You have choices as to which properties to trade with which players (and trades can involve more than two players), in addition to how much money will change hands. If you want to get technical about it, the branching factor at this point is enormous. Not sure how fun it is to give everyone else the same chances of winning as you, but it’s possible. If the players are good at evaluating positions and states, you can get reasonably close to making fair trades. I’ll give you that lousy Mediterranean Avenue, but I’ll sweeten the deal by agreeing to pay you $200 each time I land on it. Give me Boardwalk for my Virginia Avenue, and I won’t charge you the next four times you land on my Dark Blues. You can trade off free passes, for example. The tangible assets, properties and money, in the trade are a given, but there are all sorts of intangible instruments that you can use – at least if you are not playing under tournament rules. You’ve got a number of levers with which to calibrate your trades. There are all kinds of websites out there showing you probabilities and ROIs and whatnot, and far be it for me to discourage anyone from being interested in raw numbers, but cash-on-hand and board position outweigh how good a property is in the abstract. It’s nice if you have a breakdown of the most frequently visited color sets in the game handy, but you at least want to know that by and large the Oranges (New York and friends) make the best set to get, as a combination of visits and punishing power, followed by some order of the Reds (Illinois), the Yellows (Marvin & his gardens) and Dark Blues (everybody’s favorite, Boardwalk). So you will also want to know the basic probability distribution of throws of a pair of dice (7=most likely 2 and 12 the least). The key considerations are how quickly you will be able to build out your properties versus the same for your opponents, compared to how soon you expect them to land on yours and vice-versa. The number of houses available in the supply You will want to consider the entire state of the game: Trading is by far the most interesting source of decisions you will make in the game. But you might need to talk them into it before you get knocked out of the game. One player will be stronger than the other, and at some point, the weaker will be up for a deal. You are up against it, but aren’t out of it. ![]() If both players have complete sets and you are feeling left out in the cold, well, yeah. What’s cool is that you can trade with your rich fellow loser-to-be on an even basis and make up a lot of ground. They were still playing six years later when some hikers stumbled in and pointed out that maybe exchanging Illinois Avenue for St. You can imagine a horror story about some poor college kids who had never played before, and one summer went off to a cabin in the woods and found the game in a closet. ![]() Sweet! This is actually pretty funny, in that the official rules barely mention trading, which is mostly an emergent cultural tradition. If no player has a complete color set, and nobody trades, then the game goes on forever. ![]() ![]() It’s very unlikely.Īnd here we get to the greatest design joke of all. The only way this happens is if exactly one player gets a complete monopoly (color set of properties) and also gets at least one of each property in all the other color sets. This isn’t always realized, but in a multi-player game, the winner of the game is virtually never determined by what happens during Stage I. There’s no reason to wait until all or most properties are bought before you start wheeling and dealing, but that’s how it’s done in most of the games I’ve played.
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