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(Mercury News)   75 years after its inception, Monopoly remains as fun as ever. Especially when it is played on a larger than life Monopoly board by people wearing hats symbolizing each play piece. I GET TO BE THE CAR   (mercurynews.com) divider line 164
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19181 clicks; posted to Main » on 28 Mar 2010 at 7:05 PM (4 years ago)   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»



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2010-03-29 08:39:14 AM
Nuuu: Monopoly's problems all tend to boil down to one real problem, that it's a last man standing game.

When board games end, they have to end for everyone. That should be a rule. When there could be two or four hours between first man out and last man out, it's no fun. That's what makes people bitter. It's also part of what makes Monopoly so long, because people make house rules, and exceptions, and cut deals to keep other players in, and it just prolongs a game long past the point where it isn't fun anymore.

That's also a big reason why Risk sucks.


Poker has the same problem. People who play conservatively drag the game out and the rest of us have nothing to do but sit around and watch.
 
2010-03-29 09:13:42 AM
Monopoly only takes forever when people play with the stupid free-parking house rule. Adding random money into the economy does nothing but prop-up the weak players. Monopoly is boring when there is too much money in play.
 
2010-03-29 09:17:30 AM
Another scottie dog player here, although I've got a handful of them because I've saved them from various battered sets. So, I can call dibs on the gold scottie.
 
2010-03-29 09:57:07 AM
thegod082: "75 years after its inception, Monopoly remains as fun as ever."

Assuming it wasn't fun from the start, yes, yes I agree with this.


This.

img97.imageshack.us

catan uber alles.
 
2010-03-29 10:02:46 AM
Nuuu: That's also a big reason why Risk sucks.

There are a million newer risk variants that fix this, by pushing the game down to a 5 turn limit. If you get wiped out in under 5 turns, you still only have to wait only a turn or two for the finish.

Risk 2210 and Risk Revised (the one with the arrows on the box) both use this rule. Risk 2210 adds a bunch of sci-fi elements to the game (nukes, moon colonies, underwater cities, etc) and Risk Revised adds special missions that get you more units and victory points.

Both of them are far better than traditional Risk, since they do away with the endless game and remove the cashing-in-cards mechanic.
 
2010-03-29 10:06:31 AM
Thosw: My mother had been bugging me to play Monopoly with her, so this New Years Day, I capitulated. But I specified that we were going to play by the published rules. About 30 minutes in, she was ready to quit.

The problem with Monopoly is it's a "rich get richer" kind of game unless you keep someone from getting a monopoly. Then it's still too long for what it is.


Yep. First rule of game design: if you're going to include an unchecked positive feedback loops, then the game needs to end fast when somebody gets the upper hand. Usually ganging up provides sufficient negative feedback to counteract a positive feedback loop, but Monopoly doesn't give players much power to choose who they attack, so they can't beat down the leader.
 
2010-03-29 10:40:43 AM
Spartapuss: Damn, too late.

Oh well. Mark down Settlers of Catan on your "Monopoly Fark Thread" bingo card instead.

Settlers of Catan!


My GF and I were playing Carcassonne last night, so I'm getting a kick out of this reply.

/Yes, she kicked my ass.
//Again.
///Damn cathedrals. She always draws them every farking game.
 
2010-03-29 11:30:44 AM
This: Nuuu: That's also a big reason why Risk sucks.

There are a million newer risk variants that fix this, by pushing the game down to a 5 turn limit. If you get wiped out in under 5 turns, you still only have to wait only a turn or two for the finish.

Risk 2210 and Risk Revised (the one with the arrows on the box) both use this rule. Risk 2210 adds a bunch of sci-fi elements to the game (nukes, moon colonies, underwater cities, etc) and Risk Revised adds special missions that get you more units and victory points.

Both of them are far better than traditional Risk, since they do away with the endless game and remove the cashing-in-cards mechanic.


I would also recommend trying Nuke Risk. You can do a game in as little as 15 minutes.

This is an unofficial Risk variant.

The rules are pretty simple. Just play with the normal rules with the following additions.

1) Each card in hand can be used as a Tactical Nuke to destroy the country depicted on the card. Place a marker of some kind on the Nuked country. Any armies in the country are destroyed. The country can never be controlled again for the remainder of the game. Armies are not allowed to move through the nuked country. This can be done at ANY time.

2) If enough countries are Nuked such that a section of the globe is cut off from the rest, the section with the smallest number of countries is permanently isolated from the game. Remove all armies from the isolated countries.

Notes: When a player is eliminated, it is basically guaranteed that they will fire off all their remaining nukes rather than hand their cards over to the player that eliminated them. While spiteful, it really does move the game along. Also, Continents still give the same bonuses as before, even if many of the countries in the continent are destroyed.
 
2010-03-29 03:15:20 PM
davidphogan: That sounds less fun than the original.

If such a thing is possible.

I never have, and probably never will, understand the appeal of Monopoly, Risk, Texas Hold-em poker, Survivor ... basically any form of competition that is a "last man standing" type thing. To me, they all are derived from the original "game" of king-of-the-hill. Yay for you, you are the king!

So farking what?

/Mondays make me extra cranky.
 
2010-03-29 03:45:53 PM
Zero Exponent: I never have, and probably never will, understand the appeal of Monopoly, Risk, Texas Hold-em poker, Survivor ... basically any form of competition that is a "last man standing" type thing. To me, they all are derived from the original "game" of king-of-the-hill. Yay for you, you are the king!

Again, I recommend the new Risk variants of Risk:2210 and Risk Revised. No more Last Man Standing.
 
2010-03-29 04:10:43 PM
My university's newspaper was decked out in all the stuff you need to play PALMYOPOLY (Palmerston North, NZ). Complete with Tinny houses and P-labs, Drunken Antics(chance) and shiat Happens(community chest).

North Palmer's Town isn't that bad, seriously.
 
2010-03-29 04:19:08 PM
EvilBillGates:

Can't get four peopel to play? You dont sound like a very good party planner. :-p

You've never been to zahadum have you?

our parties are... different.
 
2010-03-29 05:31:27 PM
Ghastly: cmoreland: Game takes farking forever to finish. FOREVER!!

A real game of Monopoly takes 45 minutes or less to finish. It's when people add stupid "house rules" to the game (usually because it's the only way to get people that suck at it to play) that it takes forever to play.


Because Monopoly is of course, a game of pure skill and strategy. Nothing to do with random dice rolls at all. Nope.

Besides, I would think you, of all people, could find a better game to play with "people that suck" :P

This: I recommend the new Risk variants of Risk:2210 and Risk Revised. No more Last Man Standing.

Well they couldn't be more mind-numbingly dull than regular Risk, I guess.

/told ya I was cranky today >:(
 
2010-03-29 05:54:40 PM
Zero Exponent: Well they couldn't be more mind-numbingly dull than regular Risk, I guess.

I've played 2210 a fair bit, and yes, it is absolutely a lot of fun. Fundamentally there still is a bit of the clatter of dice, but the unit-counts are lower, the cards offer real strategic choices, and the game is short enough that it ends before it feels like a slog.
 
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