![]() There are four Chance/CC cards that advance people to railroads, two of which are pay double the amount. The BW/PP monopoly is a game breaker, as you can bankrupt instantly by landing on it with a few houses, but you will win more games by playing smart and using the lesser properties to their advantage.Oh, and railroads are great cash cows, but only if you can get all 4. Cheaper properties also allow you to control the housing market, which is a huge advantage if you're up against high valued green and blue monopolies, as you can just buy all the houses so noone can build. ![]() Most people won't even think about trading off those properties plus cash for a high valued monopoly, and once you have the cash its instant 4 houses if you're a slum lord. When I do pull off the trade, I always make sure I don't leave my opponent with enough capital to build much either, so he's gotta get lucky or go around the board a few times to start putting houses up.I usually go with the slum lord (dark purple/light blue) or free parking corner (orange/red) strategies, depending on how I do early in the game. ![]() I don't like sinking all my capital into those two spaces, and leaving the remainder of my properties unbuilt. I will always unload BW/PP as soon as I can get one or two monopolies out of the person who will end up with the completed monopoly. So what that magic number would be is going to be variable, but pretty damn big.Just to be explicit on the things you talked about:Railroad monopoly max payment: $200 (woohoo)Utility monopoly max payment: $120 (woo)Boardwal max payment: $2000 (Ouch).You'd need at least those plus another monopoly to even be in negotiating territory. If I thought I were going to lose, I might try a gamble on selling, but setting the price high enough that they wouldn't be able to build for a while due to lack of funds, and make sure that I had several well-developed properties at the end of the trade, and hope that they'd get hit often enough to prevent them getting their buildings there started. If I thought I had a winning position and had one of them, I'd never sell. Some people love 'em, though.Jesus said (of Park Lane/Mayfair, I mean Park Place and Boardwalk):quote:What is a fair trade in exchange for a monopoly up there?I don't think there is one in a two player game! I can't imagine selling one to another player on any terms they might accept. $920 to buy, and then $3000 to get to 3 hotels, and then if you get street repairs. Again, you only need two hits to be making money.I've never thought the greens were worth it. Development costs are $750 for the properties and $2000 for the buildings. Obviously, the same is true of Boardwalk/Park Place, but the sums are larger, and you're less likely to have someone willing to sell you the other one. You only need to have someone land on them twice to be making a profit, and it's a nice little earner if you can get it fairly early. Putting hotels on them costs a total of $120 for the properties, and then $500 for the buildings, which is just $620. Most people laugh at them, but they're cheap to buy, and because there's only two of them, they're very cheap to develop. Don't neglect the Baltic Mediterranean Ave combo in the early game, either. And that's a nice little earner with a hotel on it. Quote:Originally posted by MarchHare:Stastically the orange and red properties (the ones on either side of Free Parking) see the highest ROI.Also focus on the properties that have Chance/Community chest "Advance to ", since that adds a little to the chance people will land on them.
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