by Demian Katz
Monopoly
Published by Parker Brothers/Hasbro
Designed by Charles Darrow (inspired by an earlier design by Elizabeth J. Magie)
2-8 players
Play time: 60 minutes (using short variant) on up
Original release date: 1935
This review is part of OgreCave's Gaming 101 course. Pay
attention - there will be a quiz. Maybe.
Monopoly is the real-estate trading game that, for many people, is the definitive board game.
How it works
Summarizing Monopoly is a nearly pointless exercise, since the game is
so familiar, but pay attention anyway; you might be surprised. The
basic details are obvious: players roll dice and move around a board
showing various real estate properties. If you land on an unclaimed
property, you can purchase it. If you land on an area that has already
been purchased, you owe its owner rent money. Rent rates can be
increased by investing in houses and hotels and by collecting matched
sets of properties. Special spaces on the board that penalize players
or have them draw random event cards add extra variety. Play continues
until all but one player has gone bankrupt.
The interesting thing about Monopoly is that, while everybody knows the
essence of the rules, few people play by all the details. For example,
it's very common for all taxes and penalties to be played to the middle
of the board and won by landing on the Free Parking space, but this is
not in the rules at all - the Free Parking space has no special purpose
in the game, and playing this variant just makes an already long game
even longer. Many people are unaware that if a player lands on an empty
property and chooses not to buy it, it immediately gets auctioned to the
highest bidder by the banker. The rules and regulations of player
interaction (an important part of the game) are also frequently ignored,
sometimes leading to an exceedingly boring or chaotic experience.
Of course, it's not just players who bend the rules. In recognition of
the fact that the game tends to take hours to complete, newer editions
have included optional variant rules to speed things up, either by
pre-designating a stop time, or by having players start the game already
owning random portfolios of real estate.
Why you should know this game
Monopoly is important mainly because it is so ubiquitous. Variations
and rip-offs exist for nearly every theme and clutter gift shops and
department stores of all sorts. Anybody can recognize it, and for many
people, it's the first thing that comes to mind when the phrase "board
game" is mentioned. Understanding Monopoly is part of the key to
understanding why people are attracted to (or repelled from) the gaming
hobby.
Monopoly certainly has some things going for it. It probably deserves
some credit for the heavy emphasis on theme in American game design,
since there's no mistaking what the game is about. The play money and
property deeds give a satisfying physical reality to what the game is
simulating. This, combined with the random suspense of the Chance and
Community Chest cards, accounts for a lot of the appeal of the game to
younger players. For adults, the need for negotiation and plotting to
actually reach the endgame is the main reason to play.
In spite of its good points, though, it's a little hard to understand
the game's longevity. You'll find a lot more vocal Monopoly-haters than
you will find fans, and it's hard to blame them. At its core, the game
feels broken. Once all the properties are sold, the thrill of movement
turns into the dread of constant punishment. Although the winner is
often effectively determined early on by lucky property purchasing, it
takes hours of senseless back-and-forth to actually reach this foregone
conclusion. As players go bankrupt and get knocked out of the game,
they're forced to watch passively as everyone else continues, sometimes
for hours longer. Surprise upsets are more likely to occur due to
somebody folding from boredom and frustration than from cunning play.
There are quite a few lessons in all of this. Player elimination is
bad, especially in a long game (why not give bankrupt players something
to do?). Games about resource acquisition aren't very interesting after
all the resources are in play unless there's some real motivation for
them to change hands later on. Starting off casual gamers with a game
that lasts multiple hours is probably not the best way to convince them
to take up the hobby. This last lesson seems to be the only one that
the publishers of Monopoly have taken to heart, but it's also the least
important: a shorter broken game is still broken. Still, with a little
love, an interesting game can still be salvaged from here. If you have
to play this one, perhaps you should play it with that thought in mind;
after all, people have been happily breaking the rules of Monopoly for
decades already.
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