How about playing solo Monopoly, this is something I have invented myself. Every player starts on Go and are given £1500, take away the cost of buying the properties. Then they have to develop their properties as much as possible with the cash that they have (and have to do that after their turn or any time in other player’s turn) which is therefore “hyper aggressive. Player 1 (Brown/Dark Purple) gets the Old Kent/Mediterranean and Whitechapel/Baltic properties (which cost £120 in total to buy) and have to put hotels on them (which is the maximum development for their cash reserves, so they are left with £880 cash in hand. The same for the Light Blue (player 2), they will be left with £430 after purchasing and building. However player 3 (Pink/Light Purples only able to build 10 houses, so can chose where to put the extra house (as everyone is starting on go and 2 sevens will land you on Northumberland, the extra house is put here, although I used to put it on Pall Mall. As you can’t do anything with £60 the cash just stays in hand. The same thing happens to player 4 (Orange), player 5 (red), player 6 (yellow), player 7 (dark green) and player 8 (dark blue). Player 9 (stations, black) and player 10 (utilities, light green) just have to buy the properties, but of course don’t have to build. However all players as noted must “use up” as much cash as possible, in other words if you can build a house or hotel, you have to (even if it is not possible for someone to land on it), if you can unmortgage, you have to. However you are permitted to “flip” (so the “station/railroad shuffle can be used, however again you can’t leave any inactive cash, so that means that if you have £110 or more for example, you must unmortgage a station (or whatever property you have if you can). You then have player 11 which is the ban’s player. It has it’s turn as normal, like every other player. However when it lands on another player’s property it pays them the rent (which again must be immediately spent if possible). The bank still acts like a player in that it also picks up chance and community chests and goes to jail and can retain a Get out of jail card (from the cards). If a player is sent to jail, they follow the normal rules for late game play, throwing the dice for doubles and only paying or using a Get out of Jail free card is doubles are not thrown on the 3rd role. The bank too returns a Get out of jail free if it fails to role doubles on the 3rd turn. It of course doesn’t have to pay as it is the bank anyway. Play starts from player 1, 2, 3 all the way to the bank (11) then of course starts from 1 again.
Players go around buying/selling houses per the “hyper aggressive” rules above. When a player is bankrupt, the bank takes all the properties from the bankrupt player (they don’t go the the creditor) and the bank pays the debt (for example if a player lands on Mayfair/Boardwalk with 3 houses and is bankrupt, the bank takes the property and pays the creditor £1400 (which they again must immediately spend if possible). It is pretty obvious that the light blue player has a great chance as everyone has a high chance of landing on these on their first turns, but Light Blue doesn’t always win.
When a player has £3000 or more they have to purchase another property group from the bank for triple price and again develop it as much as possible. However a player has the choice of what they develop, for example a player who has both the Dark Blue and the Stations/Railroads (Black) might for example build 3 houses on Mayfair/Boardwalk and 2 on Park Lane/Park place and have Fenchurch Street Station unmortgaged but the rest of them mortgaged. However as noted if they had more than £110, they would have to unmortgage a station (of build another house instead if they had £200 or more). So it would be OK to have £90 cash in hand for example (this money would probably be used for station flipping). No deals can occur, the only way players can collect more property is by buying the set for triple price from the bank. Get out of jail free cards also can’t be traded and are simply put back at the bottom of their relevant piles when a player goes bankrupt. If a player receives a rent which brings their cash in hand to over £3000 and then have to pay money (probably a rent, but could be a tax/fine) which brings there cash in hand to below £3000, they then have the option to purchase a set or pass. Also a player is required to be left with less than £3000 after they have bought and developed the new monopoly, unless there is no other option. For example a player who had £4200 couldn’t purchase the Drown/Dark Purple as it only costs £360 to buy (for triple price) and £500 to develop, so they would be left with £3340 unless that was the only one in the bank. Also the £3000 limit doesn’t include money you receive on your turn (salary and rewards). Along those lines, to clarify, you purchase the properties after your turn (in the same rule as when you have to build) if you received the money immediately before your turn.
The game finishes when there is just 1 player left who has purchased and fully developed all the properties (including stations/railroads and utilities) and has £3000 + cash in hand.
Points to remember
- You must always be as developed as possible, you can’t have cash in hand if it is possible to build or unmortgage (but you have the option of which properties to develop if you have multiple sets)
- There is no limit on houses and hotels, this means that it is always worse to have 4 houses than a hotel (because of the assessed for street repairs card).
- If you have £3000 or more cash in hand at the end of your turn, you mush purchase another set of properties from the bank for triple price and develop these as well.
- No trades can be made, the bank pays all bankruptcy debts and collects the properties. The only way players can get more property is by buying a set from the bank for triple price.
- You always stay in jail for as long as possible, this includes the bank’s token (player 11).