I think most people can agree that Monopoly is a cultural classic, and many board gamers have a story or three from childhood about some cool shit going down with Kentucky Avenue or something. But I think most of us can also agree that it's just not a very fun game compared to many others out there.
Say you wanted to re-release Monoploy but... maybe change some or most or even all of its key features, but you want to keep the spirit of the game around. Buying, selling properties, collecting rent and scheming to get all the railroads, fucking someone over with a fully developed Boardwalk.
Before someone says it, I don't think Acquire is that game. Acquire is a great game, to be sure, but despite its theme of big business, it's not really in the same vein of play as Monopoly.
I love the additions and modifications to Risk that made up Risk 2210. They added nukes and you could conquer the goddamn moon. It's a very different game with a lot more depth and a lot more options, but it's still a Risk game, and not just in name.
What additions or modifications could make Monopoly a greater, funner game? What's wrong with Monopoly as it is right now? What makes it such a chore, ultimately?
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its point was to allow poorer, un(der)employed people the opportunity to:
-play with lots of $$$, as they had none.
-play for a long time, since they had not much entertainment.
the first thing to do is increase the speed of the game. a good first step could be to shorten the board a little. the buildup of houses/hotels should be more significant as well; three houses makes a hotel, but they're more expensive or restricted in speed somehow. they could, possibly, be tied to the "rounds" you make, as another way to limit them. places should be worth more to start, and hotels should be more expensive, but monopoly & hotel-building is still a key strategy.
the house/hotel system could be reworked another way, but it needs to be reworked. as i've seen it, everyone always builds hotels whenever they get a monopoly, which loses some room for interest.
the core mechanics of monopoly, which make it fun:
-it's a linear game. the map is a single, linear loop.
-it's a poker/match game. you're looking for three-of-a-kind.
-it's a resource management game. invested money can get you more.
-it's a luck-based game. you roll 2d6 and move that many spaces, without control over direction.
what makes the game bearable in some ways is player-to-player trading.
Don't put any money on free parking, enforce the rule that if you choose not to buy a property you land on it goes up for auction, and you should have a solid little game. The key is to recognize that Monopoly is at its heart a trading game; trade early and often to put yourself into a more advantageous position.
This BGG post is illuminating.
If you want to try other rules variants, the Championship Edition include a speed die for faster play, and someone else in that thread mentioned using free parking as a "go to any space" ability (I think it would be decently balanced to allow the player to move anywhere on the board as their next move from free parking, without giving the $200 for passing go.)
I called the banker out on cheating last game I played. I devolved into bickering. who won? Well I did of course!