I made a 9x9 Monopoly board for my nephew...

Theov

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I wanted to make a custom Monopoly board for my nephew and for my girlfriend and I to play on.

Anyway, I've always thought the original Monopoly had too many unneeded features that aren't fun to explain to new players anyway... especially not when they're 8 years old. My nephew that is, not my girlfriend.
Monopoly Junior (no houses/7x7 board) on the other hand is a bit too simple for adults to play... so I didn't want to make that either.

So I ditched the 'we have 2 kinds of cards, because reasons' idea and also the 'no one wants the water and electricity thing anyway.' and got rid of the 'you can mortgage it, but you don't even know the meaning of the word... so, yeah, have fun with that, kid!'

And here we are. A 9x9 board of monopoly.
Instead of 5 houses for a hotel this board has 3 houses for a hotel.

I've just created all the streets and title deeds cards and now I'm designing the Chance cards. <- ideas welcome! :)

Please tell me what you think and if you have any ideas... let me know too.


MONEYPOLY BOARD.png
 
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You'll probably get a better response over at boardgamegeek.com . Looks ok, but I'm really not a person to ask.
 
Although I can't say I'm a fan of many of his political policies, there were some interesting ideas in Trump: The Game (1989 edition) that would make Monopoly a better game, and most of them center on Chance/Community Chest style action cards. For example, there are cards that can force a player to put a property up for auction. The original owner gets the proceeds, but migrated to a Monopoly context, if you have two Green properties and played that card on the player who owned the other one, it would give you an opportunity to get a monopoly, and thus alleviate the traditional "it takes forever to get to the end game, especially if no one has a monopoly" problem.

There are also cards that give, for example, $100,000 for owning both the Hotel and the Casino. In a Monopoly context, this could be a bonus for, say, owning three railroads, or three red/yellow properties.

Other Trump-inspired changes could be having Chance cards that allow the player to put a property of their choice up for bidding (highest bidder wins the property), or letting them buy a property of their choice up to a certain price point. A lot of the changes centered around giving the player some choices, rather than being wholly at the whim of the dice.

Perhaps the biggest change is that there's a set end time for the game. There are only 8 properties, IIRC (but there's a lot of property-swapping, and they aren't necessarily bought on the first opportunity), but once all properties have been bought each player gets I think two more turns. Then the winner is whoever has the most wealth. This also encourages a faster-paced game than Monopoly, and means no one goes bankrupt early and is waiting for hours while two or three other near-equal players go around and around the board.

I'm not sure if this helps your goal of "fewer rules", but the level of engagement that I saw from anti-Trump (politically) adults playing Trump: The Game was much higher than I'd expect for Monopoly. And who knows, maybe a bidding element will help teach the young'uns the value of money...
 
Nice work!

If you're interested in board games for kids, check out the Dice Tower Youtube videos. They have lots of suggestions for kids games that are fun and engaging.

 
Although I can't say I'm a fan of many of his political policies, there were some interesting ideas in Trump: The Game (1989 edition) that would make Monopoly a better game, and most of them center on Chance/Community Chest style action cards. For example, there are cards that can force a player to put a property up for auction. The original owner gets the proceeds, but migrated to a Monopoly context, if you have two Green properties and played that card on the player who owned the other one, it would give you an opportunity to get a monopoly, and thus alleviate the traditional "it takes forever to get to the end game, especially if no one has a monopoly" problem.

There are also cards that give, for example, $100,000 for owning both the Hotel and the Casino. In a Monopoly context, this could be a bonus for, say, owning three railroads, or three red/yellow properties.

Other Trump-inspired changes could be having Chance cards that allow the player to put a property of their choice up for bidding (highest bidder wins the property), or letting them buy a property of their choice up to a certain price point. A lot of the changes centered around giving the player some choices, rather than being wholly at the whim of the dice.

Perhaps the biggest change is that there's a set end time for the game. There are only 8 properties, IIRC (but there's a lot of property-swapping, and they aren't necessarily bought on the first opportunity), but once all properties have been bought each player gets I think two more turns. Then the winner is whoever has the most wealth. This also encourages a faster-paced game than Monopoly, and means no one goes bankrupt early and is waiting for hours while two or three other near-equal players go around and around the board.

I'm not sure if this helps your goal of "fewer rules", but the level of engagement that I saw from anti-Trump (politically) adults playing Trump: The Game was much higher than I'd expect for Monopoly. And who knows, maybe a bidding element will help teach the young'uns the value of money...
Good ideas!!
 
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