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Yes, April Fools - HARD Games Made HARDER for HARDcore Gamers
E.R. Burgess
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Lots of BGG users have made terrific lists here on the 'geek talking about how they have made their favorite games easier to play so they can enjoy them with their young ones.

I myself have done this to play games with my five year old (Carcassonne without the Farmers, TransAmerica with the cards face up, Die Macher pretty much out of the box), but I've seen few lists that have dealt with the other end of the spectrum - namely, hardcore gamers who have grown tired of the simple rules of most German-style games and seek out something meatier. In other words, attempts to complicate already reasonably complex games that would scare newbies right back to their Sorry! boards and Yahtzee dice. So, I've made this brief list of variants for some classic BGG games that will make for a great night (or series of nights) with your dyed-in-wool, hardcore gamer friends who think Ticket To Ride is for sissies.
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Posted Thu Dec 8, 2005 3:49 am
1. Board Game: Tigris & Euphrates [Average Rating:7.98 Overall Rank:8]
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E.R. Burgess
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This is widely perceived to be one of the harder games out there (for strategic purposes, not for the relatively simple but innovative rules). But it’s just not enough for the hardcore gamers in my group, so we’ve added a few extra layers.

First, Leaders are placed diagonal to temples for initial placement (ala Blokus) and Monuments can only be made from rhombus-like shapes, not squares of pieces. Also, a seasonal calendar has been added to allow for Farms to produce double victory points in Fall for harvest (and Markets during that busy holiday season!), Settlements and Temples in Spring (Baby Boom and guilty temple-goers contributing after Mardi Gras).

The variant also has conflicts (Internal, External, Inter-external, Exter-internal) resolve over sixteen rounds with regular cube replenishment, allowing for other players to add forces based on how many fall down the Wallenstein tower (had to borrow that from Wallenstein, natch). Winning a conflict not only allows you to remove the other player’s Leader and Supporters, but you are also allowed to flick (ala Pitchcar) one five victory point piece at the loser’s screen, with hopes of revealing his/her current victory total. If you are successful, all players pass three victory cubes of their choice to the right (if this happens more than once, the next time you pass to the left, then across).

Catastrophes work basically the same way except that you can pay four black victory points to remove one of these tiles. Additionally, you can pay three green and two black to turn a desert tile into a river tile (or four red and one blue to turn a river tile into a desert). You can also bribe the other player’s Leaders to just up and leave the board, although there is a chart for the number of cubes you need to pay to bribe the different leaders based on the player’s chosen symbol (this is said to be balanced, but man, I think being the Pothead sucks!)

There are also alternate rules for the Ark of the Covenant, Doctor Lucky and Evil Secular Despot tokens to move around the board and score different kingdoms – but the group's never warmed to those rules because they just seem silly.
Mark Smith
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Wow, you guys ARE hardcore!

What a timely posting! My group is playing E&T tomorrow, and I can't wait to incorporate your excellent suggestions. Thanks!!
Simon W.
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The variant also has conflicts (Internal, External, Inter-external, Exter-internal) resolve over sixteen rounds with regular cube replenishment


I swear I read "extramarital" the first time through that. Now that'd be an interesting variant conflict!

"OK, so I have three red tiles and...Hey what the hell are you doing to my wife!?"
Gary Webster
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The natural question is: how do you get a rhombus-like shape on a square grid? 'Twould take more than four tiles, I warrant.
Ben Smith
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Gary methinks that may actually be one of the lesser issues of this variant :D
Jim Leesch
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gary_webster wrote:
The natural question is: how do you get a rhombus-like shape on a square grid? 'Twould take more than four tiles, I warrant.


Sigh.

A square is a rhombus.

/mathteacher
Edited Thu Jan 22, 2009 2:38 am
2. Board Game: Puerto Rico [Average Rating:8.30 Overall Rank:2]
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E.R. Burgess
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This is already pretty strategically complex but now that people have developed specific strategies, the once mighty PR has become as boring as Chess! Since the occasional intrusion of the plantation draws do little to excite the group any longer (although it is fun throwing them down the Wallenstein Tower to bring out the new selections), we now play the game much as it is designed except for these four very minor changes:

Role Selection: Instead of the tired mechanism of ‘selecting’ roles, we duke it out for the Privilege of each role every turn! How do we do it? Well, for the Settler – we break out a game of Entdecker, play it and the winner gets the Privilege! For the Mayor – Die Macher! For the Trader – Traders of Genoa! For the Builder – Bob the Builder Memory Game! For the Craftsman – Outpost! For the Prospector – Boomtown! For the Captain – Clippers! It does make the game take a wee bit longer but at least you know you earned that Privilege!

Buildings – We’ve added seventy-eight new single space buildings, thirty-nine two stories, twenty three-story ones, and one that takes up the whole building area and instantly ends the game – but good luck buying that puppy!

Island – The whole concept that everyone was building on the same-sized part of the same island was always bothersome to us. Is everyone building on different but identically shaped parts of Puerto Rico? Or if everyone is building on the whole island, how is it that our plantations don’t overlap each other and give us a chance for some wars!?! Rather than study Puerto Rican geography, we’ve created forty-two different islands that you are randomly dealt, with each having different sections which are good for some plantation types and are bad for others (thanks AOM – now we’re stealing one of your ideas back for PR!)

Unionized Colonists – Yeah, we’re a bunch of liberals so you actually have to pay the workers in our variant. Puts a crimp on your money and all but all the VPs in the world can’t make you FEEL that you are doing the right thing!
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SH Wong
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This is a GIPF idea.
Plays By Web
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This is an AWESOME idea! But I thnk you should play on the same island - you just need to combine PR with ET: you are all in fact on the same island. You each have 4 leaders - a mayor (instead of the king), a trader (economic leader), etc etc. Just need to work out a few details, but this is a terrific idea ... I hope to have the full rule set ready within 1 year.
Luke Morris
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My wife for ages refused to play the game because of the use of slaves. I kept telling her she would be more than welcome to pay a coin per turn towards the slaves.
We get around to paying it and she's more ruthless towards those little brown discs than the rest of us put together.

Tut, hypocrites.... :p
Dick Hunt
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Ovid
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My group tried to create some buildings of its own, but they always flopped. Building the Post Office always brought the game to a crawl, the Candy Store was murder on the sugar supply, and you couldn't get any work out of your colonists once you'd built the Whorehouse.
Olivier Boss
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Quote:
Role Selection: Instead of the tired mechanism of ‘selecting’ roles, we duke it out for the Privilege of each role every turn! How do we do it? Well, for the Settler – we break out a game of Entdecker, play it and the winner gets the Privilege! For the Mayor – Die Macher! For the Trader – Traders of Genoa! For the Builder – Bob the Builder Memory Game! For the Craftsman – Outpost! For the Prospector – Boomtown! For the Captain – Clippers! It does make the game take a wee bit longer but at least you know you earned that Privilege!


Did I get this right? You play for each PR round Entdecker, Die Macher, Traders of Genoa, Bob the Builder Memory Game, Outpost, Boomtown and Clippers. Total of 7 games which each last about 2-4h; that makes a total playing time of 21h per PR round only to assign the roles!!!

When have you scheduled to finish a Puerto Rico game?

That means you play only a little PR while you are playing the other seven.

Nice idea, that would be really hardcore grognard!
(BTW I would choose different games for assigning the roles.)
3. Board Game: Tikal [Average Rating:7.42 Overall Rank:73]
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E.R. Burgess
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This is a terrific game with a lot to do, but after a few plays, we could only think that there could be so much more to it.

First, all players get 42 AP per turn, with the thousands of new actions we’ve added costing between 1/8 of an AP and 37 AP. Each turn actually is tracked as a development over time, so that while you start with camps, time passes and later in the game, you can build them into condos, mini-malls and McDonald’s. The three hundred page list of actions is nicely indexed so there is minimal Analysis Paralysis – I mean, no more than the regular game, at least.

Temples develop in fractional increments and you can put upgrades on them like broadcasting stations, Crystal Cathedrals, preschools, and bingo parlors.

A nice, new scoring system for the treasures has been added to allow for scoring based on combinations rather than boring old sets (sixteen additional treasure types have been added – but, again, there’s a nice chart to sort it out).

Expedition Workers are more Carcassonne-like in that you can assign different roles to them (each turn/era has forty-seven to seventy-two different roles (like Tribal Brute, Spittoon Cleaner, Prostitute, Sheet Metal Worker, Milkman, Romance Novelist, IT Professional) for you to assign them that are specific to the time period. A separate chart is also available for Expedition Leader assignments (like Politicians, Pimps, Astrophysicists, CFOs, Faith Healers). But have no fear - some helpful gamer put together an easy-to-read series of charts.

Oh, yes, and we have included a great combat system that includes a Rock-Paper-Scissors style initiative system (or, in Tikal parlance “Idol-Temple-Camp”) followed by dropping all of the attacking Workers into the Wallenstein tower (but in this game, the winner is the one who has the least number of workers come out – ha!)
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I'd play this.


Really.

4. Board Game: The Settlers of Catan [Average Rating:7.61 Overall Rank:45]
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E.R. Burgess
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We just play every version of Catan together. It’s basically complex enough when you combine Starfarers, Seafarers, Cities and Knights, and Stone Age together with the basic game expanded to allow for so many numbered hexes that we use a roulette wheel to determine the production role and which of the seventeen different types of Robber Baron goes out (including the Corporate Raider, the Corrupt Politician, the Phony Religious Leader, the Greedy CEO – nicknamed Kenny Boy, and the Tax Collector) – which is determined by throwing all of our specially carved pawns into the Wallenstein tower and the first one out smacks down the selected number. Also, we’ve reincorporated Lowenhertz and Entdecker back into the game – the way it always should have been!
Bill Koens
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Sounds like Roads and Boats now.
This week's Chit Chat Film Club film of the week is . . . . . . . . LA LECTRICE
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Wolfgang has asked to play Total Carc, every expansion at once. All Carc All Day! X-Carc.
Gary Webster
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This just screams for a deck of Illuminati-like cards to define the various robber types.
Thies K
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I hope you also incorporate Elasund. We play a complete game for each prime location on the board to determine who gets to place an initial settlement there. Our initial idea was to throw the settlements through the Wallenstein tower, but that was an unsatifsfyingly short process. But the tower is involved in at least half of the 35 new development cards we created.
5. Board Game: War of the Ring [Average Rating:7.92 Overall Rank:15]
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E.R. Burgess
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Still in the works but while we love War of the Ring for its incredibly fiddly rules, we feel that the game will benefit by being incorporated with Knizia’s Lord of the Rings, Lord of the Rings: The Confrontation, Lord of the Rings: The Duel, Lord of the Rings: The Search, Lord of the Rings Trivia Game, Lord of the Rings Children’s Game and even those lousy ones named after the individual books/movies.

Plus, that unsophisticated combat system needs something – hmm…I wonder if those minis will fit into the Wallenstein Tower?

Also, since the basic game is too short, we are working on calculations to play it in ‘real time’ so that each turn lasts the amount of time that the actions would REALLY take. We just need to finish plotting how long it takes for each type of troop to cross each country since they are, uh, fictional and all.

It’s actually our goal to finally develop a game based on The Silmarillion, since that’s the REALLY compelling one of the books, not the silly ones that the fat guy that talks funny filmed. Please – like you didn’t see the end of the whole trilogy coming a mile away…
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Bob Jones
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Portland
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Dang. A silmarillion game would be totally sweet. I can see the good-guy troop exhaustion factor remaining, but the rest of the game could depart completely.

For those who have never read the Silmarillion, it takes place in the first age, thousands of years before the War of the Ring. It chronicles the rise of the elves and their stay in the Undying Lands of the West, where their greatest and proudest craftsman, Feanor, crafts three incredibly precious jewels, the Silmarils. Morgoth, the baddest badass of all time, to whom Sauron is merely a lieutenant, steals these jewels and returns to Middle Earth, a region northwest of the WotR map called Beleriand. Feanor, royally pissed off, leads the elves in a brave but rash expedition to retrievae the jewels and initiates a period of endless war.



Here's what I envision:

A struggle in which the FP player begins in control of the Feanorian faction of the Noldor as they land in a Beleriand that is almost completely controlled by the shadow. A few neutral Gray Elves live in the woodland stronghold of Doriath, and small groups of neutral men are scattered along the eastern edge of the map, but at the beginning the Feanoran Elves begin At War with the forces of Morgoth, who are also At War.

Victory conditions are changed. The Western elves and the allies they manage recruit are attempting to wrest the three Silmarils from Morgoth's grasp by achieving a decisive military victory over the forces of the dark lord. This is managed by conquering his northern fortress of Thangorodrim or a group of other important strongholds.

Morgoth must annihilate the Western Elves. Once their finite supply of crack troops is exhausted, the free peoples resistance will collapse and the Shadow will rule supreme.

If neither side claims victory in 12 turns or something, the game ends with the intervention of the Valar, the Gods, on the side of the Free Peoples. Morgoth is utterly defeated.

Because the game is much more strictly combat oriented, each side can muster elite companions/minions in a fashion similar to Sauron minions in WotR. Morgoth, for example, could muster Sauron on the board to provide leader re-rolls and to assassinate FP leaders. The Free Peoples begin with Feanor, a mighty combat leaders, on the board, but could muster Luthien, a valuable diplomat.

Elven units from the West (basically Feanor's forces), have a +1 to their combat and leader re-rolls, but die just the same as others.

On the political track, the FP has the Feanor faction, Active and at War. They may also advance the Gray Elves, who start passive and at peace. Morgoth's armies of orcs also begin ready to rumble. The innovation on the political track is the three factions of men, whose counters' 2 sides can be flipped to change their allegiance until they reach the At War step. A muster die could be used to advance a nation of men on the track OR to flip their allegiance. Once a nation reaches "At War" it may not be flipped anymore. Either side may move nonbelligerant human armies on the board using the rules for moving nations not "At War" from WotR. So, if I am the FP and have no muster dies and I know Morgoth is going to move a human faction to war, I can at least move that group's armies out into the open so I can destroy them before they can be much help to Morgoth. Of course, I have to move and crush their settlements before Morgoth can recruit reinforcements there, but that's an option I have to weigh along with all the other strategic pressures.

My other idea:
Link dice to strongholds possessed. Each player has a base of four dice and can increase to 12 because of the 8 strongholds on the map. Morgoth begins in control of 6 of these, Feanor has one, and the elves of Doriath control the final stronghold, so the FP gets it when they go to war. Feanor's landing force is powerful and Morgoth's starting units, while numerous, are scattered and weak; playing judiciously the FP should be able to grab at least one more stronghold before beginning to play the diplomacy game with men and elves.

Basically this rule trends against the FP in the long run; the shadow's limitless troops should be able to slowly siege FP strongholds, winning more dice and increasing their ability to take the next FP fortress. This is why the FP gets the defeat 12 turn victory. It is highly likely that the game will turn against them, just as the elves' initial success in the book was broken in two decisive battles. In that event, the game becomes a desperate struggle to hold strongholds, keep Western Elves alive and mobile, and generally delay inevitable defeat long enough to win a victory.

There are lots of things that need to be worked out. Include some sort of fellowship mechanic to enable Beren and Luthien to steal a silmaril? Include morgoth as a combat leader (he fought Fingolfin man to man (God to Elf) in the book. Esp need rules for Balrog and Dragons. I'm thinking about rigging this up to see how it plays.
Gary Webster
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I think elements from the "Bored of the Rings" parody, written by the Harvard Lampoon in the '70s, ought to be here. The map needs to include Twodor and Fordor, the Mulsanne Straight and the small X-shaped forest, plus the lands of Gonad and the home of the people with the medium-sized teeth.

Of course, the (second?) fellowship would include Frito Bugger and Spam, Moxie and Pepsi, Bromosel, Legolam and Gimlet and be led by Goodgulf Greyteeth.

Beware the Ballhog! (Especially timely given the end of the NCAA hoops tournament).
Michael Bradley
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Irvine
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I bet there are not many who have read that one! I read it many years ago and thought it was hilarious. One line has always stuck with me for some reason. Something to do with using a sword to trim someone's nails at the elbow.
Ben Smith
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That's some pretty wicked acid that guy must be dropping. I've bookmarked this Silmarillion post to read during my retirement.
The Fiend
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Plus, that unsophisticated combat system needs something – hmm…I wonder if those minis will fit into the Wallenstein Tower?



Throwing Orcs down the Tower is probably the only way to purge the plantations from PUERTO RICO from it.
6. Board Game: Pretty Pretty Princess [Average Rating:4.24 Overall Rank:5828]
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E.R. Burgess
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This game is highly underrated on BGG because the hardcore gamer community is slightly embarrassed to admit how much they love it. Privately, it's said to be a favorite of Ruediger Dorn and two years ago at the Gathering of Friends, Alan Moon was openly handing out a long list of variants.

We use some of the Moon variants in our games, along with the variants available on the hidden Pretty Pretty Princess page on Bruno Faiduitti's Ideal Game Library (where it is, oddly enough, paired with Stephenson's Rocket, although he prefers PPP). And, of course, Aldie is said to be a huge fan for reasons obvious to any regular GeekSpeak listener.

The variant we play includes principles for jewelry pricing based on the quantity of each item, with some variants valuing sets at a higher value. A separate set of game cards also includes events like Costume Jewelry Fake, Sale at Tiffany’s, and Unrest at DeBeers. Our favorite variant also provides for a majority holder in each color (colors chosen by the majority color of the gems on the items - be warned that some variants value some pieces at different values) instead of each player having one color. Each player also chooses a role each time (with the player possessing the Crown being ‘the Governess’) and their turn is based on the role they select (Pretty Pretty Princess, Ugly Ugly But Way Rich Princess, Princess Consort, Paris Hilton, Jeweler, Trophy Wife, or QVC Employee). And, of course, the dreaded black ring allows the possessing player to cancel jewelry acquisition for a particular accessory. And if fistfights break out, you simply drop all your jewelry into the Wallenstein tower and sort it out that way. It’s an amazingly kaleidoscopic game – different with every play.
Mike Ricotta
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Norfolk
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ins't ugly, but way rich and paris hilton the same thing??:what:
E.R. Burgess
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No. When we publish our list of 200 PPP variants, if we can't get licensing rights to use Paris Hilton's name, we'll call that role "Ugly And Not Really Sexy Even In Amateur Porn Or So We've Heard Heiress".
7. Board Game: Wallenstein [Average Rating:7.69 Overall Rank:46]
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E.R. Burgess
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We basically play it as written, except with three Wallenstein boards representing alternate dimensions connected vertically. You can attack directly the other two dimensions for the same location or any immediately adjacent countries. Also, we stack those Wallenstein towers up for a SUPERUBER Tower!

Additionally, you can now build Museums, Bratwurst Huts, Boardgame Stores, and McDonald’s, in your cities too – with varying victory point values awarded for majorities, combinations of majorities, combinations of certain buildings in a single country, building a certain number of certain buildings in certain region – and it is different depending on which dimension you built it in.

But, don’t worry – there’s a handy reference card that my bilingual friend helpfully typed up in German only. Just plug it into Babelfish and you’ll be fine!

Actually, sometimes this still feels too light, and we instead play the game on three combined War in Europe/War in the Pacific boards/dimensions – although the rules for the country production were written by our friend who is into dead languages so the reference cards are in Sumerian, Ubykh, Latin (which he insists is not ‘dead’), Aramaic (making a comeback), and Klingon.

Playing time: 120 to 240 days.
Tom "Snicker Daddy" Pancoast
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I'm disappointed that you didn't go the other way. I thought it would be funny if, after all the other uses you found for the tower, you would actually design it out of this one! :D
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Are you kidding? The tower has been incorporated into my whole life! I keep my change in it at night, only eat the part of my meals that make it down the tower, use it to pick my lottery numbers. It's a very helpful tool in life. And to think some people use magic-8 balls, astrology or tea leaves. Sheesh! People are weird.
8. Board Game: Monopoly [Average Rating:4.49 Overall Rank:5928]
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E.R. Burgess
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What? You are surprised to see this old, er, 'classic' on the list? Well, save the best for last, I say. I've 'improved' this old clunker by adding some worthwhile game elements to the poster-boy for bad American games.

First, the dice are gone. Kaput. Let the dog eat them (okay, well, don't do that – it’s not good for the dog). Our variant has movement based on an ordering system with each user choosing to move somewhere between 2 and 12 spaces each round. For each space that is benevolent, the player decides if he/she wants it to react to the space or move on. If he/she chooses to react to the space, he/she can do so as long as no other player wants the space. If they do, he must negotiate them not taking the space by offering something (ala Edel, Stein and Reich or perhaps Traders of Genoa) - money, property, utilities, free rent on a future landing – anything in the game, but no outside favors – we hate metagaming! If he/she chooses not to react to the space, one of the other players can choose to react to the space instead. If more than one other player wants the space, they negotiate. Mind you, each player may only react to a single space each player turn. And the less spaces the player moves, the less likely that another player will get a free turn on his turn. Similarly, the current player MUST react to a bad space unless he negotiates…oh you get the idea…

Additionally, Community Chest and Chance cards are now combined into two other decks - one containing the good cards and one containing the bad cards. When a player lands on Community Chest or Chance, he/she draws good cards equal to the number of players and bad cards equal to one less than the number of players. Then, the current player divides the cards into a number of stacks equal to the number of players, allowing the other players to each select one stack to play (think San Marco). Since this makes you go through the cards slightly quicker than normally, sixty-five additional good cards and forty-two additional bad cards have been added to the stack (like Cost of Living Rising - rents go up by 3%, Railroad Derailment - pay $300 if you own one, Slum Lord Accusation - if you own Purple or Light Blue properties, pay lawyers $700 and you must immediately upgrade houses at double-cost). And, of course there are scoring cards in that will score money for the player with the most owned properties on each side of the board.

Railroad ownership is a little more involved, too, since you only get the increased bonuses for multiple railroads if you break out the crayons and build your lines across the board and connect them (ala Empire Builder). Not my favorite part of our variant since the board is getting a bit messed up…

Utilities: The real money’s here! You can raise these rents at any time if you pay a $200 bribe. Or, spend $2000 to buy the presidency and then you can raise it as often as you like!

Free Parking: Yeah, this space still does nothing.

Go to Jail: Since the dice are gone, you cannot roll them to get out. That's okay, just flip the top card in either stack of Community Chest/Chance cards and if Uncle Pennybags has something in either hand, you get out of jail! (ala Bang!).

Luxury Tax and Income Tax goes up as the game progresses. Calculate the total income you have from all properties and you consult the chart to see how much you pay. Passing GO is no longer a standard payout - now it is based on how you did as you rounded the board. Players need to keep track of their earnings and then the person with the least income and the person with the most get $200 payout. Anyone in the middle gets a lower, appropriately rated payment. Our accountant friend came up with this part and he makes each player keep a ledger.

Buildings: In addition to houses and hotels, you can also build other dwellings including condos, townhomes, PUDs, Hostels, Mansions, Asylums, Assisted Living Facilities - all with different rents on the newly expanded Deed cards. Further, you can build other buildings that add to the rent for all of your properties of that color, including Malls, Miniature Golf Courses or a Circle K. You can even build Big-Box retailers to decrease the rent bonus of your neighboring community’s stores while increasing your own! These kinds of buildings are built on the pawn-landing section of your properties and can be purchased in the auction round where a player brings up the building they want and starts a round of open bidding. The buyer must then fit the differently shaped items into a space on the property rectangle (not all buildings are the same - thanks Princes of Florence!) while still leaving space for another player's pawn to land there and pay rent.

This is all well and good but we realize that what we really need is excellent, well-sculpted plastic miniatures of the new pieces – then people will love it even if the game is total crap!

Whew! Oh, and I almost forgot - to determine starting player order - throw the pawns into the Wallenstein tower and see who comes out first! Suddenly the iron and thimble don’t look so bad, eh?
2
Les Haskell
United States
Old Hickory
Tennessee
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I'm glad you left Free Parking empty. It just rubs purists like me the wrong way when it's a "Free Money" space. For crying out, loud is this Kid's game or a Man's game?
Mike K
United States
Fairless Hills
Pennsylvania
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Too easy.

For real fun, use your additions to play Illuminopoly instead. Here's a link to the *basic* version:

http://www.speakeasy.org/~demiurge/illumino.html
Melissa - Back home in Sunny Melbourne
Australia
Melbourne
Victoria
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Heh.

My brother & his friends use Free Parking as the foreign exchange & airport, and play multi-board, multi-currency monopoly.

Truly.

Great list. :D
23 comments [Hide]
Joshua Thompson
United States
Gastonia
North Carolina
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Nice April Fools' piece.
Frank Teplin
United States
San Diego
California
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I play board games one leg at a time, just like anyone else. The only difference is, after I play board games, I go make gold records.
Frank Teplin
United States
San Diego
California
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I think I took it too far.
Gary Webster
United States
Littleton
CO
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Brilliant. You are obviously wasting your mind by working a regular job and playing games in your off moments (which appear to be a regular occurrence!). I recommend that you run for office, we'll all be your (virtual) campaign staff, and you'll win by a landslide. You've shown more intelligence and initiative than the last eleven presidents put together.

Hilarious list. I am humbled.

Hah!
_ Stelio Passaris _ "The Five Geeks of Destiny!"
United Kingdom
York
North Yorkshire
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In a bid to increase the difficulty of Snakes and Ladders, we replaced the snakes with real snakes, and the ladders with real snakes. For some reason my wife has since refused to play; something to do with Ophidiophobia, she says, but I can't find that game listed on BGG.

Hey, maybe I should just add it myself to get the GG first?
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