Post by dad90 on Oct 19, 2019 10:51:20 GMT -5
Hello, everyone! This is dad90, aka Dayo, here once again, and this time, it's going to be one of the longest board games of all time that returns as a Game Show!
Yes, Monopoly (from 1990) is back, but in the Super version of it! In fact, here's the board that has been created by the immortal jonizaak.
Now, I bet you're dying to know the rules, right? Well, here goes...
RULES
ROUND 1
Three contestants played, each represented by a color (red, gold, and green).
In the first round, the players attempted to take control of the twelve groups of colored properties on a giant Monopoly board (First Outer Area, Second Inner Area). To do so, they had to solve dictionary-certified crossword-style clues. The first letter of each answer was given to the players, and each side of the four-sided board, referred to as "blocks" (with the block containing the five properties between the Go to Jail corner and "GO" referred to as the "high rent district"), had a different starting letter for clues. The same can be said for the Inner Area (referred to as "The Big Four"). Each clue was a toss-up, and answering correctly won money equal to the value of the property, from $60 for Mediterranean Avenue to $400 for Boardwalk for the Outer Area, and from $130 for Miami Avenue to $500 for Wall Street for the Inner Area. Answering incorrectly deducted that value from a player's score. In the event that all three players failed to answer a clue, the property value was cut in half and another clue was read.
Each color group, referred to as a Monopoly, had to be controlled by one of the players before play moved on to another. Once a player controlled a Monopoly, the total monetary value of its properties was added to his/her score. The lowest monopoly value was $120, which was for Mediterranean and Baltic Avenues. The highest was $1,360, for the three-property monopoly consisting of Fifth Avenue, Madison Avenue and Wall Street.
If the properties in a Monopoly ended up under the control of multiple players, a series of toss-up clues were played between them to determine ownership. A player who owned two properties in a group of three had to give one correct answer in order to take full control, while the player who owned the third had to give two. If all three players each owned one property, the first to give a correct answer challenged one opponent and took over the property of the other, and the remainder of the showdown followed the two-player format. An incorrect answer on the initial toss-up forfeited that player's property, which was then awarded to one of the others through a second toss-up. In the case of the Mediterranean/Baltic and Park Place/Boardwalk monopolies being split between two players, the first to answer a clue correctly took control.
ROUND 2: THE BIG MONEY ROUND
During the commercial break following the completion of the first round, the players used the money they had earned to build houses and hotels on their properties. These cost $50 and $250 respectively, regardless of the properties' position on the board, and players had to build evenly within a color group. The number of houses/hotels on a property determined the amount of its rent, which was used as the value of its clues.
Once the players' construction purchases had been revealed and the corresponding cost deducted from their scores, the Big Money Round began. An indicator light started at "GO" and moved clockwise around the board, according to the total of two oversized dice rolled by the show's hostess. Every player received a $200 bonus whenever the indicator light passed or landed on "GO." As for the "BONUS" space in the Inner Area, passing it gave players $250, and landing on it gave player $300.
If a property was landed on, the announcer called out its rent value and the host read a question to the player who owned it. A correct response added the rent value to his/her score. A miss incurred no penalty but allowed either of the opponents to buzz in under the same rules as the first round, with an incorrect answer deducting from that player's score.
Squares other than properties affected the gameplay as follows:
Utilities (Electric Company, Water Works, Telephone Company, Gas Company): a tossup clue was asked, worth $100 times the total on the dice.
Transit Stations: If the hostess rolled an Odd number, the indicator will keep going on the track its on, but if the roll is Even, the indicator will switch areas. If landed on the Transit station, a Travel card will be pulled out from the Transit Station.
Railroads: If the indicator light landed on one of the four railroads, players got the chance to "ride" the particular railroad to a Monopoly and initiate a "hostile takeover". A tossup was asked, and the first player to answer the clue correctly chose one of his/her opponents' monopolies to take over. The indicator light then moved to the first property in the chosen monopoly, and the player trying to take it over had to answer a series of clues unopposed, one for each property. Every correct answer advanced the indicator light to the next property in line. If the player answered all the clues correctly, he/she won control of the Monopoly; its combined value was added to his/her score, and any houses or hotels built on it became his/her property. A wrong answer ended the takeover attempt and the player had to pay the corresponding rent to the owner of the monopoly, based on where the indicator was when the wrong answer was given.
Chance and Community Chest: a card was drawn from the appropriate deck and its instructions (bonuses, fines, movement) were followed.
Tax Spaces: landing on Income Tax deducted 10% from every player's score, while Luxury Tax deducted $75.
Tax Refund: landing on this gave each player 50% of their current score to their total from the bank.
Reverse Direction: landing on this forces the hostess to roll again, but this time, the indicator will go back that many spaces based on the roll.
Squeeze Play: A tossup will be asked and anyone who answers it correctly will get a chance to roll the dice. The number rolled will have their opponents give money to the player who answered the clue right.
Free Parking: a tossup was asked and the first player to answer correctly won $500, plus all money collected in taxes/fines since the last correct Free Parking response.
Subway: To the player who answered the last question correctly will get to choose any street to go to.
Roll 3: A tossup was asked and the first player to answer it correctly will take a "Roll 3" from the "deck", and follow its instructions. If the die or dice match from the card, the player will earn extra money.
Go To Jail: if the indicator landed on this space, it moved to the "In Jail" space and each player lost $250.
The second round was played until time was called. At this point, all houses and hotels were sold back to the bank at their original purchase price and the money was credited to the players who owned the properties, regardless of who had originally built them. The player with the highest total won the game, kept his/her money, and advanced to the bonus round.
BONUS ROUND: ONCE AROUND THE BOARD
The champion tried to complete one full clockwise circuit of the board within five rolls of the dice while staying out of Jail. He/she first had to choose four spaces – one each on the maroon/orange and red/yellow sides, and two on the green/blue side – to become Go to Jail spaces. The original Go to Jail space remained on the board. Also, one Go To Jail space has to be added at the White, Black, and Brown areas at the Inner, with 2 additional ones at Gray, for a total of 10 Go To Jail spaces.
The champion started at "GO" and rolled the dice to move around the board. As long as he/she did not land on a Go to Jail space and had rolls remaining, he/she could quit the round and take $100 per space passed, along with the last prize that's been accumulated. Rolling doubles awarded an extra roll.
Special spaces awarded prizes or triggered mini-games as described below.
Electric Company: Paid the contestant's electric bills for one year.
Water Works: Contestant chose one of four faucets, each awarding a different water-themed prize.
Gas Company: Contestant is awarded free gasoline for a year.
Telephone Company: Contestant is awarded cell-phone bills paid for a year.
Chance and Community Chest: Contestant chose one of four cards, which could give bonuses or penalties as in the board game.
Free Parking: Contestant chose one of four parking meters, three of which awarded automotive-themed prizes. The fourth meter was marked "Expired" (No Prize).
Railroads: Each awarded a trip.
Just Visiting: A choice of two jail cells will be picked, one with a prize and the other with "Lose a Roll".
Tax Refund: Awarded cash or an extra roll.
Roll 3: Same as in the Main Game, but with bigger cash values.
Squeeze Play: Plays for a prize, just like in The Price is Right game, Squeeze Play.
Subway: Wins a trip to New York or to London with $5000 cash.
Transit Stations: Works the same way, and a good shortcut to "GO".
BONUS: If this space is passed, and if the champion passes "GO", the champion wins $100,000, but if the champion lands on "GO", the champion wins $200,000. However, if this space is landed on, and if the champion passes "GO", the champion wins $500,000, but if champion lands on "GO", the champion wins $1,000,000.
If the champion landed on a Go to Jail space at any time or ran out of rolls before landing on or pass "GO", he/she loses everything.
The champion won $25,000 for passing "GO" without running out of turns, or $50,000 for landing on "GO" exactly, and wins all the non-monetary prizes collected.
Yes, Monopoly (from 1990) is back, but in the Super version of it! In fact, here's the board that has been created by the immortal jonizaak.
Now, I bet you're dying to know the rules, right? Well, here goes...
RULES
ROUND 1
Three contestants played, each represented by a color (red, gold, and green).
In the first round, the players attempted to take control of the twelve groups of colored properties on a giant Monopoly board (First Outer Area, Second Inner Area). To do so, they had to solve dictionary-certified crossword-style clues. The first letter of each answer was given to the players, and each side of the four-sided board, referred to as "blocks" (with the block containing the five properties between the Go to Jail corner and "GO" referred to as the "high rent district"), had a different starting letter for clues. The same can be said for the Inner Area (referred to as "The Big Four"). Each clue was a toss-up, and answering correctly won money equal to the value of the property, from $60 for Mediterranean Avenue to $400 for Boardwalk for the Outer Area, and from $130 for Miami Avenue to $500 for Wall Street for the Inner Area. Answering incorrectly deducted that value from a player's score. In the event that all three players failed to answer a clue, the property value was cut in half and another clue was read.
Each color group, referred to as a Monopoly, had to be controlled by one of the players before play moved on to another. Once a player controlled a Monopoly, the total monetary value of its properties was added to his/her score. The lowest monopoly value was $120, which was for Mediterranean and Baltic Avenues. The highest was $1,360, for the three-property monopoly consisting of Fifth Avenue, Madison Avenue and Wall Street.
If the properties in a Monopoly ended up under the control of multiple players, a series of toss-up clues were played between them to determine ownership. A player who owned two properties in a group of three had to give one correct answer in order to take full control, while the player who owned the third had to give two. If all three players each owned one property, the first to give a correct answer challenged one opponent and took over the property of the other, and the remainder of the showdown followed the two-player format. An incorrect answer on the initial toss-up forfeited that player's property, which was then awarded to one of the others through a second toss-up. In the case of the Mediterranean/Baltic and Park Place/Boardwalk monopolies being split between two players, the first to answer a clue correctly took control.
ROUND 2: THE BIG MONEY ROUND
During the commercial break following the completion of the first round, the players used the money they had earned to build houses and hotels on their properties. These cost $50 and $250 respectively, regardless of the properties' position on the board, and players had to build evenly within a color group. The number of houses/hotels on a property determined the amount of its rent, which was used as the value of its clues.
Once the players' construction purchases had been revealed and the corresponding cost deducted from their scores, the Big Money Round began. An indicator light started at "GO" and moved clockwise around the board, according to the total of two oversized dice rolled by the show's hostess. Every player received a $200 bonus whenever the indicator light passed or landed on "GO." As for the "BONUS" space in the Inner Area, passing it gave players $250, and landing on it gave player $300.
If a property was landed on, the announcer called out its rent value and the host read a question to the player who owned it. A correct response added the rent value to his/her score. A miss incurred no penalty but allowed either of the opponents to buzz in under the same rules as the first round, with an incorrect answer deducting from that player's score.
Squares other than properties affected the gameplay as follows:
Utilities (Electric Company, Water Works, Telephone Company, Gas Company): a tossup clue was asked, worth $100 times the total on the dice.
Transit Stations: If the hostess rolled an Odd number, the indicator will keep going on the track its on, but if the roll is Even, the indicator will switch areas. If landed on the Transit station, a Travel card will be pulled out from the Transit Station.
Railroads: If the indicator light landed on one of the four railroads, players got the chance to "ride" the particular railroad to a Monopoly and initiate a "hostile takeover". A tossup was asked, and the first player to answer the clue correctly chose one of his/her opponents' monopolies to take over. The indicator light then moved to the first property in the chosen monopoly, and the player trying to take it over had to answer a series of clues unopposed, one for each property. Every correct answer advanced the indicator light to the next property in line. If the player answered all the clues correctly, he/she won control of the Monopoly; its combined value was added to his/her score, and any houses or hotels built on it became his/her property. A wrong answer ended the takeover attempt and the player had to pay the corresponding rent to the owner of the monopoly, based on where the indicator was when the wrong answer was given.
Chance and Community Chest: a card was drawn from the appropriate deck and its instructions (bonuses, fines, movement) were followed.
Tax Spaces: landing on Income Tax deducted 10% from every player's score, while Luxury Tax deducted $75.
Tax Refund: landing on this gave each player 50% of their current score to their total from the bank.
Reverse Direction: landing on this forces the hostess to roll again, but this time, the indicator will go back that many spaces based on the roll.
Squeeze Play: A tossup will be asked and anyone who answers it correctly will get a chance to roll the dice. The number rolled will have their opponents give money to the player who answered the clue right.
Free Parking: a tossup was asked and the first player to answer correctly won $500, plus all money collected in taxes/fines since the last correct Free Parking response.
Subway: To the player who answered the last question correctly will get to choose any street to go to.
Roll 3: A tossup was asked and the first player to answer it correctly will take a "Roll 3" from the "deck", and follow its instructions. If the die or dice match from the card, the player will earn extra money.
Go To Jail: if the indicator landed on this space, it moved to the "In Jail" space and each player lost $250.
The second round was played until time was called. At this point, all houses and hotels were sold back to the bank at their original purchase price and the money was credited to the players who owned the properties, regardless of who had originally built them. The player with the highest total won the game, kept his/her money, and advanced to the bonus round.
BONUS ROUND: ONCE AROUND THE BOARD
The champion tried to complete one full clockwise circuit of the board within five rolls of the dice while staying out of Jail. He/she first had to choose four spaces – one each on the maroon/orange and red/yellow sides, and two on the green/blue side – to become Go to Jail spaces. The original Go to Jail space remained on the board. Also, one Go To Jail space has to be added at the White, Black, and Brown areas at the Inner, with 2 additional ones at Gray, for a total of 10 Go To Jail spaces.
The champion started at "GO" and rolled the dice to move around the board. As long as he/she did not land on a Go to Jail space and had rolls remaining, he/she could quit the round and take $100 per space passed, along with the last prize that's been accumulated. Rolling doubles awarded an extra roll.
Special spaces awarded prizes or triggered mini-games as described below.
Electric Company: Paid the contestant's electric bills for one year.
Water Works: Contestant chose one of four faucets, each awarding a different water-themed prize.
Gas Company: Contestant is awarded free gasoline for a year.
Telephone Company: Contestant is awarded cell-phone bills paid for a year.
Chance and Community Chest: Contestant chose one of four cards, which could give bonuses or penalties as in the board game.
Free Parking: Contestant chose one of four parking meters, three of which awarded automotive-themed prizes. The fourth meter was marked "Expired" (No Prize).
Railroads: Each awarded a trip.
Just Visiting: A choice of two jail cells will be picked, one with a prize and the other with "Lose a Roll".
Tax Refund: Awarded cash or an extra roll.
Roll 3: Same as in the Main Game, but with bigger cash values.
Squeeze Play: Plays for a prize, just like in The Price is Right game, Squeeze Play.
Subway: Wins a trip to New York or to London with $5000 cash.
Transit Stations: Works the same way, and a good shortcut to "GO".
BONUS: If this space is passed, and if the champion passes "GO", the champion wins $100,000, but if the champion lands on "GO", the champion wins $200,000. However, if this space is landed on, and if the champion passes "GO", the champion wins $500,000, but if champion lands on "GO", the champion wins $1,000,000.
If the champion landed on a Go to Jail space at any time or ran out of rolls before landing on or pass "GO", he/she loses everything.
The champion won $25,000 for passing "GO" without running out of turns, or $50,000 for landing on "GO" exactly, and wins all the non-monetary prizes collected.