More monopoly rules and game elements!
I hope you're not tired yet of those alternative monopoly rules and game elements because I have some more for you readers! In general what I found is lacking in the monopoly game board is the power you get when you purchase something. Except for making more bucks, buying a property and putting buildings won't give you much more power. Same thing goes when you buy a railroad or a service like the Electric Company or the Water Works. The new monopoly toll token described in a previous post is a good example of an extra power you get when you have all monopoly property of the same color. In that way of thinking, I would give extra power when you buy the Electric Company or the Water Works monopoly properties. My last game design idea is for auction when players are trying to buy a property that a monopoly player didn't want to buy during is turn. I don't really like the way it's suppose to be done and I'm proposing a new one here.
Monopoly Electric Company
Every time the owner of the electric company land on it, he can roll the dice to get the right to shut down the electricity on one, two or three property anywhere on the monopoly board. So if the electric company owner rolls a double-one, double-two or double-three he can shut down one, two or three property. What that means is that the shut down properties won't be able to ask the rent of an improved properties but only the basic rent without improvement. We put the monopoly hotel and houses on the side of the game board until the owner of those properties land on it to repair it or he uses the monopoly chance card that gives immediate electric problem repairs. Instead of putting houses and hotel aside, we could have a nice token looking a big like this (picture on the right).
Monopoly Water Works
In real life, when the water pipe system is broken, the street is closed to make some repair and you need to make some detours. To give a little more power to the owner of water works, I propose that like the Electric Company alternate monopoly rule, when the owner land on the Water Works property, he rolls the dice and if he gets double-1, double-2 or double-3, he can block the route (except for him) to other player on different property of the monopoly game board. He can strategically put road blocks on his improved property to force someone to stop on it and make some extra monopoly cash! There could be three road block on the game board depending on what the player rolled. On the picture you can see that the player put one road block on the boardwalk property. A player cannot cross this block even if the dice score was higher. Once a player bumped into the block, the block is removed. A block could also be removed by a player using is community check card.
Monopoly property auction
If you read the monopoly rules, you can see that when a player land on a property that doesn't belong to any other player and that he refuses to buy it, that other monopoly player can buy it from the bank. The way rules are written, a verbal auction is taking place and the biggest offer wins the property. What I'm proposing has an alternative to this monopoly rule is that every player takes is "monopoly envelope" and put the money he's willing to pay for this property. The monopoly player that puts the biggest amount of money wins the auction.This way of doing the auction creates a bigger suspense in my opinion and his more fun. Imagine buying the boardwalk for 10$ !
So this is where this series of alternative monopoly rules and new game element ends for now. If you missed part 1 and part 2, you can find them here:
Find out why you should always read the monopoly rules before playing this board game. A list of links to the monopoly rules in various language.
Monopoly strategiesForget about the odds, think about how to buy the best monopoly property. An analysis of all monopoly chance and community chest cards to help you choose the best property to buy.
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