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by boo
Tue Dec 24, 2013 2:06 pm
Forum: Mafia Game Submission Archive
Topic: Monopoly Mafia [FULL GAME]
Replies: 8
Views: 829

Re: Monopoly Mafia [FULL GAME]

MovingPictures07 wrote:Oh my god, yes!!! :yay:

Boo, this is seriously outstanding. I love Monopoly and always have. I actually have contemplated doing a Monopoly-themed mafia game for quite some time now but could never quite concretely visualize how it was going to work. I am now glad I didn't even try because you have created something really neat and uniquely exciting here.

This will certainly be getting my vote.
Thanks. It's something I've considered before, but I had the same problem, it just didn't come together in a way that made any sense. It was kind of obvious once I actually thought of it (previously I had looked at it as having players be pieces, not properties, and with so many people, even if it was a small game, that would be impossible), and putting RRs and utilities as the baddies just fit quite nicely.

I've also always wanted to do Risk, but I've become convinced that just wouldn't work. Maybe Settlers next year (or whenever the poll is), that might be doable. Although that would probably work better as a small game... maybe I'll start figuring that out once CaH has been played.
by boo
Fri Dec 20, 2013 10:53 pm
Forum: Mafia Game Submission Archive
Topic: Monopoly Mafia [FULL GAME]
Replies: 8
Views: 829

Monopoly Mafia [FULL GAME]

It will still need some modifying before it was played, because balance right now isn't great, but everything is more or less as it will be.

Roles (28):

For the rent, house/hotel cost, house/hotel payments, and mortgage value, go to http://monopoly.wikia.com/wiki/List_of_ ... Properties and go to the property you’re interested in.

Civvies (22):
Each night, every civvie will search another player. If they find a player who matches their colour/set (ie, the Mediterranean Avenue player searches Baltic Avenue player) they get BTSC. Once all the players of a set have BTSC, they may start buying houses and hotels (making double the posted value until they put up their first house). A set that has (at any point) all living players together will cease to be considered a civvie set, and become a LMSing group. If 2 sets along the same side (ie, Dark Purple and Light Blue) are able to form a monopoly (either they all find each other, or any dead players card of the set is in the hands of a player in one of the sets) and the railroad (and utility if applicable) is also owned, they will combine groups, gaining BTSC and able to win together.

Mediterranean Avenue
Baltic Avenue


Oriental Avenue
Vermont Avenue
Connecticut Avenue


St. Charles Place
States Avenue
Virginia Avenue


St. James Place
Tennessee Avenue
New York Avenue


Kentucky Avenue
Indiana Avenue
Illinois Avenue


Atlantic Avenue
Ventnor Avenue
Marvin Gardens


Pacific Avenue
North Carolina Avenue
Pennsylvania Avenue


Park Place
Boardwalk



Baddies:

Team 1: Railroads (4)
Each night, every member of this team searches for another member of the team. If they find anyone on their team, they get BTSC. Searching continues until all 4 find each other, unless any of them get lynched. None of the 4 can be nightkilled until all living members have BTSC. They kill odd nights, with the kill randomly being assigned to one member each night, until they all have BTSC, at which point it will specifically be assigned to one member.

Reading Railroad
Pennsylvania Railroad
B. & O. Railroad
Short Line


Team 2: Utilities (2)
This team starts the game with BTSC. Kills even nights. Cannot be NKed by the Railroads. Any player who lands on a utility will have their property learned by the utilities, and if they are ever lynched, the utilities will have $300 applied to a bid on the property.

Electric Company
Water Works

Win Conditions:
Civvies that do not establish full BTSC can win with each other, and need all other players dead in order to win.
Civvies that do establish full BTSC (meaning they either find all of their set while everyone is alive, or they acquire the necessary cards by buying them), can only win with that set, or with their monopoly if they manage to establish one.
The Railroads need all other players dead in order to win.
The Utilities need all other players dead in order to win.

Mechanics:
All players will start the game with $1000. At the start of the day, an image of the board will be posted, with players having been randomly rolled for by the host to move them around the board. Landing on any card will result in the payment of that card, but will simply be removed from the bank (meaning players make money from other players landing on their card, but you do not pay the other player when you land on their card).

On Day 0, powers will put up for sale, for use on Night 1 (or Day 1). Only civvies may buy powers. These will be the typical roles (a protect, a RB, making a lynch vote worth more, PMed votes, etc). Following this, powers will be sold during each night phase, for use during the following day or night. Typical one time civvie powers (lynch switch, NK, automatic protect) will be sold once in the game, and they can be used at any point.

Days will function as normal, with a player being lynched. The lynched player will have their card revealed.

During the night, the card of the lynched player will be bid for (players who voted for the lynched player will have $200 applied to their bid, but they can’t actually access that money for anything else). The player who bids the most for the card will receive it. Successful NKs will result in the player responsible for the NK getting the card of the killer player.

At any point, a player with a card they do not want may PM the host, to offer it to the thread. They may either set a flat sell price, or set a minimum bid, and how long they want the bid to last (a maximum of 24 hours).

Non-player card spaces on the board (Community Chest/Chance card draws, taxes, jail, free parking, etc) will work as they generally do. If you land on community chest or chance, a card will be drawn for you. If you get money from these cards, you just get it. If you have to pay money on these cards, it will go to the free parking pot (to be claimed by whoever lands on free parking). Being sent to jail will mean not being allowed to post for that day period, and you will not be allowed to buy the lynched card during the following night. Players in jail cannot collect money from other players landing on their space. Players in jail will be able to join a chatroom to talk with other jailed players. Going past go will give the typical $200, landing on go will give $400.

Forming a monopoly: Any player can form a monopoly. In order to do so, all cards along their side of the board (decided by their role property) must be owned by them or a BTSC partner. Forming a monopoly will cause players who land on a property along the monopoly to actually pay for landing on any of those properties. If they can not afford to do so, they are killed and their properties go to the monopoly they died along.

Bankruptcy: If you ever reach a point where you would be below $0 (a result of landing on a monopoly property, or overspending and then having to pay on one of the tax squares or community chest/chance), you are killed, and any property you have is auctioned off (if it’s a result of tax/community chest/chance).

There will be a strictly enforced no role outting (self or anyone else). Any sort of it (outright, hinting) would be an automatic death.

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