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Published by Peter Hammond
An additional set of rules to make Monopoly more... interesting.
An additional set of rules to make Monopoly more... interesting.

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Published by: Peter Hammond on Feb 13, 2013
Copyright:Attribution Non-commercial


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Pete Hammond’s guide to livening up the traditional Board Game: Monopoly!
Monopoly was first developed in the year 214 BC by a bunch of wealthy greeks whowanted to build the ideal town. They built a square town and divided it up into equalchunks, the argued with each other over who got what. Eventually one got fed up of constantly having to visit all of the others and having to pay to stay whenever they wereinvited and so burnt the whole town down. Thus, the first game of Monopoly was played.Much, much later and much more realistically, across the world there are dozens if nothundreds of versions of the game with different properties names relating to the differentcountries. For example, ‘Boardwalk’ in the U.S.A is called ‘Mayfair’ in the UK.In any case, the basic template for the game is the same no matter where you are or whatnames are being used. But… hasn’t the game stagnated a little? The game reaches itsconclusion time and time again at the family gatherings with numbing inevitability.So! I present to you PeteCorp™’s brand new Rules Mod: Battle Monopoly!This is an additional set of rules for Monopoly that should make the game moreinteresting for all players, but does require a bit of additional thinking. To that end youwill need:Paper! At least one sheet per player Pencils! To write on said paper and in case magic tricks are desired.Erasers! To throw at opponents and to correct writing mistakes.
How To Play:
1) Cut a hole in the box Start the game as normal.2) Apply PeteCorp™ rules.3) Lolpocalypse commences.4) Game ends when there is one survivor. Literally.
The Additional Rules:
Basically, you can now hire minions from your properties that allow you perform variousfunctions to hinder your enemies. Every set has its own type of minion that can performfunctions – at a cost to yourself – that can be devastating to your opponents. They followthe standard ‘next turn’ and there are no delays to the act.As currency does change across the nations, I’m putting all costs in MM or MonopolyMoney.Sets and options are below.
(2 place set):
KevKev is your traditional and stereotypical scumsucking mollusc. He has an unknown andunconfirmed number of children, all of whom are called Kev. He knows how to cheat thesystem in the best ways possible and actually has more income than a middle-classfamily, despite this, he insists on wearing dirty Lacoste tracksuits and has a permanentgreasy look to his skin. Probably all the takeaway grease.
Special Abilities
Kev seems to have a massive number of offspring, some only a few years younger thanhim. For every house you have on the brown properties (not hotels), you automaticallygain MM10 per turn. This is your income from the housing benefit owed by Kev.
Special Moves (may use one per player turn)“Geeza light, mate?”
Cost: MM40Kev is sent to loiter in an opponents property area. The locals feel harassed and disturbed by this disgusting example of the human race constantly asking people for cigarettes,change for the bus, if they have any drugs or alcohol or just generally stinking up the place. The opponent has to deal with a barrage of complaints from the locals and cannotmake any actions involving that property until their next turn. This INCLUDES gettingany income from it should another player land on the property, as they are also disgustedand complain too.
“It’s like totally mental, innit?”
Cost: MM100Disturbed by the results of the last Football (Soccer) match, Kev and his oiks take to thestreets in protest and generally cause some damage. Send Kev to any opponents propertythat has houses or hotels on it. There they will cause sufficient damage to force the owner to have to repair his properties or face having to rebuild them. Kev himself causesMM100 damage, for every house you have on the Brown properties, he gains an Oik whodoes an additional MM10’s worth of damage. The Opponent may only receive basicincome for his damaged properties (standard rent, no houses) until the repair costs aremet.
(3 place set)
Stoner JoeStoner Joe is a 45 year old man with lank hair and pale skin. He spends most of his timedoing one of two things – growing weed and selling weed. In between times he likes tosample his own produce. He’s easily marked wherever he goes due to the perpertualcloud of smoke that follows him, not to mention the smell. More often than not he can befound peddling his ‘remedies’ to anyone who wants them, invariably attracting policeattention.
Special Abilities
Joe is a master of the long-term operation, mainly because he’s always too baked to getanywhere on time. After giving Joe a command, roll a dice. On a roll of a 1-2, Joe arriveslate due to having to stop off to deal with an attack of the munchies. The effect is delayeda turn and Joe cannot be used in the next player turn. On a roll of a 3-4, everythingfunctions normally. On a roll of a 5-6, critical success! Joe arrived earlier than expectedafter accidentally driving through a park that he thought was a motorway, the order lastsTWO player turns at no additional cost.
Special Moves
(may be used once per player turn):
“It’s.. like… whoa”
Cost: MM100Joe cruises through an opponents area, the cloud of smoke from his beat up VW Vangetting people stoned through sheer passive smoking effects. Many flee indoors. The police are later called to deal with a great number of people who appear to be under theinfluence. Until things are cleared up, the opponents special character from that areacannot be deployed in order to keep a low profile.
“I got.. like… this thing.. and… what?”
Cost: MM75Joe cruises through an opponents area trying to see if anyone would like to score some of his ‘totally legit, man.. legal medicinal stuff’. Roll a dice, on a 1-3 he doesn’t findanyone, there is no effect. On a 4-6 he does! Half the opponents next profits from thatarea go to the player.

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