LEGEND OF MONOPOLY
Suitable for all ages and entire armies
THE GAME BOARD
THE RULES
Object: The object of the game is to defeat the Keeper. The Keeper however, is very powerful and has a strong hold on the world of the living. In order to beat him, you have to plan ahead and acquire wealth in form of land and property.
Preparation: Get your world map board, and make sure to place the Subtractive magic cards and Additive Magic cards facedown on their allotted rune symbols, otherwise you might create a rift to the underworld and the game is lost. Each player has to choose the one token that represents his or her soul in order to travel the game world. Each player receives 1500 Rahl (Ʀ1500) divided as follows: 2 each of Ʀ500s, Ʀ100s and Ʀ50s, 6 Ʀ20s, 5 each of Ʀ10s, Ʀ5s and Ʀ1s. All the remaining Rahls go to the treasure chest.
Treasurer: One of the players becomes treasurer and will be tasked with deciding over property and land. The treasurer’s own funds however, remain separate from the treasure chest. If more than five adventurers are playing, the treasurer may decide to only watch greedily over land and property.
The Treasure Chest: The treasure chest holds the Rahls, land cards, as well as the cottages and inns. Bonuses are taken out of the treasure chest. It is also in charge of selling property (cottages and inns) and land, and distributes land cards with their specific locations (e.g. People’s Palace). The treasure chest can also loan Rahls to those in need. In the end the treasure chest receives all charges, fines, loans and the price of all land and property that is sold. Furthermore the treasure chest is never empty since the Margrave of Rothenburg has so generously offered his gold to assist the game.
The Play: Each player throws the dice, and the one with the highest number begins. Should the Mother Confessor of the Midlands be a player, she automatically starts. Every soul token needs to be placed on the corner marked ‘GO’ and after throwing the dice anew the first player moves his token the number of spaces indicated. Is the play complete, the turn passes to the left. The tokens remain on their space until the player’s next turn. More than one token may rest on the same space at the same time. However it is not advisable to leave tokens such as Gar and Night Wisp too close to each other. According to the space the token reaches, the player may be entitled to buy land or other properties - or obliged to pay charges, draw a Additive or Subtractive Magic card, "Go to the Underworld," aso.
‘GO’: each time a player passes the field marked ‘GO’ he has escaped the clutches of the Keeper and receives Ʀ200.
Buying Land/Property: if a player sets foot onto unowned land he can buy it from the Treasure Chest. The player receives a land card with the name printed on it, displaying ownership. If the property is not bought, it may be auctioned by the Treasurer.
Paying Charges: if a player sets foot onto the land of another, he has to pay for trespassing. If the property is no longer in the hands of the owner because he is indepted, nothing may be paid. The more land of the same part of the world is owned (ex. D’hara or Midlands) the more the other players have to pay when trespassing. If cottages or inns are owned, it is even more costly. The exact amounts can be found on the land cards. If the owner of the land forgets to collect before the next dice is thrown, nothing has to be paid.
“Additive and Subtractive Magic cards”: if a player lands on the space that indicates the Additive or Subtractive Magic cards, he may draw a card from the deck and follow the instructions. Keeper and Creator had their hands in making the rules of this game, so both good and evil can happen to the player when drawing a card. If a player receives a card to come back from the Underworld, he may hold it to return from the Underworld. The player can also sell the card to another unlucky soul.
“Treasure Tax": if a player should land on this space, he has to pay Ʀ200.
“Underworld”: a player goes to the Underworld when his token is placed on the space called ‘Go to the Underworld’, a card is drawn that says ‘Veil to the Underworld’ or throws doubles three times in succession. The player may not collect Ʀ200, and go directly to the Underworld. If the player’s token happens to land on the ‘Underworld’ space, he may receive a bottle of Shadow Water and move on the next turn. The player can only return from the Underworld when he throws another double on the next three turns, uses a return from the Underworld card or buys one from someone else, or pays a fine of Ʀ50 to get free. If the player can’t throw a double on the next three turns, he has to pay the fine. And even though the player is in the Underworld he may sell and buy property and collect debts and charges or buy cottages and inns.
“Free Horse Parking”: a player landing on this space may not receive any money, property or reward. Just a free resting place for weary souls.
Cottages: if a player owns all land of the same part of the world, he may build cottages there, buying them from the Treasure Chest. The first cottage may be erected on any land, but the following have to be distributed on the unimproved land. The price for a cottage is shown on the land card. The player may build as many cottages as he likes, but they have to be distributed evenly, up to a limit of four cottages on every land.
Inns: when a player possesses four cottages on a land, then he may buy an inn from the Treasure Chest. The cottages are returned to the Treasure Chest when the inn is erected. The price is shown on the land card. Only one inn may be built on one piece of land.
Brothel: this is a special rule. Only madame_denna is allowed to build a brothel on any piece of land, it is an equivalent to an inn
Selling Land: each player can sell his land, but cottages or inns have to be sold back to the Treasure Chest beforehand. A player may sell his cottages or inns for half the price.
Indebted: any player may give his unimproved land to the Treasure Chest and receive payment. When other players trespass this land, no charges have to be paid. The player can buy his land back from the Treasure Chest at any time in addition with fees of a tenth of the price. A player can also sell his indebted land.
Losing the Battle: when a player owes more to the Treasure Chest or another player than he can pay, he has lost the battle against the Keeper and may turn over all of his possessions. By failing in the attempt to defeat the Keeper, the player may immediately abandon the quest and leave it to the other players to save the world of the living from eternal damnation.
THE GAME PIECES
Players may choose from the following pewter game pieces:
Sword of Truth
Confessor's Hand
Wizard Fire Hand
Agiel
Horse
Kitten
Confessor's Dagger
Gar
Nightwisp
Calthrop
Nygaax
Handcuffs
Chains
Scroll
THE MONEY
THE CARDS
GAME CREDITS
In alphabetical order:
endgirl: ideas, magic card graphics, compiling
falcon_horus: ideas, templates, money
madame_denna: ideas, game board, magic card instructions
meridian_rose: ideas, game board
raug_moss: ideas, instructions