tag:blogger.com,1999:blog-8307761.post113653777891431403..comments2023-04-26T17:27:01.571+08:00Comments on To the Tale, and Other Such Concerns: Do Not Pass Go. Do Not Collect $200.Seanhttp://www.blogger.com/profile/03300224368246428017noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8307761.post-1142826671352286792006-03-20T11:51:00.000+08:002006-03-20T11:51:00.000+08:00Root: That has got to be the longest comment I've ...Root: That has got to be the longest comment I've ever seen. :) (This is actually one of your blog posts, now that I think about it.)<BR/><BR/>The dice rules seem fine, although we'll probably need a scrap of paper to keep track of the details. They'll definitely lower the variance on die rolls, if anything.<BR/><BR/>The catch is that the game still has quite a number of random elements. The Chance and Community Chest cards, for example, are drawn randomly. Utility rents are basically random. And what of the chances of throwing doubles, in addition to the rules on altered die rolls?<BR/><BR/>Then again, the random elements of the game might be part of what makes it interesting. The only reason why we're considering this line of thought, after all, is because we're looking for a way to "stabilize" the game, or perhaps introduce a better sense of strategy to it. We can just as easily seek to shake up the perceptions of jaded Monopoly players this way.<BR/><BR/>Whatever the case, it appears that any game can be interesting as long as it has room for variance, Monopoly notwithstanding. Games <I>will</I> be games, after all.Seanhttps://www.blogger.com/profile/03300224368246428017noreply@blogger.comtag:blogger.com,1999:blog-8307761.post-1142790535024798122006-03-20T01:48:00.000+08:002006-03-20T01:48:00.000+08:00This is fun:I wish there was someway to alter Mono...This is fun:<BR/><BR/>I wish there was someway to alter Monopoly to have less luck. I guess one way would be to remove the six and the one on the dice and replace them with three and four. This would keep the variance in rolls down making it easier to predict what people will roll and therefore where they are liable to land in their next turn. In this scenario, the lowest number you could roll is 4 and the highest is 10 with six, seven and eight being twice as likely as before (and they were already the most likely of numbers to roll). Now when someone is on B&O Railroad you'll feel like your $1200 investment into the Greens for six houses on the unimproved group for a measly average return of $410 per property when someone lands will be less ridiculous of an investment of hard earned cash.<BR/><BR/>And not to complicate things more, but maybe a fun way to add perhaps a little more strategy and less luck to the game would be to allow players (with the new dice scheme I just laid out) the option of actually being able to change one of the numbers on the dice after rolling the dice on your turn. This number would be chosen before the game commences by each player to be the number they get to alter for the entire game. For Example: you choose any number between 2 and 5 as your number you change on any <B>one</B> die after you roll the dice on your turn. You would not be allowed to change this number once the game is underway. It is your number you get to change for the entire game.<BR/><BR/>For example: Everyone chooses the number which they want to be able to alter. Here's where it gets complicated. Because three and four have twice the chance of being rolled, if you choose these numbers as your number you get to alter, then you are limited to only being able to alter it 3 or 4. If you choose 3, you are only allowed to alter it up one to make it a 4. You would not be able to alter it down. The transverse of this would be true if you picked 4. You would only be able to alter it to a 3. So 3s and 4s would only be able to be those two numbers. HOWEVER, if you were to choose any of the other numbers you'd get to alter them up or down giving you more power when those numbers appear in a roll. So if you picked 2 to be your number used for the entire game, it could be a 1 or a 3. Or if you picked 5 it could be a 4 or a 6. Of course, you wouldn't have to alter it. Only if you saw it in your best interest. So let's say you are just visiting jail (a common place to be as there are many ways to be sent to jail and you always have to move from jail eventually) and there are three houses on each orange. Your chosen number to change for the entire game is 4 and you roll the dice and a 4 and a 5 show up for a total of 9. In regular monopoly this would put you on New York Ave for a rent of $600. But with my silly contraption you can keep the 4 as is or you can make it a 3 for a roll total of 8. Neither option is gonna get you out of trouble, but at least you'll have the option of choosing Tennessee over New York for a rent due of $550, a savings of $50. With these dice rules, the community and chance cards would be cyled through quicker in the latter stages of the game as people would prolly be choosing to land on them more to avoid high rents, meaning people would have to start paying attention to when the "Assessed for street repairs" or "Advance to Boardwalk" or any other number of places or "Pay Hospital $150" etc would be nearing the top of the pile giving savvy people the option of weighing whether it's better to pay $360 for street repairs over $250 for Indiana Avenue. If I pay only $250 I lose less money but the gap between me and my opponent will be $500 after my paying him versus the $360 after I pay the bank the penalty. These rules, as silly and complicated as they seem, could make the game a little more interesting.<BR/><BR/> Now if there is concern that "the choose the die rule" would give players too much control over where they landed you could add a stipulation saying that you can only use the die change once per cycle around the board. Of course it would be too confusing to keep track of this. There's a simple solution, though. You could make little cards or tabs, color coded for each person. There would be two or three of each color, but only one would be dealt to each player at the beginning of the game. People then would place their card in the middle of the board when they used their die change. And when they land or pass go they'd be able to collect it again with their passing Go money. So they'd have two things to look forward to getting when passing Go and one more thing to gripe about when being sent to jail (missing being able to collect their tab if they had already used it before being sent to jail) -- and, as an added little bonus, since many people like the $400 when landing on Go rule - instead of getting extra cash you could offer the optional "house rule" of getting an extra die change card that round. Maybe Free Parking could also be implemented to offer some sort of bonus like this as well. Maybe Free parking would win you any tabs that might be in the middle of the board when you land there although that would prolly be too much power to give someone for landing there. You could just have two tabs be given.<BR/><BR/>Now you could either have it be that you only have one die change card in the game (except for maybe the option of winning the other one by landing on Go or Free Parking) and if you didn't use it going around the board then you wasted the opportunity. OR you could have it so that every time you pass go you get one die change card with your passing go money - another part of your salary - and so here is where another opportunity for strategy comes into play. You can hoard all your change die cards for later in the game when you want to have more opportunities for dodging peoples' rents OR you could use them up in the beginning of the game in the hopes of grabbing up more choice properties. The difficulty would be in striking a good balance. Landing on Go or Free Parking would win you an extra one. Of course these rules would prolly be altered and improved upon with playtesting, I am just laying out some ideas for a more interesting, destiny controlling monopoly game experience!<BR/><BR/>Shit, maybe I'll make my own monopoly game based on my crazy dice rules! :-DThe Intrepid Dr. Roothttps://www.blogger.com/profile/16414545453295142477noreply@blogger.comtag:blogger.com,1999:blog-8307761.post-1138950723645047132006-02-03T15:12:00.000+08:002006-02-03T15:12:00.000+08:003sha: Now I know how the Shoe token feels.(Sorry.....3sha: Now I know how the Shoe token feels.<BR/><BR/>(Sorry... bad Monopoly reference.) :)Seanhttps://www.blogger.com/profile/03300224368246428017noreply@blogger.comtag:blogger.com,1999:blog-8307761.post-1138945659731228542006-02-03T13:47:00.000+08:002006-02-03T13:47:00.000+08:00I haven't played that game for such a long time......I haven't played that game for such a long time...bring it on our next reunion! ^_^<BR/><BR/>Sheesh, how I wish we can acquire property as easy as stepping on it in real life hahahaha. (Things will get pretty chaotic when that happens)3shahttps://www.blogger.com/profile/14014966541141622986noreply@blogger.com