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Saorsa Monopoly Houserules

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May 19th, 2019
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  1. Note this is only meant as an amusing optional set of house rules to play with, based loosely upon the RPG Saorsa, and is not intended to replace any actual version of Monopoly. I just came up with the idea while sleep deprived with a cold and found it amusing was all.
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  3. Rules: You pick one species as your game token. Each species has its own unique ability or passive effect it may use.
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  5. Caragh: Eager Servant - Any time any player pays to construct a house or hotel, they only pay half the cost, but the cost is paid to the Caragh player instead of to the bank. Selling a house or hotel is also only worth half of the normal sale price (one quarter normal purchase price) and is taken from the Caragh player instead of the bank. If a sale would set the Caragh below $0, the sale can't be made at all, even if this would cause bankruptcy to the seller.
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  7. Dragon: Destructive - You may choose to destroy any one building on a property you land on. If there are no buildings on the property, you may destroy the property itself, removing it from its owners control. You may not purchase a property you just destroyed and must wait until your next time around the board.
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  9. Ferax: Pub Crawl - You start the game owning the waterworks. Any time you would pass the waterworks, you instead stop on the waterworks, give yourself a pub crawl token and roll again. Gain $10 from the bank for each pub crawl token you have after stopping on the waterworks.
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  11. Human: Negotiator - You may sell and buy houses and hotels only on your turn, but you sell them for full price instead of at half cost (or half the normal purchase price instead of quarter if there's a Caragh in the game). You still require following all other rules for purchasing houses or hotels, but may sell at any time you desire during your turn.
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  13. Kaelas: Quantum Superposition - Start the game with 1 luck and gain +1 luck each time you pass go. You may expend 1 luck to pick up a die once rolled and set it back down by +/- 1 per your choice. You may do this multiple times with a single roll, spending a charge each time, but never above 6 or below 1.
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  15. K'yuubi: Kleptomania - Each property you pass without landing on, you steal a small sum of money from the owner. $2 per empty space, $4 per house, or $20 per hotel. If the property has no owner, it's stolen from the bank instead.
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  17. Nogitsune: Illusionist - Start the game with 1 tail. Gain +1 tail each time you pass go up to 9 tails. After passing go again at 9 tails, double the effect of illusionist. Any time you would pay money for any reason to any source, reduce the money paid by $5 per tail.
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  19. Serketh: Twostrand - Any time you would draw a card, you instead draw two cards and may choose to place one back on top of the respective deck.
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