the only people who would choose to employ capital (or be employed by a capitalist, same thing) are those who believe the bigger pie is worth the smaller slice.
However we do not live in a world of infinite land, and so that calculus happens^ but it is coerced by the necessity to live and work on land owned by neither labor nor capital. Given that capitalists don't work directly on land and are generally "more efficient" (this is why capital is valuable, aka this efficiency is what capital is), the world becomes separated into those above the "rent line" and those below the "rent line," and there are far more capitalists above than below and far more laborers below than above. This creates tension between labor and capital, but neither of them are getting what they produce, but that's not because capital is stealing from labor - rather land is stealing from both, just capital has greater capacity to be stolen from before descending into poverty.
In any case:
* Not every point of an ideology is mutually exclusive of every point of every competitive ideology.
* Georgism is not about socializing land nor centralizing control. It is explicitly not about that. It is about socializing the gains on land produced by external factors (nearby public and private investment, technological improvements, etc)
* You mention Georgism tends to be politically unstable. Could you point to some historical examples you have in mind?
> When I was thus swept into the Great Socialist revival of 1883, I found that five-sixths of those who were swept in with me had been converted by Henry George. This fact would have been more widely acknowledged had it not been that it was not possible for us to stop where Henry George had stopped. America, in spite of all its horrors of rampant Capitalism and industrial oppression, was, nevertheless, still a place for the individualist and the hustler. Every American who came over to London was amazed at the apathy, the cynical acceptance of poverty and servitude as inevitable, the cunning shuffling along with as little work as possible, that seemed to the visitor to explain our poverty, and moved him to say, "Serve us right!" If he had no money, he joyfully started hustling himself, and was only slowly starved and skinned into realizing that the net had been drawn close in England, the opportunities so exhaustively monopolized, the crowd so dense, that his hustling was only a means of sweating himself for the benefit of the owners of England, and that the English workman, with his wonderfully cultivated art of sparing "himself and extracting a bit of ransom here and a bit of charity there, had the true science of the situation. Henry George had no idea of this. He saw only the monstrous absurdity of the private appropriation of rent; and he believed that if you took that burden off the poor man's back, he could help himself out as easily as a pioneer on a pre-empted clearing. But the moment he took an Englishman to that point, the Englishman saw at once that the remedy was not so simple as that, and that the argument carried us much further, even to the point of total industrial reconstruction. Thus, George actually felt bound to attack the Socialism he himself had created; and the moment the antagonism was declared, and to be a Henry Georgite meant to be an anti-Socialist, some of the Socialists whom he had converted became ashamed of their origin, and concealed it; while others, including myself, had to fight hard against the Single Tax propaganda.
https://progressingamerica.blogspot.com/2017/03/george-berna...
My view of Georgism is not about a "single tax," but rather that land rents must be socialized, and in doing so, this will end up socializing land itself. Modern day Georgists (there are dozens!) are active in creating things like community land trusts. The idea really is to socialize land, the tax movement was just the policy instrument of the time. It's still a good policy instrument, I believe, towards ending private land ownership, and may do all of it.
It's politically unstable, because once you make landlords of all your people, unless they have the insight and the shared politics of needing to socialize land, you get tax revolts. Seeing massive tax increases, without seeing your imputed rent, turns the proletariat into the bourgeois. It's how California ended up with Prop 13. And landlord brain sets in quickly even for homeowners without properties they rent. Which is not to say that it couldn't potentially be politically stable, it's just that if the socialist movement of the 1800s didn't do it, it's going to probably be far harder now, when people are far more ignorant of the economic forces, and more focused on short term material gains (which absolutely must be made too).
In market socialism the the difference from capitalism is stricter controls on business ownership (i.e. businesses must be coops or something along those lines).
Set a sensible exchange rate to real money and treat the Monopoly money as “chips”.
The tactics and strategy significantly change because there is real external value to the assets and currency - but only for the duration of the game.
Apart from anything else it means the game ends much faster.
(I do agree that would be more fun)
Monopoly being not zero sum among the players makes that...interesting. As well as transfers from losing players to the winner, there is also potential for net transfer to or from the bank. How do you handle that?
I have to say, it's slightly funny to assume a multiplayer game that is entered by all the players with the clear and open intent to not follow the rules of the game.
it's great to be honest, the only way we played uno was with cheating (if you got caught, you lost the round tho)
it creates a lot of interesting cross round strategies; if you aren't close to victory in one round for example you can hide a good card and save it up for the round, for example. hiding a card or two would get you to uno quicker, but you'd have to play them at some later point or later ruond, and you couldn't win strictly by hiding because once uno is declared your count is fairly visible. but you can strategize and by deciding which card to drop open up more possibilities for matching your last card.
I suggest everyone should try a evening of full on cheating at a luck based game, it's super fun when everyone else is doing it too.