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== Play == Play starts at the banker, and proceeds counterclockwise. Should the Chairmanship of the Bank change during the turn, continue the current turn until its end, then start anew with the new Chair. Each player's turn proceeds in this order: # Collect rent on ALL properties owned, even if in Jail (Roll dice for Utilities each round) # Either Reorganize or Role Dice. If Reorganize, move your properties around at will. If Roll Dice, roll 2d6 (3d6 if Car), use [[#Money|Money]] to tweak the result, and advance your token that many spaces. If a property is landed on, the player has five options: ## '''Buy''' If property is unclaimed, buy it by paying the amount printed on the board. The Banker then gives the buyer the Deed and the buyer installs his mind control devices. If the player does not wish to buy it, it remains unclaimed, and is not auctioned off. ## '''Destroy''' Attempt to have the property rezoned commercial and removed from play. See below. Works on claimed and unclaimed. ## '''Rebuild''' Only if property previously destroyed. Covertly get plot zoned back to Residential and build new apartments. ## '''Take Over''' Attempt a buy-out of the property. This can only be done on claimed property. ## '''Subvert''' Rewire opponent's mind control systems to make his pawns serve you instead. # Whenever GO is passed, the player picks up $200 from Interest and Outside Investments. If GO is passed mutliple times in one turn, such as can be the result of various cards, this money is collected for each pass. GO money is paid by the Banker, and may not be paid if the Bank is bankrupt (see [[#The_Bank|Banker rules]]). # Landing on another player's property does NOT incur rent payments paid to them, and you may chose to do nothing once you land there. # If the player rolls doubles, he may roll again after this, effectively taking another turn. Should he roll doubles again, he gets a third turn. However, should he roll doubles three times in a row, he attracts the Attention of Higher Powers and they have his agents "removed" (Go to Jail). # If the Chairman of the Bank is next, check to see if any player satisfied their conspiracy's winning conditions. === Take Over === To attempt a hostile takeover of a property, first one must spend money equal to half the current value of the property. This goes into the Bank and represents buying off the 'norms' who own stock in the holding companies. Then the aggressor tries to roll a 12 on 2d6. The player may add +1 to this roll for every $10 spent for graft and such. Opponents may subtract -1 from the roll for each $10 spent on counteractions and red tape. Money spent on this roll by the winner goes to the loser (assume someone in the losing faction takes some graft) and money spent by the loser goes half to the bank and half to the embezzlers at Free Parking. Thus it is possible for a failed takeover to turn a profit if the property wasn't very valuable but the war was hard-fought. E.G.: To keep the Iron from taking over Baltic, the Boot has to pony up $30 to make the attempt, but could pocket several hundred of the owner's cash in "buy off" money. === Subvert === Like a takeover, but the owner gets to spend no money. Attacker spends half of the value of the property in bribes to security, plus additional financial lubrication to increase his roll, and tries to get a 12 on 2d6. Note that the Wheelbarrow gets 3d6 on this. The owner will still get the rent from this property, but the rent will count in the controller's power base. The owner will not 'notice' this subversion until the next time his piece lands on the property, at which point it is automatically reverted to his control for free. While the property is controlled, the controller places one of his markers on the property card. Nothing new may be built on a controlled property until the control is broken. An exception is if the subverter can control all of the properties in the monopoly, construction may resume, but he benefits from the increased power. Half of money spent on Subversion attempts goes to the Bank, half to Free Parking. See [[#Mortgages|Mortgages]] below for subversion-like situations. === Destruction === With a few exceptions, this generally involves rezoning the property so that the apartments must be torn down and replaced by a mall. If owned, the property remains in the owner's portfolio, but can no longer control other properties for him. Destruction attempts cost just like Takeover attempts, with bribes tossed both ways to enhance rolls. However, the attacker needs only roll a 7, and all money spent (not half) goes to Free Parking as graft to the zoning board, except for the base cost (half property value) which goes to the bank to represent financial entropy. If the property is owned, only the attacker and the owner may spend money, unless they invite in help (usually in return for future favours). If the property is unowned, anyone may throw money on either side. Usually this will happen when the Horseman is starting out, and the other factions want to stop him from destroying properties. Exceptions: * Utilities cannot be destroyed * Railroads cost full value as the base cost of destruction (effectively buy it then destroy it) * If you try to destroy your own property, anyone can oppose you, but must spend twice as much ($20 per -1 to the roll). Destroyed properties earn half rent for their owners, and have half the value for defending against takeover. None of the rent they earn is counted for power base calculations. === Rebuilding === A property may only be rebuilt when it is landed on, even if you own it. Rebuilding involves getting the original rezoning overturned, which requires a roll of 8 or more on 2d6, modified by graft as usual. No one may interfere with this roll. Once it is rezoned, you spend half the value of the property and roll one die to adjust the property value thus: 1-2 : Property rebuilt cheaply, worth 1/2 original value; 3-4 : Property rebuilt same as before; 5-6 : Property rebuilt posh, worth 1 1/2 times original. Steam Iron likes things cheap, and will subtract -2 from this roll. Top Hat likes posh, but still needs tax write-offs, so does not modify this roll. If you land on someone else's destroyed property, you must first take it over. Then on your next turn you may forfeit movement in order to rebuild. If the rezoning roll fails, you must move on, and cannot try to rebuild again until next time you stop there. Rebuilding a Railroad costs full value of a single RR, and does not roll on the table above. However, this new Railroad will not add to others owned by the player for purposes of Rent for d6 turns, while the 'monopoly' on Rail is reestablished. All money spent on Rebuilding goes to the Bank, none to the Swiss Bank Account. Properties destroyed by the [[#Artillery Piece|Artillery Piece]] need not be rezoned before being rebuilt.
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