This one is already ongoing, but if you like it, you can already sign-in for next one!
______________________________________________________________________________________________________________________________________________________ THE NEW CONQUEROPOLY CONTROL PANEL IS NOW ON! CLICK HERE TO SEE BOARD , GAMELOG, AND ALL LINKS NEEDED
Let me know if you see any important changes to make in rules or board into the mapfoundry thread You'll be the first players to test that virtual map on CC! Thank you for joining!
TOURNAMENT REQUIREMENTS :
You must sign a double team.
The tournament will start with 8 teams minimum, and a maximum of 10 teams!
Also :
The first rolls will be played mostly by post into the thread, the time all teams take a few territories on the board.
It will give all captain the opportunity to acclimate themselves with this way to play the board.
We think about giving 24 hours to play your roll in posting the thread (or for any answer from TO).
Please check frequently to make sure it's not your turn. A few reminder will be sent of course at the beginning.
The board game will be set on PAUSE by TO when required (too many possibilities with running games, possible elimination / win, ....)
HOW TO JOIN? : In addition of 2 player's name, you must choose a team name. Please also vote if you want your own pawn!
GAMEPLAY :
START :
100 Cr* will be shared over all teams. EDIT : as discussed, 20 cr are given to all teams to start this first tournament!
Each team receive a secret objective** (randomly choosen and assigned)!
The play order is randomly done once and for all.
Each team start playing from the START POINT and enter the game throught the first $ sign.
*Cr= credits = money into the game. ** Secret objectives are randomized by TD : "hold 2 groups of color + 1 continent + 1 railway"
SETTINGS are always the same! No trench, fog, chained, esc
HOW TO PLAY : MOST OF RULES ARE SHOWN ON THE BOARD!
Your team play once a round two dice (randomly given by TO) and tell the TO where they want to move*.
Two teams cannot be on the same spot. If the spot is occupied, they move to the next one available. EDIT 2018-01-06 Clarification => This rule applies only on territs already owned by another team, and do not apply at all, on "non-property" territs. Also see there for more explanations
When you roll pair dices twice in a row, you will get different actions (shown on the board)
*regarding their dice + other possibilities given when holding full group of properties (x3) and/or Railway properties.
You move to :
a 'country' property or to a 'railway property' and :
it's free (no pawn icon) => you can buy it (1cr for countries, 3cr for railways) or not (the property go to the auction sales)
it's already hold (pawn icon + green house) => you will challenge this team on the CC map (=property).
You will play a double.
If you win, you get the property yours*. If you loose, you give some credits to the actual owner (see all prices on the board)
It's locked (pawn icon + red hotel) because the full-color is already owned by another team. => you pay them 5 Cr (no game is played!).
a 'continent' property => you can buy it only if you already own a full group of properties on any of the 4 nearest groups of properties. And you'll be able to challenge it to another team only with the same requirements. Same rules than the previous ones (win and take, loose and pay). Hold all 5 and win.
a ? => you draw a card and you follow instructions
$ => One dice is rolled = Earn X Cr
STOP!=> One dice is rolled = Stop X rounds
FULL COLOR BONUSES Once you hold the 3 properties with same color, the full-color is 'LOCKED' and changed to a red hotel instead a green house. EDIT = according to new ammount of starting credits, a full-color will be 'LOCKED' only once held for 2 rounds! You cannot be attacked anymore (unless you die) and every team who stop on any of the 3 property give you 5 Cr. It also gives you an extra 'moving' bonus (and more possibilities for the next moves).
You can hold multiple bonuses for more possibilities when you'll play your next moves. Can be complementary with 'railway bonuses'
RAILWAY BONUSES When moving, if you hold the next station, you can choose to play your dice from your actual position or to take the train to the next station, then play your dice. If you hole 2 or more stations in a row, you can decide to play from any of them. Wherever you decide to start from, it doesn't cost any dice, and you will play your total dice from this square.
JAIL
You arrive in JAIL if you played bad pair dice or if you've drawn a wrong ? card You pay 1 Cr each round until you make a pair dice. You can pay directly 5 Cr to exit, regardless the dice.
Exit is made by the START point. No credit is given of course! You're not passing the START.
If 2 teams meet in JAIL, they will play a double game on SUPERMAX PRISON RIOT!
The winner take X Cr from the other team! (X is given by 2 dices!). The looser has been robbed!
Remember the JAIL -with this gameplay- will be the latest place to be! You could die there...
? DRAW A CARD ? More or less the same than the regular monopoly with :
Earn credits Lose credits Go to Jail / territs / services / railway.... Escape Jail (can be played when wanted) Win the pot (= TAXES) GAME WON! (can be played when wanted) the game is AUTO WON. Same results than if the game has been played! (Maybe the best card to hold and play at the perfect time!) ...more....TBD
Two full deck will be randomized when we start and hold by Tournament DIRECTORS
SERVICES Each 3 services represent a CC map. You can go on services, if you draw the proper "?" card or if you play some pair dices (see rules about pair dices). A player is randomly selected into the team to play a 1vs1 vs any other player (randomly choosen by TO). WIN / LOSE give different consequences to the team on SERVICES, but nothing happen to the other team/player (Randomly choosen). Also you can make 1 single trade proposal to any other team. Unfair proposal will be cancelled by TO (e.g. a team give all their territs for 1 credit before dying). All proposal must show mutual earnings! EDIT 2018-01-18 Because first CQP is only played by 2 players (instead bigger team initially), the game is played double vs another double randomly choosen!
AUCTION SALES Once a territ is given to the auction sale : All teams must tell the TO (secret PM) and tell how many credits they want to put into the auction. After 24 hours (or once all teams have submitted), all proposition are shown into the thread. If a team has given more than any other team, this team get the property and give the credits to TAXES. If no team has given more than another, the property remain on the board as a free territ.
Also when a team is eliminated, all their territs go to the auction sales one after another (not grouped). If a team is eliminated, the credits left to be paid (to another tribe or to taxes) will be firstly taken on all the credits earned by the territories sent to the auction sales.
TAXES Can be collected from:
Auction sales. ? cards Services Jail fees
Can be earned by :
EDIT : only when winning a Poker Club Game.
CONDITIONS FOR VICTORY!
Eliminate all opponents
Hold all 5 continents properties
Hold your secret objective for 1 full round.
Hold the bank (50% of the total credits on the board, including taxes) for 1 full round.
RULES FOR T.O. AKA DJENRE : As you can see, I'm also participating. Then, to make sure they're not unfair issues :
Two full deck of ? Cards will be played and kept by the TD (or somebody who does not play this tourney). The card will be 'unfog' by the TD when asked by TO on thread!.
Regarding dice, First 99 rolls will be made with http://www.roll-dice-online.com/. The list will be used by TO but sent to TD before the tournament start (for verification if somebody ask). Three dices will be played per roll (for future 3 dices bonus...).
Last edited by DJENRE on Fri Jan 19, 2018 12:32 pm, edited 35 times in total.
iancanton wrote: [...] having said all of the above, the strength of this tournament concept and the quality of the artwork clearly qualify conqueropoly for the main foundry workshop.
Can you borrow money? Are you out of the game if you hit 0 Cr? Is the “ ? Game won card “ really a card? It could be lots of games etc only for someone to randomly get this and lose?
How are settings chosen for the maps?
fac vitam incredibilem memento vivere Knowledge Weighs Nothing, Carry All You Can
IcePack wrote:100 Cr* will be shared over all teams.
Does this mean all teams start w 100, or :
8 teams = start w 12 each 9 teams = start w 11 each 10 teams = start w 10 each
IcePack wrote:Can you borrow money? NO Are you out of the game if you hit 0 Cr? YES Is the “ ? Game won card “ really a card? It could be lots of games etc only for someone to randomly get this and lose? I'm not sure what you mean but this card can be hold by a team and played when they want. For example they arrive on a territ owned by another team. If they decide to play this card, no game is played and they earn the territ directly. Is that clearer? there are pretty few of those cards into the deck.
How are settings chosen for the maps? Settings are always the same, no matter what map is played
You are out of the game if you can’t pay for something in full, not if you hit 0 Cr right? Cuz you can gain money still.
Example: I have 5 Cr I owe someone 5 Cr I pay that Now I have 0 I shouldn’t be out of the game right? If I have 5 Cr and owe 6, then I would be out. Same if I have 5, owe 5, and then land on something else and owe 1 Cr. I’m out that way too.
But just having 0 Cr is not removal of game, correct?
fac vitam incredibilem memento vivere Knowledge Weighs Nothing, Carry All You Can
Also do property have value? In the game, if you owe $ and can’t pay you can return it to the bank, or give it to another player to avoid payment and survive longer.
fac vitam incredibilem memento vivere Knowledge Weighs Nothing, Carry All You Can
You are out of the game if you can’t pay for something in full, not if you hit 0 Cr right? Cuz you can gain money still.
Example: I have 5 Cr I owe someone 5 Cr I pay that Now I have 0 I shouldn’t be out of the game right? If I have 5 Cr and owe 6, then I would be out. Same if I have 5, owe 5, and then land on something else and owe 1 Cr. I’m out that way too.
But just having 0 Cr is not removal of game, correct?
All right I understand what you mean. Indeed if you have 0 credits, you're not out as you can keep gaining money. You're out if you - virtually - reach "-1cr", not zero.
IcePack wrote:Also do property have value? In the game, if you owe $ and can’t pay you can return it to the bank, or give it to another player to avoid payment and survive longer.
Like you say, it is done to last the game longer. I'm not for that into that tournament, if you don't have credits, you lose and your cards go to the auction sales. But it can be discussed if the teams who participate want to play with this rule.
Ok - I think I have a team. My concern is the amount of Cr we start with. I think very very quickly many teams will run out. So many diff ways of expense and very few income streams, doesn’t even count purchase made.
So if you can’t sell or trade then that low start income really starts to impact the game length and I think most will be out quicker than ppl realize.
Team: Blood Farmers IcePack (Captain) Odeuminus
fac vitam incredibilem memento vivere Knowledge Weighs Nothing, Carry All You Can
IcePack wrote:Ok - I think I have a team. My concern is the amount of Cr we start with. I think very very quickly many teams will run out. So many diff ways of expense and very few income streams, doesn’t even count purchase made.
So if you can’t sell or trade then that low start income really starts to impact the game length and I think most will be out quicker than ppl realize.
Team: Blood Farmers IcePack (Captain) Odeuminus
Thank you for joining, really appreciated. The ammount of credit can be changed. That's one more question we can ask when all the teams has joined.