Double Monopoly
This version of Monopoly is best played with six or more players.
It combines many home rules, plus some extras, to make the game as
interesting and competitive as possible. Unless noted, the original rules
apply. This game uses two sets of dice, a Double Board, Bank
Repossession, Minimum Bid, Option to Auction, Honest Game, Immunity,
Loans, Maximum Punishment, Start at Corners, Traveling Railroads, and a
few other odds and ends. It is an evolving rule set, so I am certainly
open to comments on this game.
Board: Two boards are used, one a standard Atlantic City
board and the other a London board, with the London Go overlapping the
Atlantic City Go. Players move around both boards in a figure eight
pattern. When a player lands on Go, he or she may choose which board to
enter next, and in whichever direction including backwards. The player
must declare his or her intended direction before rolling the dice. The
player must continue in that direction until such time as they land on
Go again and may then change direction at his or her discretion. The
player's token should be pointed in the direction they are moving. If a
player messes up and goes in the wrong direction around the board, he
or she is sent directly to Jail, without the option of bail, as soon as
another player points out this error.
Dice: Two sets of dice are used, one a pair of standard six
sided dice (the "sixes") and one a pair of eight sided dice (the
"eights"). Both sets of dice are used simultaneously, so two players
both are having a turn at the same time. When a player has dice, he or
she may buy houses or unmortgage property before throwing them, but may
not do so on the property that the other player with dice is moving
into. Players may only buy houses or unmortgage property when they have
dice and before they make their rolls. Then, after throwing the dice
and proceeding, the player may take time to resolve the results of the
throw before passing the dice. The dice are then passed to the next
player on the left who does not already have dice. A player must accept
dice that are passed. Upon receiving dice, the player may demand that
the player currently in possession of the other set of dice take his or
her turn first. If this demand is made three times in a row, then the
game switches to only having one player taking a turn at a time but
being allowed to pick which set of dice to use on her or her turn. Once
the game switches, the player who made the third demand then passes the
turn to the next player.
Passing: A player may pass the dice along without doing anything else for a $100 fee, paid directly to the bank.
Raising Money: A player may mortgage property or sell houses at any time.
Starting Locations: Players each roll all four dice to
determine the order in which they will place their tokens on the board,
with the person who rolled the lowest placing first and proceeding
clockwise around the table until all the tokens are placed. Tokens may
be placed at Go or at any other corner of the board to start, including
either Go to Jail square (but they do not go to Jail), but not on a
corner already selected by an opponent, unless all seven corners are
taken. Then players roll again to determine the order of play, with the
player rolling the highest number starting with the eights and the
player rolling the lowest number starting with the sixes. Right before
a player makes his or her first roll, he or she must declare which
direction he or she is going around the board.
Jail: When a player is sent to Jail, he or she is sent to
the Jail on the board that they were occupying before going to Jail. If
the player rolls doubles the third time in a row in a turn, the player
moves directly from his or her starting spot to the Jail on that board.
If that spot is Go, then the player goes to the London Jail. A player
may elect to pay $200 bail or use a "Get Out of Jail Free" card to
avoid spending any time in Jail, in which case the player is moved to
Just Visiting and his or her turn ends. While in Jail, a player may not
collect rent, nor may he or she make deals with anyone who isn't in the
same Jail or Just Visiting. As per the normal rules, the player may pay
a $50 fine and move to Just Visiting on his or her next turn and then
roll, or the player may roll whatever dice are passed to him or her to
try to get doubles to get out of Jail free. After the third failed
attempt, the player must pay $50 and move the results of the third
roll. Upon exiting Jail, the player must move in the direction he or
she was going before being sent to Jail.
Chance and Community Chest cards: A player advancing to a
named property as per instructions on a card may pass Go twice,
collecting $400. Cards which affect all players or all properties, such
as "pay all players $50" or "building repairs", only affect the
properties and the players on the same board as the affected player.
The Bank: Both dollars and pounds are used, and are equal.
Both banks are set out on the table to make them easily accessible to
players, and are self serve banks. Stealing from the bank will be
punished by decapitation.
Buying Property: The unpurchased properties will lie in the
middle of each board, prominently displayed. Each player has one marker
that they may put on top of any unowned property deed, and may change
the property, if any, that has their marker at any time. When a player
lands on an unowned property that has no marker, it may be purchased
immediately. If the player decides not to purchase the property, he or
she yells out "Auction", and an auction begins with that player with a
bid of $10. If there is a marker on the property, he or she yells out
"Auction", and an auction begins with the marker's owner automatically
making a bid of twice the normal price. All other play temporarily
ceases, and an auction for the property is held. Players must bid at
least $10 more than the previous bid.
Paying Rent: When a player lands on property that is owned
by another player, he or she is obligated to find out the rent and pay
it. A player pays rent only on houses that were on the property he or
she just landed on. For example, if the player with the eights just
said that he would be buying two more houses on Boardwalk and Park
Place, but the player with the sixes then rolls and lands on Boardwalk
before the houses have been erected, the player with the sixes does not
need to pay the higher rent that the two extra houses would have
required. However, as another example, the player with the eights
cannot quickly decide to buy another house on Pall Mall right after the
player with sixes just rolled and is still moving his piece to Pall
Mall. Questionable calls of timing go to the renter.
Deals: Players may make any sort of deal at any time with
other players, and may include immunity, profit sharing, loans, or any
other agreement. Deals are finalized and are binding when the players
involved in the deal shake hands, and not before. Thus, if a deal is
struck to make a trade of properties, players shake, and then
immediately someone lands on one of the traded properties, it is
treated as if the properties have already exchanged hands.
Casino: The Free Parking spot on the Atlantic City board is
a casino. Players landing their may choose to make a wager of any
amount, which is put into the bank, and then roll the ten sided die
that is sitting on that square. The player wins twice the wager if a
two is rolled, thrice the wager if a three is rolled, quadruple the
wager if a four is rolled, but loses the wager on any other roll.
Railroads: When a player lands on a railroad owned by
another player, he or she needs to pay rent for all the railroads owned
by that other player on both boards. The rent for a player who owns
five railroads is $400, six railroads is $600, seven railroads is $800,
and all eight railroads is $1000. If indeed the owner holds more than
one railroad, the player may optionally move his or her token to one of
those other railroads. The player must pay rent even if he or she does
not travel. A player may travel on his or her own railroads, for free
of course. A player may not travel on unowned railroads. Travel is
across the boards, so a player does not get $200 for passing Go when he
or she travels. A player may travel to or from a mortgaged railroad.
The owner may disallow a player from traveling on his or her railroads
if the owner refuses to take the rent from the player landing on it.
The owner must decide to disallow travel before the player is required
to specify his or her destination, if any, and the player should not
declare an intention to travel until he or she has paid the rent. The
owner must allow travel from a mortgaged railroad for free. After
travelling, the player may chose to move in either direction around the
board before his or her next roll.
Utilities: If a player lands on Water Works or the Electric
Company and it is owned by another player, he or she must pay the owner
$5 per property that he or she owns on that board plus $5 per building
that he or she owns on that board, unless the owner holds both Water
Works and the Electric Company, in which case he or she must pay the
owner $10 per properties and building. A hotel is one building. If the
player has no buildings or properties on that board, then no money is
due. For example, George owns Park Lane and Mayfair, and has three
houses on each, and also owns five other properties on the London
board. He lands on the London Water Works. The owner of the London
Water Works also owns the London Electric Company, and George must pay
her $130 in water and electric bills. The Chance card that states
"Advance Token to Nearest Utility" is also modified: if the utility is
owned the player must play the owner $10 per property and building that
he or she owns on that board.
Repossession: When a player is bankrupted by debts to
another player, the debtor must mortgage all his or her properties, pay
the creditor as much as possible, and then return all of the debtor's
properties to the bank. These properties are then available for
purchase by other players as usual. As with the normal rules, the
debtor may not sell or trade any of his or her properties unless it
gives enough money to pay the debt. The original rules also state that
property acquired by the bank due to a player becoming bankrupted must
be auctioned off immediately, but in this rule, this auction does not
occur, and players must land on the properties in question to be able
to purchase them.