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== The Conspiracies == Each game piece represents an agent for each different faction. If they go to Jail, they will eventually die mysteriously at the hands of their replacements who are 'Just Visiting' (no game effect, just fluff). Each faction has their own special ability and goal to win the game. ;Every Faction When all properties are either controlled or destroyed and before the Chairman of the Bank starts their turn, the total rents collected are added up. At this point, any subverted properties count for the controller, not the owner. If at this time any one faction has more than half the total rents, that faction has won the game. ;Top Hat Aristocratic faction. May forfeit a turn in order to collect rent twice. Wins if it owns or controls the five most valuable properties on the board, as determined by base value. Normally these are Boardwalk, Park Place and the green properties, but with Rebuilding this can change (see below). ;Thimble Pattern maker. Believes in diversity. May rearrange holdings instead of collecting rent, and still move. Wins if it owns or controls six different colors of property. ;Racecar Automotive interests. May roll 3d6 to move if it desires, or just 2d6. Wins if all four railroads are destroyed at any point in the game. ;Horseman Anarchist. Has discovered the Foul Plot and is determined to beat the Illuminati at their own game by keeping them from controlling enough of the city to use it. If at any time seven properties are destroyed the Horseman wins. Also, if at any time the Horseman has Subverted at least two properties of each opponent, he wins. However, if he ever satisfies the normal winning conditions, he becomes disgusted that he has become the enemy, divests and tries to go to the press. But he mysteriously disappears, and his properties become unclaimed as he drops out of the game. ;Wheelbarrow Infrastructure faction. Gains an additional die on all Subversion attempts, as he knows the wiring. Wins if he controls or owns both utilities and at least two Railroads. ;Steam Iron Slumlord. Believes in the power of the lowest common denominator, and will seek to own the cheapest properties he can. May ignore any Chance or Community Chest card that says he has to pay for something, and takes a -2 to [[#Rebuilding|Rebuiling]] rolls (rebuilds cheaper or as good...never better). Wins if he owns the cheapest properties in at least five colors. Control is insufficient, he must own. ;Dog Inhuman faction. Motives inscrutable. Cannot be stopped by Jail (always is Just Visiting) since the real powers are never seen. Player chooses one of the other special winning conditions and writes it down before play starts. ;Shoe Former tramp who clawed to the top. He initially doesn't know about the plot, but soon finds out and plays along to avoid being destroyed. He has the special power that his advance men (game piece) can ride the rails. As his piece moves, it can move to the next Railroad instead of the next space. So a roll of 5 could result in 1 - 2 - Railroad - next RR - 5, to get extra movement. The Shoe is only interested in a life of luxury for himself, and wins if he manages to build a hotel on any third or fourth leg property. ;Artillery Piece International Terrorist Conspiracy. Optional for advanced games, has [[#Artillery Piece|special rules below]].
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