Cool game. I have a few clarifications, however:
1. Do Railroads and Transit Stations count as the same space when landing on them? If you land on either, does that mean you both draw a Travel Voucher and pay rent for/buy/auction the RR?
2. Do Taxi Rides count as direct movement? If not, do they follow Transit Station rules? Do you get paid if you pass Pay Corners?
3. The Alternative Squeeze Play Rules seem to heavily favor the lower numbers. Below, you can see 2 and 14 have the same chance of getting rolled (3 total possibilities) but 14 has half the cash reward and no chance of gaining a travel voucher. Would it be possible to redo this chart so that it more evenly redistributes the rewards to odds?
Thank you for the awesome game.
I have a question regarding roll 3 , all players will roll 3 normal dices ? or only the play who will lands on it.
Please if you can clarify further I would be grateful
I'm not sure if you saw my reply on your fan art post, but you inspired me to make a Monopoly Mash-Up, too. My version is NOT an attempt to make something more comprehensive (I couldn't if I tried). Instead, it is a collection of rules and printables for aggressive players like my kids & me. Check it out HERE!
1. In the middle and inner board, you need all properties of a color group to build houses and hotels
2. In the middle and inner board, you need all properties of 2 neighbouring color groups to build skyscraper on both groups.
3. In the outer board, you need all but 1 properties of a group to build houses and hotels, and need all for skyscraper.
With these 3 new rules, the games are lot more fun. If we didnt use these, someone will start building hotels on Light Blue on their 1st turn. (With the rules on this sheet, you need all but one in a group, so an person can get something like 2-4-Mr.Monopoly and get 2 light blues.
I played about 5 games of ultimate monopoly till now, and each game was about 6 hours. I started yesterday at 10.30 in the morning, and my brother won the game when I landed on Rodeo Drive with a skyscraper at 4.45 in the afternoon (It was a 6 player game, the the first four got bankrupt within 2 hours.) So, i have a few ideas for a shorter game variation:-
1. Once a player gets bankrupt, there is no more salary for passing GO/PAY DAY/BONUS, and tax refund turns into 'GO TO THE HIGHEST RENT' space.
2. Once 2 players get bankrupt, the taxes are doubled. (In our variation, we added 6 more taxes, like VAT Tax: Pay $150.00, removing Reverse Direction space, and removed those 2 bus ticket spaces and added 2 taxes: 'HOUSE REPAIRS: Pay $20 per building owned' and 'PROPERTY TAX: Pay $10 per property owned.'. Thus, taxes are common in our variation as they reduce length)
3. Mr. Monopoly can only let you go to next unowned property on same board (If you are on the outer board, and roll Mr. Monopoly, it will take you to next unowned propery on Outer Board. If there are no unowned ones on outer board, but only inner and middle, you must go to next property where you pay rent, using the criteria on #4)
4. If you have to go to rent property on Mr. Monopoly move, go to the next property with atleast 1 building (Train depots and cab stands count). If there are no properties with houses on them in the same board, then go to next tax space.
I know these are a bit of complicated rules, but trust me, it makes the game faster. Today we played with these rules, it only took 2 hours. And I recommend playing wiht atleast 4 people so that the first 2 variations are used. The 3rd makes it easier (and thus faster) to find the next empty property, without checking the even or odd number on the dice. The 4th one makes it easier to find the rent property without checking others Title Deeds, as you only need to find the space with building (And it also removes money fast).
Lowercase d in "direct".
If a player rolls an odd number that takes their piece past any TRANSIT STATION space, the player’s piece shall continue its move forward on the same track it is currently on. If a player lands directly on the TRANSIT STATION space, they should draw a TRAVEL VOUCHER for future use. On their next turn, an even roll means they travel via the TRANSIT STATION to the middle track; an odd roll means that they continue on the inner track.
If a player rolls an odd number that takes their piece past any TRANSIT STATION space, the player’s piece shall continue its move forward on the same track it is currently on. If a player lands directly on the TRANSIT STATION space, they should draw a TRAVEL VOUCHER for future use. On their next turn, an even roll means they travel via the TRANSIT STATION to the outer of the two tracks the TRANSIT STATION leads to; an odd roll means they travel via the TRANSIT STATION to the outer of the two tracks the TRANSIT STATION leads to.