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== Artillery Piece == ''These are optional rules, recommended only for players already used to Illuminopoly.'' The artillery piece has special rules for just about everything. Firstly, it cannot own property, and is exempt from the loss rule above. When it lands on a property, it can issue a ransom demand or attempt to destroy the property. If a ransom is issued, the player who owns the property decides whether to pay it on his turn, and the terrorist's turn is over. The next time it becomes the Terrorist's turn, whether or not the ransom is paid, he must decide if he wants to blow up the property. Of course, taking ransoms and then blowing up he property is a quick way to not get ransoms paid any more. This destruction attempt costs just as much as a normal attempt, except the money is paid for breaking security or beefing it up. Players owning properties of the same color as the threatened one may help defend against the attempt by adding money, since if the destruction is successful, all properties of that color are damaged and don't pay rent next turn or count for victory. See below for other effects of destruction. If the Terrorist decides not to issue a ransom, he rolls as subversion instead, since no one will be ready for him. This will often be done against unclaimed properties or in return for favors from opponents of the victim-to- be. If the Terrorist lands on an unclaimed property and wishes to issue a ransom, all players may join in paying it, since they may wish to buy the property someday. In this case, the ransom is paid at the end of the turn by a pool the other players pay into. If the destruction attempt fails, the Terrorist's piece goes to Jail, and no political favors can get it out. After the fourth such jailing, the captured men turn state's evidence on the head of the ring, and the player is out of the game. As a result, the Terrorist player may wish to do nothing when landing on a space, rather than risk a bombing that will fail or risk credibility by asking a ransom that won't be paid (out of confidence that the building can be protected). If a normal property is destroyed by the Terrorist, it is rubble. The owner, if any, must first pay half the value of the property to clean up and pay off victims. Then he must rebuild as per the normal rules, but without needing to rezone. The cleanup may be performed on the owner's next turn. If the property is unowned, buying it costs 1.5 times as much as base, since it must be cleaned up first, then rebuilt. Destroyed properties yield no rent, cannot be holding companies, and don't count as anything for victory conditions. However, they still must be attached somewhere to the owner's web of cards. If he chooses, the owner of a destroyed property may simply abandon it, sell it back to the bank for mortgage value (value of the land) on his next turn instead of moving. If a utility is attacked by the Terrorist, the entire utility is not destroyed, rather service is disrupted. A utility destroyed by the Terrorist will not give rent or count toward victory for d6 turns, while it is repaired. Similarly, the entire Railroad is not destroyed, but the line is unprofitable for d6 turns after the explosion. If the Terrorist attacks a property currently 'destroyed' by rezoning, he attacks as if it were full value, since security at malls is just as tight as that at apartment buildings. The Terrorist wins if he destroys at least one property of each color over the course of the game, spreading his terror to every neighborhood in the city. He has to hit every color because he can destroy unclaimed properties so easily early in the game.
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