Getting Started
To play Warhammer Monopoly you will need a Monopoly game, some counters, and tokens.
Although there are many themed Monopoly
boards (such as to Star Wars) the original is about 1/3 the price of the others at
Amazon.com.
You should either print out some
character sheets or the Warhammer
Monopoly cards to keep track of your spells and life. To make the cards harder you can buy
card stock to print them on (which can also be bought at Amazon.com).
Laminating them would probably also make them a bit more card-ish. I created the cards using
images (with permission) from Dribbleglass.com.
When using the cards you can place a die (or something like a glass counter) on your minion and
hero cards to report the damage they have taken.
You may use miniatures (such as the snotlings, goblins, and orks from Warhammer Quest) to place
with your hero when purchased, but that is not necessary. You could just write a note
which monsters you currently control or draw the appropriate minion cards (which can be printed
from this site). You should also print the rules. If you copy and paste the main rules into
a word document it shouldn't be more than 3 pages.
Instead of merely controlling a game pice (horseshoe, etc.) it represents
your hero. Whether using a card or character sheet you will have to mark your hero's statistics.
Each hero should start with 3 HP (so you fill in 3 bubbles). After battle you might gain Experience
which allows you to fill in another bubble of your choice (you can spend 6 Experience [XP] for +1
HP, MP, Attack, or Charm).
When a minion is purchased it is assumed it follows the hero. You may either put a minature
of a monster (or something to represent one) in the same space as the hero, or get a minion
card.
Statistics
HP - Hit Points: The character's life.
MP - Magic Power: A hero's ability to cast spells.
Attack - The ability to fight in battle.
Charm - The ability to bribe minions to join you.
XP - Experience: Allows heroes to gain in strength.
Rules (Version 0.8)
Start: Each player starts with a hero, each with 3 HP
Go: When you land on go HP and MP is restored
Pass Go: Characters who pass go purchase either a spell or a minion. Each spell is worth $200. No more than 3 spells and 3 minions can be owned by any player at a time.
Jail: Characters who go to jail have 1 HP restored and while in jail they do not enter battle.
Free Parking: Put money paid due to Community Chest and Chance cards, and money paid to get out of jail on the Monopoly Board. When a player lands on free parking they get the money that was put on the Monopoly Board in this way.
Minions: Minions stay in the space with their master. You do not actually have to place anything on the space, but you should at least write a note what minions are owned or get the appropriate owned minion cards.
Spells: Casting spells costs the appropriate MP. Spells, unlike many cards, are kept after cast.
Hotels: Only one hotel may be purchased by each player. Landing on a hotel and paying (as normal) recovers the characters HP and MP. If a player lands on his or her own hotel, that player gains a free snotling.
Bribing: If you are adjacent to a space containing a minion you may spend a turn to bribe it: roll a die and add one per $100 spent and one per charm to the roll. If roll minion's bribe or higher it joins the briber.
Selling Minions and Spells: If you land adjacent to another hero you may sell any of your minions or spells to them. Minions and spells may be sold back to the bank any time for half their value.
Damage: When a character receives damage equal or more to its HP, then it is destroyed. Minions that are destroyed are removed from the game, but heroes that are destroyed go to jail without collecting $200.
Landing on an Occupied Space: If you land in the same space as an opposing hero you must pay rent, then you must fight, retreat, or surrender.
Surrender and Retreating: When a hero enters an occupied space, the hero who moved last must choose first if he or she wishes to retreat or surrender first. Then the opponent must choose whether he or she wishes to retreat or surrender. To surrender a player may pay an amount requested by the opponent and go back one space. To retreat a hero is sent back 2 dice of spaces. You do not have the ability to buy property, draw cards, or have to pay rent on any spaces you land on from surrendering or retreating. If you surrender or retreat and you land on or pass go instead of collecting $200, you loose $200. If neither hero surrenders or retreats then they enter battle.
Battle: When battling players take turns attacking until all the characters of one player are destroyed. The player who most recently moved into the space gets to attack first. To attack roll 2 dice and add all your minions' and hero's attack to the roll. Every 5 points rolled deals 1 damage to a character of their choice. When more than one damage is dealt it may be to multiple characters in this way (If two damage is rolled you may deal one damage to two snotlings). Heroes may only be damaged if they have no minions to damage. Attacking continues until all of a player's characters die. A player who looses may either bribe the player they lost to, to go one space backward (with one HP left), or they go to jail. After the battle each hero gains the appropriate amount of XP per minion defeated and 3 XP per hero they defeated.
Spending XP: For 6 XP you may buy +1 HP, MP, Attack, or Charm. XP must be spent as soon as it is gained.
Conquering: When a hero lands on an owned property instead of paying rent you may attempt to conquer it. If an opposing hero is on an owned enemy property you must pay rent and battle (or force them to retreat or surrender) before you have a chance to attempt to conquer it. To conquer a property you must enter battle against the property in attempt to conquer it, attacking first. Properties are protected by a guard with 6 hp and 0 attack. Each house has 1 hp and 1 attack, and each hotel has 5 hp and 5 attack. Houses and hotels that are defeated are removed from the game. Houses and hotels may only be damaged after defeating the guard. Guards and surviving hotels are automatically healed to maximum HP after each battle. After the battle XP is distributed as normal to the character who invaded the property. Each guard that is defeated is worth 3 XP, each defeated house is worth 1 XP, and each defeated hotel is worth 6 XP. If a hotel is ever defeated its controller loses the game. If the guard,
houses, and hotels on a property are defeated then the invading player gains ownership of the property.
Optional Rules
- New Conquering Rules: When a hero lands on an owned property instead of paying rent you may attempt to conquer it. If an opposing hero is on an owned enemy property you must pay rent and battle (or force them to retreat or surrender) before you have a chance to attempt to conquer it. To conquer a property you must enter battle against the property in attempt to conquer it. Properties get the first attack in battle. Properties are protected by a guard with 6 hp and 0 attack. Each house has 1 hp and 2 attack, and each hotel has 5 hp and 10 attack. Houses and hotels that are defeated are removed from the game. Damage dealt by the invaders may be dealt to either houses, hotels, or the guard (all damage is distributed as the attacker wises). If at any time the guard is defeated (because it received damage equal or more to its hit points) then the property is conquered and is owned by the invading player as well as any surviving houses or hotels. Guards and surviving hotels are automatically healed to
maximum HP after each battle. After the battle XP is distributed as normal to the hero who invaded the property. Each guard that is defeated is worth 3 XP, each defeated house is worth 1 XP, and each defeated hotel is worth 6 XP. If a hotel is ever defeated its controller loses the game.
- Modification to Conquering: Instead of the property attacking first, the invaders attack first, but purchasing minions is twice as expensive.
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