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NCI - Monopoly Game Town Neighborhood
by d_dgjdhh
Posted 19th Mar 2012 at 11:31 PM
- Updated 17th Mar 2019 at 11:48 PM by d_dgjdhh
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Test Subject
#151
26th Aug 2018 at 5:00 AM
Posts: 6
I know that this is an older file so im not sure if i will get a reply but can someone upload a converted version of this? i wanna use it as a subhood, ive tried tutorials to convert it but i must be doing somthing wrong because it will not work. i would really appriciate it
Test Subject
#152
30th May 2020 at 9:22 AM
Posts: 41
Just found this, and now I want to PLAY Simonopoly!
So, here are my ideas for rules to play Simonopoly (Using Open For Business to purchase and run community lot businesses):Create up to six single sims as your players. Make them as iconic as you can. Place some large neighborhood objects, visible from space, just south of the "Go" square, to represent each player, across the street, next to the decorative trees. When they move to a square on the board, move the objects to the tree-decorated area just across the street from their square. These represent the game pieces on the board.
Starting Out - Apartment Life version:
Move each single sim into an apartment. Each sim has one week to play in the apartment, and then they roll their dice (2 six-sided dice), and "move" that number of spaces on the board. If they land an an un-owned residential lot, then they may buy it and move there. If they cannot afford it, or choose not to buy it at that time, then they "end their turn" and just play another week in the apartment.
Starting Out - Non-Apartment Life version:
Move each single player sim into one of the 3x1 colored strips, and let them build their starter house there. Each sim has one week to play in their starter home, and then they roll their dice (2 six-sided dice), and "move" that number of spaces on the board. If they land an an un-owned residential lot, then they may buy it and move there. If they cannot afford it, or choose not to buy it at that time, then they "end their turn" and just play another week in the apartment.
Playing the Game:
Each household is played for ONE WEEK, beginning at 8 am Monday, and ending at 7:59, the next Monday. Save and exit the lot at the end of the turn, and move to the next player.
You may NOT spend excessive time off the lot, doing the Downtown Time Warp. It's very profitable, especially with Open For Business, so to keep things fair, each sim is limited to no more than 12 hours per day at community lots, and one vacation per week (turn).
Roll 2 six-sided dice for each player, to begin their turn, before you even load their lot. Move their neighborhood object token to the appropriate spot, across the street from whatever square they land on, according to their dice roll.
If they land on an unowned residential lot, they may buy it.
If they land on a community lot owned by another player, they MUST spend at least 4 hours at that lot that day, leaving them only 8 hours to spend elsewhere.
If they land on an un-owned community lot, and do not buy it, they just end their turn and play the rest of the week, as normal.
If the land on an unowned community lot and buy it, however, they may use their 12 hour Downtown time allotment as they choose (maybe going for the most profitable business, instead of starting a new one).
At any rate, every Monday morning at 8 am, the player rolls the dice for the sim household, moves their neighborhood icon object to the place on the board, and decides whether to buy or not, or "pay" another player with 4 hours of their precious Downtown Time Warp time, if they land on an owned community lot. Once they announce their decision, load their lot and play.
If they decided to buy a new home, and need to move, load their lot and play out UP TO the next 12 hours, to prepare for the move. Even if they were stuck at work at 8 am, they should have time to get people home and packed up and ready to move within 12 hours. Then, make sure they move out BEFORE 8 pm in the old house, and they'll start the next week again at 8 am in their new house. If they don't move out by 8 pm, they forfeit the right to move to the new property. Remember to keep track of any time spent at community lots - only 12 hours, total, per day, including any mandatory 4-hour shifts at community lots they landed on, even though the day is stretched out by moving. Tuesday through Sunday will be played as normal.
Remember: While you are limited to 12 hours per day, doing the Downtown time Warp (and making money at your businesses), you may take one vacation, per week. Vacations are also limited, because they, too, can be turned to profit, and limiting the time helps to keep things fair between players.
Note: If you do NOT have Open For Business (Why are you playing Monopoly?), and cannot purchase a community lot, then I guess you don't have the chance to purchase anything that turn, and just go on playing at home for the next week, until you land on a nicer home and want to upgrade.
Each household gets played in turn, until Monday, 8 am, rolls around, and the turn passes to the next household, who rolls their dice, moves their neighborhood icon to the appropriate spot across the street from their new square, and decides whether to buy and move to a new residence, or buy a community lot, or "pay rent" to another player by visiting that player's community lot for 4 hours that day.
Families will grow, as you play, and as children grow up, they may wish to move out and start playing, themselves. If you have University, feel free to let them enjoy their time there, before they "join the game," and start rolling the dice and moving their own neighborhood object (You choose - play all the way through in one go, or break it up into two "weeks," of 2 years each, plus however long you stay after graduation. Whichever way you choose to play through University, be consistent with all students' turns). When your children are ready to join the game, go ahead and roll the dice, and if you're lucky, you may land on a lot that your fresh players can actually afford. If not, then you may move them into the apartments or the 3x1 colored strips, just like you did with your original starting sims.
Alternately, children from the player households may move into another player's household, and join that "team," but that sort of disloyalty would be frowned upon by their family of origin. Whatever you choose, though, do NOT move them back home. No moving out, just to get the $20,000 payout, and then moving them back home again. If they leave their home of origin, they cannot return.
Note: When you land on a community lot, and decide to buy it, and run it as a business, please try not to change it, too much. That is, make sure that whatever changes you make, it is still clearly identifiable as the same space as before. If you buy "Community Chest," do not plop down a nightclub right on top of the chest. Build around it, leaving the chest "decoration" visible. Or maybe just have a small store off to the side. Remember - businesses do not need to be large to be fun and profitable. It's also fun to try to keep your business theme in accordance with the original square on the board. Think games at the Chance spaces, or a museum at the "Luxury Tax," square.
Nothing will be built (or bought) on the corner squares. Corner squares are to be left untouched, forever. Likewise, if you want to build un-owned community lots for your sims to visit, put them in the middle of the board, as they can never be landed upon, nor purchased. The Administration Buildings may be useful for small open-air markets, for example, when your sims need to buy groceries and cell phones, early in the game, before the players have built up many other options for the town.
Winning the Game:
Gradually, the households will move into better housing, but the winner is decided quite simply: Who can move into Boardwalk first? It's not just a matter of affording it, but also rolling well and landing on it, while you can afford it. Whichever player household manages to land on Boardwalk and buy it officially wins the game of Simonopoly. And yes, if they chose to stay in their apartment the entire time, to save up money, then land there and can buy it, it counts, and they win. Being miserly is a valid strategy.
This would lend itself to posted stories online, similar to posting a Prosperity Challenge, or a BACC, telling the readers what happened in each household during the course of their weekly "turn." Maybe having some drama between the player sims, fighting with each other, while their families tell them, "But Dad! It's just a game! Why can't I date Humphrey? He didn't even sign up for this competition. He was just born here." And if you want to post a score, so you can compare with other players, just count 1 point for each turn taken, and the lowest score wins.
#153
17th Feb 2024 at 4:23 PM
Posts: 1
This is a 'Genius Master-Piece' !!! Great ;-)
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