Monopoly Here And Now Rules

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Hollie Kipps

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Aug 5, 2024, 3:17:47 AM8/5/24
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OnSun 30 Mar 2008, Michelle and I played Monopoly: Here and Now Edition . It is basically the same game, differences being cosmetic only. I bought it primarily because of the London factor, same reason as why I bought On The Underground. My wife Michelle used to study in London, so most of the new property names in this version would be familiar to her. The other reason I bought it is I wanted to see how it plays when played by the correct rules. At BoardGameGeek, playing Monopoly is like blasphemy to some people. This is because for many people who have played lots of Monopoly before and then discovered better modern German-style games, indeed Monopoly would seem a very poor game. However Monopoly may be a victim of it's popularity in the mainstream market. To most boardgame hobbyists it probably symbolises outdated, bad games, thus it gets lots of bad ratings at BoardGameGeek, some of which may be lower than what they would be, if Monopoly weren't that prominent in the mainstream market (and have so ridiculously many different themed versions - zoos, fishing, dogs, DIY, family photos, dinosaurs, The Simpsons, Star Wars - I've seen all of these). Also apparently many people don't play Monopoly correctly, e.g. there should be no jackpot at the Free Parking space (I never played with this rule myself so I'm not sure of the details), and if you land on a property and decide not to buy it at the listed price, it will be auctioned to all, including you (I didn't know this in the past).

This Here and Now Edition doesn't come with paper money. Instead, it comes with 6 debit cards and a card reader that looks a bit like a calculator. You use this card reader to manage earning money, paying money and also giving money to another player. At first I thought this would be too troublesome and inefficient, but it turned out to be OK.


In our game, Michelle managed to buy the whole set of yellow properties (Regent Street set). For all other property groups neither of us were able to purchase the whole set. By the time Michelle started to build apartments, things started to look bleak. It seemed I was destined to die a slow death, as Michelle slowly built up her yellow set, and I had no chance of ever collecting a complete set. Then later I managed to convinced her to make a trade. It was a slightly biased trade. I let her complete the pink set (Wembley Stadium set), and she let me complete the orange set (Tate Modern set), and in addition I gave her an airport, so that she had three and I had one. By itself it was a good trade for Michelle, but considering the situation, if she had played completely ruthlessly, she wouldn't have accepted the offer, because it gave me a chance to come back. It gave me a completed set, which was crucial.


And come back I did. I built up to hotel level, and Michelle was unlucky to land on my hotels a few times, and I was also lucky not to land on her more expensive yellow properties for some time. It seemed my numerous effort to persuade her to trade paid off. That single trade of the game gave me a fighting chance to win the game. However it was not meant to be afterall. I started landing on Michelle's properties again and soon went bankrupt.


Michelle holding up the card reader. I had prepared some plastic poker chips to be used as currency, but because the denomination range was not enough (only 10K to 1M, but we needed some 5M too), we decided to just use the debit cards and card reader that come with the game.


Michelle's yellow set during its early stage of development. A hotel was placed in the background for comparison. The apartments were meant to be stacked on top of one another, but we preferred to place them this way because it is easier to see.


The game lasted about 2 hours. If I were to evaluate Monopoly the same way I evaluate the usual Euro games that I play, then I'd say that's too long a play time considering the amount of interesting decisions I get to make in the game. Monopoly is not so good when played with two because the opportunities for trading is less, and luck factor is higher in terms of who can collect a full set, like in our game. More players means little chance of a player collecting a full set of properties all by himself / herself. This would force players to trade. We only invoked one auction in the game. So playing this rule right didn't make much difference, but then maybe we were just too used to the old way. We just kept buying and rarely bothered to remember that invoking an auction was an option. So I'm not sure whether the auctions contribute much to gameplay. It didn't in our game. I invoked an auction when I landed on The Sun (a utility, which was formerly Water Works), because Michelle already owned the other utility, and I was hoping to make her pay more to get the second utility. I bid up the price, but Michelle didn't take the bait and just let me buy it. I ended up paying more than what I would have paid if I hadn't invoke the auction. Needless to say, I felt rather stupid.


One important rule that I didn't play right in the past is that you can buy houses and hotels any time. You don't need to land on your property to do so. That makes things better. Less luck dependent. Another one is when you roll a double, you still do everything as normal (e.g. you can buy property, you need to pay rent), just that you get another turn. In the past when I played you don't do anything when you roll a double, you just roll again.


There is another unofficial rule I remember which I have used before - if you land on Free Parking, wherever you land on on your next turn, you don't need to pay rent. I have no idea where this rule came from, but at least it jives with the Free Parking.


After playing Monopoly again, this time making sure I follow all rules correctly, and don't use any variant rules, I went to Boardgamegeek to rate it. I realised I have not rated it before. Probably I had already thought of playing with the proper rules before rating it. After having done so, I thought Monopoly isn't that bad. Granted there is some nostalgia factor, but it really isn't that devoid of strategy. There are things that you can do to mitigate luck. And the luck factor does even out somewhat. There is some "engine building", as Eurogamers call it. There is the lucky draw fun factor because of the dice. So it's not a game I'd hate, and I don't mind playing it once in a while. I just need to remind myself to play with 4 players next time, which I suspect is the ideal number.


I am playing a game of Monopoly. One player lands on a property, but chooses not to buy it. I bid first. Another player bids for a higher amount. The rules state that the banker immediately gives the property to the highest bidder. Can I say a higher bid right now even though I've already bidded? There was nothing in the rulebook about it. Thanks!


The standard auction procedure is to sell to the highest bidder. So if someone tops your bid, you have the right to top their bid. Until one person runs out of money, or otherwise gives up bidding. Then the bank is supposed to give the property to the highest final bidder. This is in the interest of the seller, because they get the highest possible price.


If, however, you are using a "one bid" rule, then it should be a secret bid. Everyone writes down their bid on a piece of paper and exposes it simultaneously, so that no one has an advantage by knowing what others bid and reacting to it.


The rules say only "auction it to the highest bidder", which means that your group has to agree on what from of auction to use. The form you are using, where each player has only one bid, suffers from the fact that everybody wants to be the last bidder, and nobody wants to be the first; so there will be a lot of waiting around watching each other. "Only one bid, clockwise starting with the person who landed on the space" is a possibility which advantages the person to the right of the start; "as many bids as you like, each higher than the last" is commoner, giving even more advantage to the richest player. The important thing is that you agree a rule before the game starts.


It wouldn't be much of an auction if you only had one chance to bid. While it doesn't say it in the rules the auctions will follow standard auction rules where people bid back and forth until no one is willing to bid higher then the current bid. Once that happens the player with the highest bid wins the property. Note that this can also mean the property goes for less then face value.


As other answers indicate, Monopoly doesn't provide specific rule for the auction and most groups allow many increasing bids. This can lead to long auctions with bids increasing by just a dollar. I asked how to shorten the typical auction, and have provided my own recommendation which is to require a 10% increase for each bid.


As you have experienced, your group's one bid rule creates a huge advantage for the last bidder, who presumably would only need to add $1 to the 2nd to last bid to win.Since your group is used to one bid auctions, my +10% method could be adjusted to a +50% or 100% minimum increase. Requiring later bids to significantly increase greatly reduces the advantage of going last.

Not sure how your group has resolved the issue of who gets to/has to bid first and/or last. The ordering of who bids will still be important, adjusting the % increase required shifts the advantage to earlier bidders.


This is our family/house rules from Waddingtons UK rule book, John Waddingtons distributed MONOPOLY under licence from Parker Brothers, in the UK, from 1930's laid down by our mother, Christmas 1974.


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Congress passed the first antitrust law, the Sherman Act, in 1890 as a "comprehensive charter of economic liberty aimed at preserving free and unfettered competition as the rule of trade." In 1914, Congress passed two additional antitrust laws: the Federal Trade Commission Act, which created the FTC, and the Clayton Act. With some revisions, these are the three core federal antitrust laws still in effect today.

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