All for One’s Special Spicy Monopoly rules
Because why not.
Normal rules
+
Abilities added:
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-Hiring criminals
→A criminal is hired to burn down the building of the adversary
Factors of the price:
10.000 for starters
+5000 for each level (number of houses, or hotels)
Alibi:
Distance between the pawn of the player and the property
→Each four boxes of properties apart from the pawn of the hirer:
a sum of 5.000 is subtracted to an amount of 40.000, which the total is added to the final price.
The player hiring the criminal can choose to bribe the government instead of spending money on a solid alibi.
→with a total of 1.000 per turn by neighbourhood (one of the four lines of the cardboard)
The player hiring the criminal can also choose to “bet” on luck, and roll the dice:
→from 1 to 3, the player is “innocent” and from 4 to 6, sent to prison for 5 turns.
Bribing is a constant once it is first begun, if stopped, “bribed” officers will take matters to justice, which will make the player stay for 5 turns in prison.
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//do not repost, pretty please?//
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→Escaping prison:
The “guilty” player can choose to:
→Plan an escape and change of identity
For a total of 10.000 to which is added 1000 for each propriety, and 1000 for each level (number of houses or hotel), a price to pay for “reacquisition” of the properties in question, after the change of identity.
→Bribe the government to get an “Official Pardon” (only useable once per each identity) for 20.000
→Bribe the judges (only available the first turn in prison) for 40.000
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→Bring down the adversary/opponent/alien/other player
If enemy has committed “crimes”, the player can hire a detective which will during the five next turns find evidence for 20.000
The adversary can then:
→burn all proofs (of bribes) for 2000per property concerned in the matter.
→kill the detective for 20.000
→bribe the detective for 4000/per turn (once started, never allowed to stop)
Turns in prisons depends of various things:
-1 turn for each bribe (excluding the Official Pardon) previously not in the knowledge of justice;
-3 turns for each property burnt to the ground;
If a detective is not “taken care of” and finds a murder having been done previously (ancient killed detective or an opponent’s associate or underling), the Player that has employed professional killers will be linked, and sentenced to 20 turns of prison.
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→Frame the adversary/opponent/other player
A player can pay an amount of money to “fabricate” proofs of someone’s crime, and then hire a detective for 20.000 (which will take 4 turns), or “poke a bit the police in that direction” for 35.000 (action immediate).
The player can then add:
-1.000 for each set up bribe (max three);
-5.000 for each set up “burnt to the ground” property (max two);
-20.000 for one realistic “murder”.
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//Hey it’s me again to remind you not to repost, kindly so, bye have a nice day ! //
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In prison, the Player’s properties do not “produce” money, so if another player “falls” on one of the prisoner’s, no money is due.
The prisoner can chose to have “associates”, or “underlings” which take care of the empire while the player is in prison.
If an opponent is in a property of the prisoner, and that the property is in the “management” of an underling or associate, half of the money due is then paid.
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→Hiring Underlings or associates:
Underlings and associates cannot be hired when the player is in prison.
A player can hire a professional killer to murder his opponent’s underlings and associates.
For an underling, it costs 5.000, and for an associate, it costs 15.000.
Underlings are hired with a start of 100; and can be in charge of maximum four different proprieties.
Each property will add 100 per turn to the total needed to be paid.
Associates are hired with a start of 1000; and can be in charge of maximum nine different proprieties.
Each property will add 200 per turn to the total to be paid.
An associate can be assimilated with one neighbourhood (one line of the cardboard), and all of the initial prices of the properties of that line are reduced by 10%.
Effects of different associates can be cumulated.
The player can only manage his underlings and associates and change the proprieties they control once every three turns when in prison.
In free jail-time, the “management” ability can be used at any moment.
(This is mostly done in order to make it available for an imprisoned player to win some money by selecting the “producing” properties where he thinks his adversary will fall)
If more proprieties are added to the underling’s or associate’s control, they will go “mad with power” in 1/6 cases. The player throws the dice, and if he gets a one, the underling or associate has gone mad with power. So one property will be lost: the player assimilates each of his six more valuable properties with one number from one to six, and throws the dice; the propriety with the corresponding number is “lost”, and comes back in the market with the house it had, and can be bought at half the price it originally cost (auction done between players).
If a player chooses not to use underlings or associates, he can, but none of his proprieties will produce anything when an opponent is on one of his properties.
If the player can’t pay his associates or underlings anymore, they will leave, and not be in his control.
And they will leave with “payment”, of course.
The player then looses the same number of properties he has of associates and underlings that are unpaid.
As a kindness, the player can choose which one’s he prefers to keep, even if it is grandly unrealistic.
A player can “fire” an associate for 5000, and an underling for 2000.
Ps: If you have any questions, feel free to ask! (I used to find the rules of monopoly pretty confusing when I tried to read them, so, hey, it won’t bother me if you don’t!)
//Also… did I already perhaps mention not to repost? :>//











