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by wombatmobile 1888 days ago
Monopoly was popular with kids on my block back in Palo Alto in the 60's. At least, it was omnipresent in collections, and we'd attempt to play it every so often...

I can't remember one game that didn't feature (a) disputes about rules and the administration of the bank; (b) animosity and dissatisfaction upon exit; and (c) hollow emptiness for the (newly friendless)"winner".

4 comments

The one thing I hated about Monopoly is that when you're down, you rarely can make a come back. It's not long before you know if you're going to win or not, and the rest of the game is just a slow death for the other players. No real joy.
That’s the whole point, it’s a realistic simulation of life
Perhaps the most intrigueing meta observation of the monopoly game is how the players seem to never recognise how it is rigged, at least years of playing it with my cousins never revealed the didactic purpose to any of us. When we played people always took it seriously, ie that there are smart things you can do and you should do them, but we never stepped back and pointed out how the rules made the losers more and more desperate.

We also modified the rules as kids. Who'd have thought the lack of houses was by design, and of it was, who could think it was a fair thing to do, cornering the market?

I certainly didn't think about the dynamics until I studied economics and read articles about how the game was designed. Only my later self, with a background in trading would recognise the rules for what they are, and the strategic possibilities.

Is there a board game where one's advantage doesn't compound, though?
The jargon for this is a "comeback mechanic" - game designers have to be cautious with them though, as if the final round can flip the results too easily what was the point of all the other rounds?

In "Power Grid" (a power plant building game) the turn order is recalculated every round based on how well the player is doing, with the players doing worst getting more chances to bid in power plant auctions and being first to buy on the fuel market.

In "Flamme Rouge" (a cycling-themed game) a 'drafting' mechanic means the leading player has to add 'exhaustion' cards to their hand, much like riders in real races try to slipstream behind the race leaders.

In "Suburbia" (a city building game) victory points are 'population' but as you move up the population tracker, you cross red lines that reduce your income and reputation.

In 'Trans-America' (a railroad-building game) points are scored by connecting cities, and it's easy for a naive player to connect 4 cities before a lucky expert player connects 5 and ends the round. This creates the impression of a close game as the best and worst players will be within 20% of each other.

And of course, the other option is: A scoring system so baffling and opaque, nobody can work out who's in the lead until the calculators come out at the end.

Yes, you can lose the meaning of all other rounds but the last. And if player strategies can maximize comebacks, then all the smart people will only focus on the comebacks and only the less experienced or relaxed players will play the actual game (and be constantly frustrated by seeming to win early on and then losing to comebacks without feeling any power to change that).

In chess, which doesn't have a clear comeback mechanic, this sometimes works out, since the impact of late game mistakes can vastly outperform early wins. So, comebacks are clearly and directly linked to the skill of the winning player making a mistake and the skill of the losing player being able to capitalize this mistake.

But even that direction doesn't come for free. As in such games skill is so important, inexperienced players fighting each other will have a lot of huge randomness in their outcomes and altogether the game only becomes fun once you reach a certain minimum skill level.

Last but not least, there are also alternatives to comebacks. For instance, in poker or pen&paper roleplaying games a factor of pure randomness is added. So, while on average the skilled players will have almost all the positive experiences that chess players have (they win more often, they have more clarity and control about the progress and current status mid-game), the unskilled players can sometimes make a lucky win which seems satisfying enough that some people get addicted to poker without ever gaining much skill.

As Monopoly also has a random element, I wonder if simply tuning the impact of randomness would make it more fun, allow for more lucky comebacks, etc. As a stupid example, maybe event cards could introduce property tax rates that stay until another event card alters them, or a renter being unhappy about the rental property won't pay the rent or even create costs through law-suits, required building repairs, or clean-ups.

A countervailing pattern I've seen (in games with 3+ players) is that, if one player pulls into a lead, then the other players will start piling on them. Board games like Avalon Hill Civilization, Family Business, Root, etc. -- basically any game where you can choose one of your rivals to attack.

Munchkin takes this to the extreme, where someone will perpetually be on the edge of winning and there are a variety of colorful ways to set them back. It's random and chaotic by design.

Monopoly doesn't really involve such a mechanic. You can refuse to trade with someone who is pulling ahead, but by that time it is more likely to be too late.

Assuming your Monopoly house rules allow arbitrary contracts (if they don't, they should) the non-winning players can extend credit to each other, and allocate their combined resources very efficiently to try to beat the winner.

It's very hard as a single player to beat a credit union. So the winning player will want to build some sort of alliance with at least some of the losers to make their coalition weaker, which will pull those players up the ladder and give them a chance, and so on. It creates a mostly good dynamic of cooperation for self-preservation.

In the end, one person wins, but it's often a close race.

(This works best if you play with the same crowd every time, because then people have reason to build trust with each other and won't suddenly default on a huge loan without feeling the consequences of it.)

Taken to an extreme, this has a 'kingmakeer' problem though, where who wins the game can often be decided by someone who has no realistic chance of winning (either by directly aiding or allying with one player, or failing to block another player).
The equivalent in monopoly is making an unfavorable trade with whoever is in second place, putting yourself behind in order to give the 2nd place person a shot at winning.
Yes, it is even pretty much a design principle for newer board games [1]. It started to become popular with games like Settlers of Catan.

[1] https://boardgamedesigncourse.com/making-a-comeback/

What is the mechanic in Settlers that enables this? Can't think of anything apart from how resources seems to be unevenly used throughout the game (wood and brick being more sought after early on to build roads and settlements, while iron and grain become more important when cities are built later on).
Dominion is a great example of this. For most games (depending on which cards are played there may be differing victory conditions) the way you win the game is by obtaining Province cards and adding them to your deck. These are worth a lot of points, but have no actual utility in the game (where most of the cards you are adding to your deck let you do things like draw more cards or gain resources). So as you get closer to winning, the composition of your deck becomes worse and worse, and you become less and less likely to be able to purchase more Provinces.
There are certainly games that have negative feedback loops for leading players. Some Ludo variants make it progressively harder for players to make valid moves the more pieces they brought home, for example by forcing the player to move to an empty home field with an exact dice roll.

Generally, I'd say that if you have a game that regularly ends in close finishes it's likely either very random or it contains negative feedback loops.

Heaps of board games have some kind of disadvantages for being in front (eg power grid makes you bid first at auction and buy scarce resources last).
"Imperial" - the best boardgame of all, in my opinion[1]- largely circumvents having a comeback mechanism by making the game scores being a dynamic result of all player interactions until the very end. You typically only know for sure whos about to win in the last round but (very importantly) it does not feel random at all (there is virtually no luck, no dice, no card decks)

In short, its a light wargame in which the players control the nations - but they are not the nations. They are investors who buy bonds in the nations and the player with most investments controls (governs) that nation. Controls shift during the game and war is _not_ the objective. Profiting from your nation(s) is.

Do check it out. The game is well reviewe and still critically underrated

[1] https://boardgamegeek.com/boardgame/24181/imperial

> Is there a board game where one's advantage doesn't compound, though?

The thing is, it's not usually such a zero-sum game as it is in Monopoly.

In better designed games, there's more opportunity cost associated when you start optimizing for something. Individual players can pursue their own, different strategies. A player who optimizes for "strategy A" might be weak to "strategy B." Getting the resources for "strategy B" might become easier, since there's less competition for them.

The trick to Monopoly is that there is no alternate strategy. Opting to (or being unable to) buy land doesn't open up some other path through which you can win - it just means you're going to lose.

I used to play the MAD (magazine) board game as a kid. It's pretty good. Pretty crazy, not surprisingly. A lil like Monopoly except the pick-up cards involve doing weird things, or telling every player to pass their money to the player on their right or left, which happens so often that you never are winning for too long.
Yes. As others have pointed out, it’s more and more common these days - or at least more common to have a situation where the players aren’t entirely sure who is ahead.

Examples include: * Innovation * Wingspan * 7 Wonders * Brass: Birmingham (and the original Brass, too)

All really fun games, too.

Chutes and Ladders
> Perhaps the most intrigueing meta observation of the monopoly game is how the players seem to never recognise how it is rigged

I don't want to start a big argument, because I realize some people actually do like Monopoly as an artistic statement, but I've always felt that if a game is actually that universally misunderstood, it's not because it's brilliant -- it's because it's bad at demonstrating its core point.

One of the purposes of game design is to communicate something, whether that's an idea or an emotion or whatever. And Monopoly is a bad game at communicating. It doesn't add anything additional to anyone's understanding of Capitalism, it's only decipherable by people who already know what it's trying to say.

I have never, ever seen a child or an adult that was out-of-the-loop on Monopoly's origins walk away from the game saying "huh, that has some interesting parallels to the real world, I should read more about this."

That's because when it was corporatized, they intentionally took out the message. The Landlord's Game became Monopoly. The Poor House became Jail. References to wages and necessity taxes were removed. The anti-monopolist rules were removed entirely.
To be fair, the history of capitalist owners of Monopoly have had reason to "dull" the original design. The Landlord's Game included two rule sets and encouraged players to play both then compare/contrast. The second Georgist rule set hasn't been included in the official rulebook in decades, but was a key part of the original design. (It's intentionally dull to play the other rules, but it was the stark contrast that was a key part of its attempt to be a teaching tool.)

There's also been another force "dulling" Monopoly's game design over time: most people don't learn Monopoly from the rules, they learn Monopoly from playing with others. There are a lot of viral (mimetic) multi-generation "house rules" that people learn from their families/peers/educators. There's also a couple of key clear rules that remain in the rulebook that people don't follow for a number of reasons, including essentially culturally "we forgot them".

(There's some interesting meta-commentary on Capitalism and its attempts at "fairness" band aids in the house rule dialects that have accumulated over time. There's some interesting meta-commentary on Capitalism regulations, banking, and/or dumb luck in the rules that have been "forgotten".)

In some ways, some of the almost willful cultural ignorance of the message of Monopoly is its own ironic statement on the systemic problems of Capitalism and how much people complicit in that system want to wish things fair or ignore their complicity and try to just cope with the problems and their fallout. I wouldn't necessarily call that "universally misunderstood", that's a pretty deep understanding, even if accidental. It's generally surprisingly easy to have conversations about it and "wake" people to Monopoly's origins and what it says about the game (and why they love/hate it) because even if they never thought "huh there are interesting parallels to real world Capitalism here" they can definitely see the parallels in hindsight if you want to talk about it.

Perhaps this was different in the past, back when your entertainment for the evening was just to sit around with a few people, read the rules thoroughly, and concentrate. Perhaps even play it several times.

For the current age I think it takes way too much patience. I think movies have changed like that too, the attention economy demands that you get to the point immediately. Heck, I can't even read articles that don't address their headline within the first three paragraphs.

I never thought the game was rigged because I always played with people who played sub-optimal strategies, and I would always win.
It leaves out an important piece though, inheritance.

No way for you to win if there’s another player who inherits a small fortune of existing properties on the board.

Imagine playing Monopoly but one player starts with a couple properties and a little extra cash in hand. As if that game wasn't bad enough as it is.
They've actually done that in a psychology study. As in real life, the people with the advantage start inventing reasons why they deserved that advantage, and that it's really fair.

My memory might be inaccurate.

I think I remember reading about this and IIRC one of the players was given more starting money than the rest, but wasn't told about it. Then when they were asked why they think they won, they would say it was because of their strategy or their skill, and I think most even doubled down when they were told about the extra money. Something along those lines. My memory is likely inaccurate as well.
Monopoly has no rules for inheritance.
I don't disagree. I'm merely pointing out that it was not much of a fun game. As a kid, I played board games to have fun. Monopoly failed to deliver.
> I played board games to have fun. Monopoly failed to deliver.

A common sentiment, and yet "Over 250 million sets of Monopoly have been sold since its invention and the game has been played by over half a billion people making it possibly the most popular board game in the world." [1]

Why?

[1] https://www.loc.gov/rr/business/businesshistory/December/mon...

Probably because luck based games are incredibly easy to setup and play for new players. I assume a lot of Chutes/Snakes & Ladders have sold as well.
Did you read the WP article? It seems the original game had 2 sets of rules:

> The set had rules for two different games, anti-monopolist and a monopolist. The anti-monopolist rules reward all during wealth creation while the monopolist rules had the goal of forming monopolies and forcing opponents out of the game.[3] A win in the anti-monopolist or Single Tax version (later called "Prosperity"), was when the player having the lowest monetary amount has doubled his original stake.

So one rules similar to modern day Monopoly. And one that teach us the virtues of "social policies". (can I say socialism here without being down voted to hell?)

And there was a clear intend to teach its players about "unfairness":

> The game was created to be a "practical demonstration of the present system of land grabbing with all its usual outcomes and consequences". She based the game on the economic principles of Georgism, a system proposed by Henry George, with the object of demonstrating how rents enrich property owners and impoverish tenants. She knew that some people could find it hard to understand why this happened and what might be done about it, and she thought that if Georgist ideas were put into the concrete form of a game, they might be easier to demonstrate. Magie also hoped that when played by children the game would provoke their natural suspicion of unfairness, and that they might carry this awareness into adulthood.

I've learned something today!

Also, I'm quite a fan of Georgism (tax bad behavior so heavy it disappears). For instance, I think we should georgize pollution and wealth hoarding.

OP was talking about monopoly, which never had a more egalitarian mode.
I don't have a good understanding, but is it actually socialist when it is about increasing personal wealth at the core? It does rather sound like a constrained version of capitalism to me.
Well to be honest there is different versions of socialism with different meanings. Some do put personal wealth as more important, or at least indirectly. If it is part of the market socialism side then wealth is used the same way to promote self-interest.

In market socialism the the difference from capitalism is stricter controls on business ownership (i.e. businesses must be coops or something along those lines).

Socialism tries in increase wealth of individuals, just like capitalism does. The difference is that different flavours of socialism want to increase it across the board, where capitalism wants an individuals wealth to be very well protected, especially when the numbers get high, so that wealth may accumulate in few.

I find it fascinating that the original Monopoly game was desgined to teach us the difference and how Georgism (taxing bad behavior) may be used by "the people/democracy" to ensure capitalism is not the outcome.

Also very telling that the game was thn ripped off, and got popular as Monopoly, where the only set of rules are the capitalistic ones.

Georgism is extremely capitalist, and it is not “tax bad behavior.”

Georgism can be summarized as such: A person is entitled to exactly what he or she produces.

That’s the purest capitalism I’ve ever heard of. The scent of socialism you get is due to the examination that George provides of “exactly what he or she produces.”

Laborers are therefore entitled to all of their wages. Capitalists, who earn money by deploying capital (which is actually stored up labor) are entitled to all of their returns. Landlords, however, earn money by charging for access to something they did not produce - either to the “productive powers of nature” such as rivers, mines, farmable land, or to value created by the community surrounding a plot of land (such as education, cultural amenities, public transit, or private employment opportunities).

It’s really not socialist at all. It’s idealized capitalism.

maybe start from the names: socialism tries to put society first, capitalism tries to put capital first. western europe democracies try to be 'social capitalism', with mixed results, but maybe not as disastrous and scary as some folks here would like them to be.
Lol, the Soviet Kid’s encyclopedia definition of capitalism and socialism. You Americans are so deliciously naive.
I wonder if they've reinvented the game yet to have similar themes (and that glorious fake money) but to improve on the shortcomings of it, mostly the mid - endgame when it's just a lot of going around the board and waiting for rent to come in / other player's money to drain.
Short version: You're _supposed_ to strictly follow the rules AND the lack of pieces. Depleting the bank of houses to upgrade property with as a market cornering tactic. IRL similar to urban growth boundaries and no programs for upgrading the housing within them.
A very interesting twist is to play with real money.

Set a sensible exchange rate to real money and treat the Monopoly money as “chips”.

The tactics and strategy significantly change because there is real external value to the assets and currency - but only for the duration of the game.

Apart from anything else it means the game ends much faster.

That's an interesting idea. I've had fun playing with another twist. Follow the rules strictly but start with 1/3 the usual starting money.
Sounds like this would just extend the period where people have to get lucky to gain an advantage. So it would appear more even for a longer time.

(I do agree that would be more fun)

Not necessarily if you follow the "all land must sell on first landing" rule that is often forgotten. (After landing on an unowned square, if you refuse to buy at list price, it must go to auction by the bank [with the bank still collecting the funds].) A smaller starting money supply potentially forces fewer "at list price" purchases and shrewder auction house strategies potentially advantaging auction house strategy over luck of landing on a square and getting that first refusal.
Does everyone have to put the same amount of money into it beforehand? How is the bank funded at the start and dissolved at the end?
> Set a sensible exchange rate to real money and treat the Monopoly money as “chips”.

Monopoly being not zero sum among the players makes that...interesting. As well as transfers from losing players to the winner, there is also potential for net transfer to or from the bank. How do you handle that?

That's the whole point, yes. You're supposed to hate the banker who has the easiest ability to cheat and thus control the game. There are parallels and metaphors being laid here...
I'm not so sure that the whole point of monopoly is to be banker and cheat.
I would read his statement slightly different: In that perspective, the actual game is to cheat and not follow the rules. Everybody should do it, but the banker has an advantage. Thus, everybody hates the banker for having an advantage in the actual cheating game.

I have to say, it's slightly funny to assume a multiplayer game that is entered by all the players with the clear and open intent to not follow the rules of the game.

> the clear and open intent to not follow the rules

it's great to be honest, the only way we played uno was with cheating (if you got caught, you lost the round tho)

it creates a lot of interesting cross round strategies; if you aren't close to victory in one round for example you can hide a good card and save it up for the round, for example. hiding a card or two would get you to uno quicker, but you'd have to play them at some later point or later ruond, and you couldn't win strictly by hiding because once uno is declared your count is fairly visible. but you can strategize and by deciding which card to drop open up more possibilities for matching your last card.

I suggest everyone should try a evening of full on cheating at a luck based game, it's super fun when everyone else is doing it too.

There are several board games that actually have rules that encourage cheating. I specifically remember one where the rule was basically "If you get caught during the turn on which you cheated, you need to pay a minor penalty. If the turn passes before you get caught, then you got away with it."
There’s a reason that Monopoly is ubiquitously disliked by almost all board gamers. It’s become the game that many people associate with the hobby. This is so far from the truth.