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Re:Monopoly was invented to demonstrate the evils of capital... by eitland on Wednesday February 26, 2020 @12:17PM (#22424999)
The boardgame can be great fun especially if people follow the rules.
Re:Monopoly was invented to demonstrate the evils of capital... by larrik on Wednesday February 26, 2020 @12:19PM (#22425024)
Any boardgame that involves eliminating players from it is a non-starter for me.
Re:Monopoly was invented to demonstrate the evils of capital... by karatestomp on Wednesday February 26, 2020 @12:46PM (#22425305)
They're fine if they're short. I'd prefer elimination to longer games where a couple clear leaders after lucky first couple rounds are the only ones who can plausibly win, which I've also seen in a few enlightened modern games. Best case for those games is you spend the remaining 80-90% of the game playing spoiler or kingmaker, which is kinda shitty, or in the worst case the game's designed such that you can't do much about it, so you're going through the motions to see if you can manage 3rd place out of 5 (or whatever) for the rest of the game.

Monopoly's pretty short if you play by the rules and everyone knows how to play and isn't screwing around. I don't really like it, but I don't think elimination is the main problem. It's not like world-conquest risk where it typically drags on forever, well after the first player elimination.

[EDIT] economy-building games with low interaction between players and a significant randomness component seem especially prone to "well that player happened to go first and got the only good thing available to buy this round so has its benefit the rest of the game, and will proceed to stomp everyone else, obviously". There's a particular cards-based game with an age-of-sail trading vessel theme I've played several times that's my (least) favorite example of this: I've won, I've lost, both are fucking boring because you spend most of the game knowing where you're going to place and you can't even rage-harm other players out of boredom. Drawing a blank on the name. Anyway, I'd much rather be eliminated in a game like that.

Re:Monopoly was invented to demonstrate the evils of capital... by dragontamer on Wednesday February 26, 2020 @01:02PM (#22425493)
"Dead man walking" is one of the worst feelings ever.

Settlers of Catan has a few "dead man walking" situations, but they're somewhat rare.... Especially because the optimal strategy in Catan is to trade with players weaker than you. So all "dead men walking" get boosted by the stronger players. The 1st place player never wants to trade with the 2nd place player, or vice versa.

"Ticket to Ride" has more dead-man walking situations, where you know you've messed up but nothing can be done until the game is over. And because the game is elimination free, you feel like a jerk to leave before the game is over.

---------------

The goal is to find a game that strikes the balance. Keep everyone playing, but make everyone feel like their contributions (even if they're behind) are noteworthy.

Carcassonne is probably the best.

Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:22PM (#22425675)
Nitpick on Catan.

The optimal strategy is to trade with players weaker than you who have something worth trading.

I've had many games where the "dead man walking" comes into effect because a player generates too few resources or not in demand resources (usually by bad initial placement) and therefore is only useful to squeeze for the occasional resource. They can't engage in constant trades because they literally have nothing, potentially not even as a space blocker. So optimal strategy becomes mostly ignore them except for kingmaker.

Re:Monopoly was invented to demonstrate the evils of capital... by dragontamer on Wednesday February 26, 2020 @01:34PM (#22425780)
I'm assuming decent initial placement (EVERYONE gets a pick at one of the 4-best spots in the game, and the player who get's 4th pick gets 4th AND 5th pick). Everyone has at least one good pick in my experience.

The situation where you have a clear "dead man walking", even when you did everything correctly, is when opposing players block you in with roads, preventing your expansion.

Once one of your initial 2 villages are blocked, the 2nd village becomes a target for blockage, because everyone knows that blocking your 2nd village will effectively eliminate you from the game.

Not "really eliminate", you're still a player and are kinda forced to play. But you can't make a 3rd village, and basically have no pathway to victory. A few unlucky rolls, or an opponent's lucky "Road Building" card, can bring up the road-block strategy extremely quickly.

Re:Monopoly was invented to demonstrate the evils of capital... by TimPC on Wednesday February 26, 2020 @01:43PM (#22425862)
Catan can get pretty uninteresting due to dice variance. I've had games where two players made lots of resources on 9 and two players made lots of resources on 5. Five got rolled 14 times and 9 got rolled 3 times. Even with good spots if the dice are against you it can easily become a lot of do nothing while other people play the game.

A lot of people also play with the houserule no trading because there is too much kingmaking in trading. It's too easy to place aggressively for ore if you know you can trade for whatever you're missing of the settlement. If you have to 4:1 it's a bit more of a tradeoff.

Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:47PM (#22425897)
Wait, no trading??? That seems to remove the only interesting aspect of the game!

Otherwise you're all sitting around a board that randomly generates resources for you to spend and sorta get in each other's way with road and settlement placements. If you want semi-solo Euro games, play something with way less dice variance!

The trades and dynamic that arises from the mechanic are pretty much the only reason to play imo. Otherwise the dice mechanics are way too strong as you point out.

Re:Monopoly was invented to demonstrate the evils of capital... by mcv on Thursday February 27, 2020 @05:17AM (#22432084)
When we played Catan every single day for a year during the 1990s, we ran into the dice variance issue plenty of time that we considered creating a bag with 36 chits with the dice distribution, guaranteeing that all dice results would come up in the expected ratios. Or maybe 72 chits to remove the predictability when the bag starts to get empty, and return the chits once you got a complete set of 36 out.

But as you can see, the idea quickly became way too complicated and we never implemented it.

Removing trading sounds like a terrible idea. Being able to monopolise a resource just to trade it for what you really need, is a feature, not a bug. Some resources are rare, and you need to take that into account during placement.

Re:Monopoly was invented to demonstrate the evils of capital... by shaneprrlt on Wednesday February 26, 2020 @12:25PM (#22425079)
There's some intense relationship-ending games of Sorry in your past, I can sense it.
Re:Monopoly was invented to demonstrate the evils of capital... by DonHopkins on Wednesday February 26, 2020 @03:03PM (#22426736)
Eunice explains how to use the little bell to Ma:

https://www.youtube.com/watch?v=oNG1DkS_f4g&t=6m38s

Re:Monopoly was invented to demonstrate the evils of capital... by larrik on Wednesday February 26, 2020 @12:46PM (#22425309)
lol, more like my kids getting eliminated and then causing trouble.
Re:Monopoly was invented to demonstrate the evils of capital... by DonHopkins on Wednesday February 26, 2020 @03:06PM (#22426775)
Kids love causing trouble with that Pop-O-Matic!

https://www.youtube.com/watch?v=HfznucMwNuU

Re:Monopoly was invented to demonstrate the evils of capital... by captn3m0 on Wednesday February 26, 2020 @01:05PM (#22425514)
+1. I once did a fun presentation on why Monopoly sucks. This was the top issue and the main reason why I don't play it anymore.

People play games to have fun. Eliminating them from a game is the worst thing you can do as a game designer, because its the only guaranteed way of them not having fun. This is the same issue that Mafia/Werewolf suffers from.

There's a nice blog post from the designer of Guillotine[1], where he mentions how one of the cards in the game (which stops players from playing any action cards) was "the biggest mistake I ever made as a game designer in my life".

Can't find the presentation anymore, but the other issues in Monopoly:

- Runaway leader (leading players get luckier)

- Starting few rolls can end up deciding too much of the game.

- Chances of landing in various properties is skewed enough to be a game-breaker (Primarily Transports and Orange) if not everyone is aware of it.

- Too much dependence on luck, overall.

[1]: https://danielsolisblog.blogspot.com/2015/07/one-thing-to-av...

Re:Monopoly was invented to demonstrate the evils of capital... by Mountain_Skies on Wednesday February 26, 2020 @12:25PM (#22425093)
From a social fun aspect, that's a good way to look at it. From the Landlord's Game/Monopoly original intent, eliminating a player basically means they are homeless and destitute, making the educational point rather clear. That said, cooperative games are a nicer way to spend an evening with friends.
Re:Monopoly was invented to demonstrate the evils of capital... by praptak on Wednesday February 26, 2020 @01:17PM (#22425629)
Actually, the axed "Prosperity" set of rules for the original game was cooperative.
Re:Monopoly was invented to demonstrate the evils of capital... by dragontamer on Wednesday February 26, 2020 @12:32PM (#22425158)
Try Acquire instead.

1. All players play to the end.

2. Implicit alliances are setup similar to the stock market. If the "Saxon" company does better, ALL players who own Saxon benefit.

3. Implicit rivalries are setup similar to the stock market. If "Saxon" company is the strongest in the game, the players you have to worry about are the fellow "Saxon" shareholders. Especially the intense fight over who is majority shareholder (and therefore gets the majority bonus at endgame)

4. It is easier to screw opponents over by buying the last share (or holding tiles they need), rather than win the game outright. Implicitly, Acquire relies upon playing well in a social aspect. Generally speaking, scratch the back of weaker players (ex: If a weaker player a minority shareholder in "Worldwide" company, grant them the majority), they might return the favor (ex: the weaker play may make an acquisition play, benefiting all shareholders of "Worldwide". Its better to be minority in "Worldwide" through an acquisition than to be majority in Worldwide but the company doesn't go anywhere).

Note: All companies only have 25 shares. Once the 25 shares are sold, there are no more. You can only purchase 3 shares per turn (maximum, across all companies), meaning the fight for "majority shareholder" is quite intense. You can win vs players with more money by being the first one to buy 13 shares, as an example.

5. You can't sell until a company is acquired. Reaching monopoly status (11-tiles large) means that a company CANNOT be acquired, which means your wealth is now trapped in the monopoly, unable to influence other companies aside from acquiring them. The wealth counts for endgame of course, but small companies grow faster, so its usually better to leave your wealth in the small 1 to 3-tile companies instead. I have lost games because my wealth was trapped in monopolies before, despite being majority shareholder in the largest endgame companies.

------------

Whenever my friends want to play Monopoly, I show them Acquire instead. Its strictly superior. Better tactics, better social interactions, better interactivity for "losing" players (they stay in the game, and often make the final acquisition plays that determine the winner).

"Comeback victories" aren't really a thing, due to the exponential growth of money in acquire. If you fall behind, you fall behind exponentially. But its still nice that everyone still has something to do at the board throughout the game, especially compared to Monopoly. At a minimum, your tiles determine who you can help or hurt, while your shares you own form your rivalries and alliances. You're never "alone" per se, someone else always tries to become at least "minority" shareholder in those other companies with you. So you can rely upon your alliances to advance in the late stages of the game, even if you're behind.

There's still a degree in fun trying to maximize your earnings, even in a losing position IMO.

Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:23PM (#22425687)
Acquire is such a better game if you enjoy the idea of financial wheeling and dealing.
Re:Monopoly was invented to demonstrate the evils of capital... by eitland on Wednesday February 26, 2020 @01:11PM (#22425582)
So no Risk and no Chess for you?
Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:23PM (#22425680)
No OP, but I assume Risk is out.

But Chess is OK because game ends when one player is eliminated. Therefore, no lingering players eliminated and standing on the sidelines while the rest play.

Re:Monopoly was invented to demonstrate the evils of capital... by chungy on Wednesday February 26, 2020 @12:21PM (#22425042)
How do you win, then?
Re:Monopoly was invented to demonstrate the evils of capital... by saghm on Wednesday February 26, 2020 @12:24PM (#22425071)
In many board games, either a win condition is reached for one player that ends the game for everyone at once, or some sort of scoring system is used to determine the winner after the gameplay ends.
Re:Monopoly was invented to demonstrate the evils of capital... by Mountain_Skies on Wednesday February 26, 2020 @12:27PM (#22425111)
Look up Pandemic or Forbidden Island for examples of cooperative games that put players against the game instead of each other.
Re:Monopoly was invented to demonstrate the evils of capital... by jbay808 on Wednesday February 26, 2020 @12:40PM (#22425237)
An issue with games like Pandemic is that a more experienced or dominant player can tend to take charge of the whole team, with everyone else following their orders instead of autonomously making their own decisions. Especially if following the experienced player's advice really does maximize the chance of winning, it basically becomes a single-player game with spectators who help move the pieces around.

I think adding in secret information or hidden objectives can help prevent this.

Re:Monopoly was invented to demonstrate the evils of capital... by captn3m0 on Wednesday February 26, 2020 @12:56PM (#22425430)
The fancier term for this is "The Quarterback" problem.

It happens at every Pandemic game, but there are ways around it. Even something as simple as a total-game-timer helps. Another rule that helps is enforcing the "consent" part of the rules (for 2-player interactions, including the one where you're allowed to move other players), and ensuring autonomy is respected in the game, even if its a sub-optimal move.

+1 to secret information/hidden objectives. I guess Pandemic:Legacy uses that?

Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:26PM (#22425708)
Alternatively, hidden traitor (Shadows over Camelot, Dead of Winter, Battlestar Galactica)! Then you can't trust the "Quarterback" because they could be LYING!!!

Other games solve this via real-time constraints. Thinking Escape from the Cursed Temple and Space Alert. There's not enough time for on person to coordinate everyone, so everyone needs to communicate and take initiative.

Re:Monopoly was invented to demonstrate the evils of capital... by Joeri on Wednesday February 26, 2020 @12:34PM (#22425184)
Re:Monopoly was invented to demonstrate the evils of capital... by karatestomp on Wednesday February 26, 2020 @12:52PM (#22425386)
1) One or more game-ending game states which may or may not also be win conditions for the person causing them, without any possibility for a player to be "out" before that.

2) Set duration (usually in rounds played).

Usually wins determined, in either case, either by "you were the first to do X so you win" or a scored resolution.

It's usually possible to be de facto eliminated in these games (anyone who's played much Catan has been there, to pick a familiar example) but the best of them keep that from happening until late in the game. Quite a few, frankly, do not do a good job of that but do make it hard to tell who's winning so at least you don't know you've effectively already lost by the halfway point of the game.

[EDIT] for an easy example many might be familiar with: look at most trick-taking card games, like Spades, Hearts, or Bridge. No elimination (unlike, say, poker), but you still get a winner or winning partnership at the end.

Re:Monopoly was invented to demonstrate the evils of capital... by cowbellemoo on Wednesday February 26, 2020 @12:26PM (#22425097)
Many games go until a win condition is reached without eliminating other players in the meantime.
Re:Monopoly was invented to demonstrate the evils of capital... by dragontamer on Wednesday February 26, 2020 @12:57PM (#22425436)
"First to 10 points wins".

"Dominion", "Settlers of Catan", "Splendor" are great games of this nature.

------

Acquire has "When all companies are monopolies (11 tiles or larger) or when one company is of size 42, the game is over". So the game is on an implicit clock.

All players keep playing until the end condition.

Re:Monopoly was invented to demonstrate the evils of capital... by TimPC on Wednesday February 26, 2020 @01:48PM (#22425899)
Settlers of Catan is a deeply flawed game. It's far better than monopoly but is definitely too dice-heavy and kingmaker oriented. Dominion is in a lot of ways among the worst games in the genre it created as most of the variants that followed added more interesting mechanics and tradeoffs. It should get a lot of credit for being original so I guess I'm fine with calling it a great game. Splendor is a classic.
Re:Monopoly was invented to demonstrate the evils of capital... by mcv on Thursday February 27, 2020 @05:24AM (#22432122)
I honestly haven't seen any pure deckbuilding game that's as good as Dominion. It works very well in Quest for El Dorado, but that's not pure deckbuilding (great game, though).

I also disagree that Catan is deeply flawed. Of course no game is perfect, but Catan does what it does very well. Kingmaking can be an issue in any multiplayer game with any sort of interaction, but in Catan, it's pretty clear how to get points. If people are throwing the game just to spite someone, then you just need to play with better people. Dice are absolutely central to the game, but that's not necessarily bad. Luck being a factor does not make a game deeply flawed. If you prefer chess, you just need to play chess instead.

Re:Monopoly was invented to demonstrate the evils of capital... by dragontamer on Wednesday February 26, 2020 @02:19PM (#22426254)
I feel like there are better games than Catan these days, but it was great when people were only thinking about relatively bad games like Monopoly or Risk as their Friday night hangout game.
Re:Monopoly was invented to demonstrate the evils of capital... by TimPC on Friday February 28, 2020 @11:49AM (#22444090)
Agree with that. I just think it's sad that the state of the art for gaming in non-specialist stores is Catan and Ticket to Ride. If places like Indigo were a bit more ambitious in their title selection many people would be playing much better games.
Re:Monopoly was invented to demonstrate the evils of capital... by hnal943 on Wednesday February 26, 2020 @02:16PM (#22426225)
first past the post and score are both good options.
Re:Monopoly was invented to demonstrate the evils of capital... by thinkingemote on Wednesday February 26, 2020 @12:34PM (#22425182)
I've enjoyed adding more rules, such as the bank adding loans with interest, bank robberies, insurance and organised crime and other things to make it more like a role play game.
Re:Monopoly was invented to demonstrate the evils of capital... by soylentcola on Wednesday February 26, 2020 @12:50PM (#22425361)
How did you work out things like (for example) bank robberies?

When the banker gets up to pee, you snatch some bills from the drawer? Or every X turns, roll for chance to hit vault-armor class 0?

Re:Monopoly was invented to demonstrate the evils of capital... by DonHopkins on Wednesday February 26, 2020 @03:00PM (#22426702)
My favorite approach is to go in under the table and cut a hole underneath the bank's pile of money.