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=== 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.
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