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Did you think this was greaat?
Poll ended at Tue Jun 08, 2010 7:08 pm
Yeah, it's greaaat FTW! 25%  25%  [ 1 ]
No, it bloody STINKS and needs a redraft. 25%  25%  [ 1 ]
No, because board games generally doubleplus SUCK, u noob. 50%  50%  [ 2 ]
Total votes : 4
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PostPosted: Fri Apr 09, 2010 7:08 pm 
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Would anyone of you be interested in my game? it's for 8 players, and allows for coop play. I haven't figured out what else to do, but I think it will be safe to say that
- it involves 8 players - 5 heroes of each type (gadget, psion, natural and elem) as well as 4 others: the Mick, Azathoth, Susan Nowak, Off Rand.
-gameplay involves a normal monopoly board (with Twilight-flavoured locations, of course) and also tends towards strategy.

I personally think that it'd complement all the fanfics circulating around the board as a form of promotion for the game. Twilight desperately needs promoting.

WIN and COALLITION CONDITIONS
-coallition victories are allowed for heroes, but not for villians. Villains however have great advantages being in a coallition. In order to enter coallitions, a deposit of $50 must be made by each party. If you break your coallition with your partner, your partner collects back his deposit as well as yours.
-at any given time during play, Rand and Susan Nowak may ally themselves with either 1 of the 4 heroes; they may not enter into a coallition with one another. Mick may enter into an alliance with Azathoth. Their objectives are simple: Azathoth is to reduce the DEFCON level of the game to 1, following which he may break alliance with the Mick, and attempt to (insert post-DEFCON 1 condition) in order to win the game in his favour. If at any 2 or more players become bankrupt, and Azathoth has failed to achieve the post-DEFCON 1 condition, he loses the game.
-Susan Nowak wins if she has the University, and 10 CRISIS and/or OPPORTUNITY cards.


COMBAT IN Monopoly: TWILIGHT CITY edition
-the ownership of certain zones allows for the spawning of sidekicks. Heroes can spawn 2 each (we'll say you need to own (if you're Rand and/or Susan) your respective zones; Castle Hundenswein as an Ele, the Robotics club as a Gadgeteer, Triassic Park as a Natural and as a Psion....ummm) and pay a finders' fee. The Mick and Azathoth can spawn 3 each, and in an alliance, each of them can spawn 3 more sidekicks
- the Mick can purchase sidekicks, while Azathoth cannot buy or generate sidekicks the same way other heroes do - he spawns them whenever he is in Jail, passes Go, draws a Card or goes into Free Parking.
- sidekicks can be placed in any part of the map (except Go and Jail) upon generation. you however can only either (1) insert 1 sidekick per turn (if you're a hero and lost a sidekick) or (2) move 1 sidekick 1 space in any direction.
- as a hero, if your sidekick is in either one of Azathoth's or the Mick's property, parties allied to you will not need to pay rent whenever they land in that property. The same applies for the Mick and Azathoth - allied parties don't have to pay rent whenever they land in any property belonging to an opponent if your sidekick is there.
-sidekicks may not enter areas with other sidekicks, and are also not entitled to purchase property or build houses.
(for instance, I am Rand and have a sidekick in your property. Whenever I or Valera (who is incidentally allied to me) land there, you will not collect rent from me or her, and can only remove my sidekick following the below rules)
-if you enter an area with an opposing sidekick, you may roll one die as a test - on a 4, the sidekick is removed from the board and is given back to its owner. On a 5, that sidekick is captured and can be ransomed. If the roll is a 6, the sidekick is removed from the game permanently. If a hero rolls a 1, he may roll again. If he rolls another 1, the property is destroyed and he returns his title deed for that property to the banker.
-for each 2 instances of whenever a heroic sidekick is defeated or a villian's sidekick survives a battle with other players, or 5 properties are returned to the banker as a result of two 1s being rolled in combat, the DEFCON level is increased by 1 level, from DEFCON 5 all the way to DEFCON 1.

OPPORTUNITY and CRISIS mechanics
-2 sets of new cards are included in the game: CRISIS cards and OPPORTUNITY cards. CRISIS applies solely to villains, OPPORTUNITY cards applies to the 4 heroes. CRISIS and OPPORTUNITY cards can however, be freely traded (yes, even if you're a Psion buying cards from Azathoth), and are instrumental in doing several things. For instance, the SNIPE card allows you to automatically kill off an opposing sidekick whenever you enter its territory. There can only be 2 instances of any one copy during the game. Some of these cards are combat boons (for instance, STONE ARMOUR when played may allow a sidekick to be returned back to you instead of being captured or destroyed) while other can be played at any given point in time (ie, PANDEMONIUM allows you to sacrifice all your territories to destroy all opposing sidekicks located therein and raise the DEFCON level by 1). I don't know how CRISIS and OPPORTUNITY cards can be obtained, I guess that:

AZATHOTH, RAND and SUSAN obtain CRISIS and OPPORTUNITY respectively whenever they are asked to draw a COMMUNITY card.
Normal Heroes obtain OPPORTUNITY cards by destroying villainous sidekicks.
THE MICK obtains CRISIS cards by building houses or whenever he is asked to draw a CHANCE card.

List of possible OPPORTUNITY cards:

Stone Armour
VH1 fighter
Fledgling Elemental
Gold star
MECHAPINATA !!!!

List of possible CRISIS cards:

Dark powers
Livia Frosthelm
Xam Sdrawkcab
Arson
Treachery

There should be more combat-based cards than "any given time" cards, and for heroes and villains each, there should be 2 cards which are very powerful in the flavour of PANDEMONIUM.

I think that I've added enough customisation rules to this one 8)

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~ Baltasar Gracian (1601-58)


Last edited by SunWukong on Fri Apr 16, 2010 7:57 pm, edited 1 time in total.

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PostPosted: Tue Apr 13, 2010 10:59 am 
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Is there a tl;dr version?

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PostPosted: Tue Apr 13, 2010 3:46 pm 
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agreed.

Also, I dont really know if i want to play a version of monopoly that has THAT many rules above and beyond the ones on the box and a handful of house rules (i.e. double for landing on go, all taxes and stuff go into the middle which you get when landing on free parking, thats about all the house rules i use)

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PostPosted: Fri Apr 16, 2010 7:56 pm 
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I suppose I could strip it further down, ie, remove taxes (since Twilight doesn't seem to pay tax....), remove Community Chest and Chance cards (or reduce them down), or maybe simplify it by reducing the number of characters (or eliminate sidekicks?)...unfortunately, as you guys can see from my RuneScape Wikia page and real life, I'm currently levelling dungeoneering and my wage levels at work, so this'd take some time...but thanks for the tip.

[Revision of rules in process]

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~ Baltasar Gracian (1601-58)


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PostPosted: Mon Apr 19, 2010 6:23 pm 
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again... why not just play monopoly, just with different names besides the standard ones. Instead of railroads, use like lexura, jetpack, pegasus, dreamer's clock

etc., etc. ad naseum

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PostPosted: Sun Apr 25, 2010 10:31 pm 
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Good idea, black. That makes it 2 different games, then....

....though I don't know how to create a board-based RPG..... >.<

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~ Baltasar Gracian (1601-58)


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PostPosted: Tue May 18, 2010 7:21 am 
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Looks impressive! My advice: Don't give up; Keep working on it!
(I would be interested. Then again, I'm interested in almost any game!)
8) :!: 8)

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And failure is worth naught.
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PostPosted: Sun Jun 06, 2010 8:31 pm 
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AldenteVonTino wrote:
Looks impressive! My advice: Don't give up; Keep working on it!
(I would be interested. Then again, I'm interested in almost any game!)
8) :!: 8)


Aldente, I'm ready to go with the advice of people here - we create two separate games. I'm just wondering how it'd work now.

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