autilio@phoenix.UUCP (Pat Autilio) (11/20/85)
MONOPOLY Argument Proceedings ________________________________________________________________ November, 1985 A Publication devoted to discussion of Vol.1 No.2 the ruler, conventions and strategies of ________________________________________________________________ Welcome To Issue 2 Hello again, MONOPOLY fans. Welcome to this second edition of the MONOPOLY Argument Proceedings (MAP). The first issue found its way to a good number of people (with the help of the USENET computer network). As a result, I received many responses offering new arguments, praise and constructive criticism. With the first issue, I allowed six weeks between the distribution and the deadline for responses. I will try to continue that practice to allow for thorough consideration of the issues involved without letting it slide for too long. The main order of business in this issue is to better clarify the primary goals of MAP and to establish a solid basis for future discussions. Also, in this issue are updates of the arguments from the first issue, ``Dealing With Bankruptcy'' and ``Showing Your Money'', the introduction of two new arguments, ``Holding the Dice'' and ``Loaning Money'' and an new section for answering questions and responding to comments from readers. Readers are encouraged to respond to any or all sections of this newsletter as well as to submit pieces of their own for inclusion in future issues. - Pat Autilio The Goals of MAP Rules, Implied Rules and Conventions in MONOPOLY One of the strongest criticisms brought against the first edition of MAP was raised by Bill Dippert of Portland, OR: ``I have been playing MONOPOLY since I was about 8 (37 years ago) and still play it. Now is not the time for newcomers to start changing the time honored rules! ...I think your idea is a great one, but not too original. I am sure that the various MONOPOLY organizations already publish similar papers.'' This is a valid concern and one which I hope to address fully in this section. Playing By The Rules First it is important to say that I agree completely with Bill on the following point: The rules to MONOPOLY may not be changed without creating another game entirely. MONOPOLY is defined solely and completely by the rules included with the game. Therefore if you change the rules you have in so doing destroyed the MONOPOLYness of the game. There are certainly an infinite number of interesting variations of MONOPOLY that may be devised by altering the rules but that is simply beyond the intention of this publication. From the point of view of MAP, the rules of MONOPOLY are absolutely immutable. So What Are We Arguing About? If we don't intend to change the rules through MAP then what's to argue about? As anyone who has ever played MONOPOLY for keeps knows, there is plenty to argue about. There are situations that arise, during the course of nearly every game, where the intent of the rules is unclear in that situation or where no applicable rule may be found. This inevitably leads to discussions which, however stimulating they may be, are disruptive to the game at hand. What is the best procedure for settling these disputes? Certainly, we are not the first people to ever consider a resolution to these questions nor is this publication the first of its kind. Until now, I have been relatively unsuccessful in tracking down information about other people's efforts in this direction. If any of MAP's readers can offer some guidance it would be appreciated. Below are summarized my efforts to date. Parker Brothers Correspondence with Parker Brothers (the publishers of MONOPOLY) has proven to be largely unsatisfying. On one occasion I mailed them some questions and never received a reply. On another occasion I was sent the Official Tournament Packet which gives everything one needs to through your own MONOPOLY tournament. Included with the packet were a few ``clarifications'' of rules, most of which were trivial, a few actually made the rules less clear. In addition, the tournament packet presented evidence that there is no extended or clarified set of rules for tournament play. If a dispute arises during the course of a tournament, a specially appointed referee has the power to make a ruling based solely on the standard rules and his best judgement. So even in a tournament setting there is no notion of stare decisis (i.e. There is no reliance on previous rulings.) nor does there seem to be one body within Parker Brothers to serve as Supreme Court for disputes. Other Monopoly Organizations There are several organizations in the US devoted to interpreting and clarifying the rules of Monopoly. There is the USMA (United States Monopoly Association) and the Ivy League Real Estate Trading Game Association. I don't know how active either of these organizations is but I would certainly be delighted to get in touch with them. At best, these organizations can only offer us guidelines for our efforts. Since we have not submitted to their jurisdiction nor been convinced that it is desirable to do so, we need not feel constrained to abide by their precedents. Books I have come across two books devoted to discussing MONOPOLY. There is ``The MONOPOLY Book'' by Maxine Brady (ISBN 0-679-20316-8) and also ``1000 Ways to Win MONOPOLY Games'' by Jay Walker and Jeff Lehman (1975 Dell). These books both provide insight to the rules and strategies of the game. The latter is particularly good at suggesting loony ways to raise money when you're desperate. It was written by two national tournament champions. The information in ``The MONOPOLY Book'' should be taken with a grain of salt in that some of Brady's ``rules clarifications'' are actually contrary to the rules themselves. Neither book's presentation of the rules is completely satisfying but they make excellent reading nonetheless. Even if we were to come in possession of a satisfying extended set of rules for MONOPOLY that it would still be a lot of fun to argue about its validity. That rule set would simply provide a better windmill towards which to direct our jousts. It would in no way diminish the pure joy of discussion that MONOPOLY engenders. So in that light I will continue by clarifying the two particular things we're trying to accomplish here, (1) interpreting the rules and (2) suggesting conventions. Interpreting The Rules The rules as written provide significant latitude for interpretation in many areas. One goal is to take note of situations that occur during game play and try to find the best interpretation of the rules as they apply to that situation. Most situations may be handled from the rules directly (with possibly a little help from Black's Law dictionary). When there is more than one plausible interpretation of a rule, it is useful to choose the interpretation that is most in keeping with the spirit of the game. (See argument #1 of this issue) Occasionally, it is necessary to derive rules from the existing ones (See Argument #3 this issue). There is nothing wrong with the idea of deriving rules from other rules as long as a logical progression can be shown between them. Finally, there are situations that occur to which no MONOPOLY rules apply. Everyone plays MONOPOLY following rules that have no basis in the official printed rules. Typically we are not aware that these conventions are unsupported by the official rules. Players agree implicitly or explicitly to play by certain conventions that they believe improve the game in some way. Strictly speaking there is no reason why any of these conventions must be adopted. Nonetheless there are areas where the official rules do not apply and conventions can be defined that make the game run more smoothly. Some conventions are accepted as being part of any social human interaction. For example, it is not nice to reach across the table and rip your opponent's shirt. Others are encountered through the experience of playing many board games including MONOPOLY. An example of this is agreeing that a dice roll is valid only if the dice land flatly on the playing surface. There are probably hundreds of such conventions. It would be foolish to try to enumerate them all. However, there are many conventions that have not gained universal acceptance but exist in variations throughout the world of MONOPOLY players. These conventions lead to arguments and these are the ones that we are interested in discussing and providing with some more definition. It must be remembered that these conventions have no basis in the rules and hence are changing the game in some way however slightly. It is therefore necessary for all players to agree on the use of any conventions before play begins. The discussion of Argument #2 in this issue gives a good illustration of the interaction between rules and conventions. You should also decide if you want to treat conventions as having the full weight as rules. That is, if a player ``breaks'' a convention is he then cheating or is he within his rights and merely a sleazeball? Conclusion We are not here to change the rules of MONOPOLY but to clarify them. This means interpreting the rules as best we can and, when more than one valid interpretation exists suggesting the best one. When appropriate, MAP will also suggest conventions that will hopefully make the game run more smoothly without changing the flavor of the game in any way. Any conventions that are used during a game must be agreed upon by all players before the game begins. Tournament News The world MONOPOLY championship was held in September in New York and Atlantic City. The winner was Jason Bunn of Great Britain. In the championship game Bunn managed to acquire the violet monopoly early on. The other players (representing Austria, Japan, Peru and Australia) struggled to gain footholds of their own but each had the misfortune of repeatedly landing on Bunn's violets. The victor was awarded $15,140 (the amount of money in a standard MONOPOLY set). Argument #1 - UPDATE Dealing with Bankruptcy As you may remember from the first issue this argument was concerned with determining precisely when a player has to retire from the game given that he is faced with a larger rent than he can pay. The principle rule involved here is as follows: A player is bankrupt when he owes more than he can pay either to another player or to the bank. If his debt is to another player, he must turn over to that player all that he has of value and retire from the game. Nearly everyone who responded had strong feelings on this question. In this writer's opinion there are two equally valid interpretations of the above rule. These are stated below. The first is taken from the last issue (with some clarification) and the second was not in the last issue but was suggested by several people. Option B: A player is bankrupt when he owes more than he can pay either to another player or to the bank. As soon as he is asked for the rent, if his total assets are less than the amount asked for, he must turn over all he has of value and retire from the game. Option D: A player is bankrupt when he owes more than he can pay either to another player or to the bank. As soon as he is asked for the rent, if his total assets are less than the amount asked for, he may try to negotiate one or more deals to raise the capital. If, as a result of these transactions, the player raises enough money to stay in the game, he may do so. If he cannot raise the money then none of those deals may be made and he must turn over all he had of value when asked for the rent and retire from the game. To see that either interpretation is valid under the rules, one must consider that phrase owes more than he can pay. Other ways to say this are owes more than he is able to pay or hasn't the means to pay what he owes. Ed Clough of Boston, MA argues vehemently that Option B is the only possible interpretation: [When asked for the rent] any indebted player must be able to first make payment out of cash on hand and/or immediate assets...If he is unable to liquidate the debt he cannot trade property to raise cash because he would be trading property he no longer owns [emphasis his]. However, in my view, it is equally acceptable to say that if the player has enough of value to the other players so he can raise the capital to pay the rent and stay in the game, then he does have the means, he is able to pay. He is not bankrupt until he has explored this possibility as well. So, we are left with the problem of selecting one interpretation which best adheres to the spirit of the game. I would favor option B for the following reasons: o Any player that finds himself in this situation is probably going to be leaving the game shortly anyway. Option B helps to move things along. o Option D and similar interpretations always allow opportunities for the indebted player to sell properties at ridiculously low prices to favor another player. Option B removes some of the temptation to do something like that. Whichever option you choose to use, make sure that those you are playing with agree with you before the game begins. Proposed Interpretation #1: A player is bankrupt when he owes more than he can pay either to another player or to the bank. As soon as he is asked for the rent, if his total assets are less than the amount asked for, he must turn over all he has of value and retire from the game. If a player lands on a space that causes him to go bankrupt to the bank, he is bankrupt as soon as he lands on that space. Argument #2 - UPDATE Showing Your Money There seems to be something of a consensus on this issue. Everyone agrees that the rules say nothing about where you can your money. Also, the rules are equally silent regarding any disclosure of a player's assets. Therefore you can keep your money wherever you please and you are not obliged to reveal its amount to another player. Proposed Interpretation #2 - Showing Your Money: <no rule (zippo)> There are useful conventions that may be adopted at the beginning of the game by mutual agreement among the players. Proposed Convention #2: A player's money must be kept on the playing area and in sight of other players at all times. Each denomination must be kept in an individual pile. A player may not be asked to disclose its amount. Where the playing area is limited in size the following convention may be more practical. Proposed Convention #2B: A player's money must be kept on the playing area and in sight of other players at all times. Each denomination must be kept in an individual pile. A player may not be asked to disclose its amount. Argument #3 Holding the Dice Holding the dice refers to the practice of one player requesting another to refrain from taking his turn while the requesting player performs some transaction. There is no rule that directly applies to the practice of holding the dice. There are no rules regarding when transactions may take place except the following: [A] player may buy and erect at any time as many houses as his judgement and financial standing will allow. [emphasis mine] The only way to make such a transaction possible at any time is to have some notion of halting play in order to allow the transaction to take place. The only way of halting play is the hold the dice. This leads to the following: Proposed Interpretation #3: Any player at any time during the game may request that the dice be held for a reasonable period of time. This is a derived rule as discussed earlier. Argument #4 Loaning Money In MONOPOLY, there are fine distinctions that can be drawn between: o paying ``a fair price'' for something, o paying much more for something than it's worth, o giving someone money and o loaning someone money. The relevant rule states: No player may borrow from or lend money to another player. Strictly speaking this rule only applies to loaning money which may be defined as: ``giving someone money upon agreement to repay it with or without interest''. What if some player wants to give another player money with no agreement to repay? Do we need to be concerned over this apparent loophole?? I think not. If one player is deliberately giving money to another player, that player is violating the object of game, that is, he is not playing to win. If that player is violating the object of the game, he is no longer playing MONOPOLY but some other game that you probably don't want to be a part of and he should be advised of this fact. We are beginning to get into the issue of MONOPOLY ethics and so I will now put in a plug for the next issue of MAP which will include a special article by a guest contributor entitled ``MONOPOLY and Virtue''. I guarantee it will cause some good arguments! Letters, Questions & Answers ``...Several years back I did a simulation (on a desk calculator, this being before personal computers existed) of monopoly landing frequencies with a twist.The usual method is to run for a very long time and come up with stable landing frequencies that correspond to the transition probabilities of the Markov Process that underlies the game. However, I ran short games (300 rolls and 1000 rolls)to generate a distribution of how many times a property is landed on during a game. These distributions are quite broad, indicating that there is a significant luck element in any one game no matter what properties are owned. It does no good to own the Reds, say, if in that particular game the total number of Red landings is quite small relative to the ``expected'' long term landing frequency. ``To this end, the local group of Monopoly players we have has come up with a scoring by point system. The winner of a game gets 10 points, and second place (last person eliminated)gets 7. The rest get 3, 1, 0, 0, ... . This method gives the most to the winner, but good points to second place (who is very often second only because of luck) with the rest tailing off quickly. We keep a running average over the last 20 games a player has participated in. The best player averages about 7 points. This is very difficult to do, especially against experienced opposition. ``Here's an issue. Many people play with all sorts of complicated deals. In many of these, money can change hands from player to player (example, sharing rents on a co-owned monopoly). We totally disallow this. The rule we use is that all transactions must be completed at the time of the deal and no future considerations are allowed. It is also specifically forbidden to ``cheat'' by selling or trading one or more items back and forth repeatedly (and the competition director decides). Thus we have no leasing, shared monopolies, buying other peoples rights to buy properties by cash up front, etc, etc. This removes 99% of the arguments from the game. Monopoly then settles down to an initial land rush, then at some point a major trading session (this normally occurs when some subset of the players control the cards of monopolies equal to the number of the dealing players), and a build and rape stage as the weak are first eaten and then the strong kill each other off at the end. The fun then lies in the trading skill and ability to spot a clever deal. It is still exciting, fun, and much less of a hassle.'' - Matthew Buynoski ``...While I agree with you that it is not "just a game of chance", it is just a game. I like the game because it does require the active use of one's mind. I welcome the opportunity to play the game with intelligently playful people. ``My primary interest in the game is in its strategies toward winning. ``I am not interested in detailed debates over rules and conventions. These are definitely necessary, but - in this context - I choose to leave that work to the games creator(s).'' - Dennis Baldwin, Glastonbury, CT Three questions from Frans Meulenbroks: Incarceration Q: ``<long question concerning the mechanics of going to jail>'' A: You can go to jail in one of three ways, by picking a ``Go to jail'' card, by landing on the ``Go to jail'' space or by rolling three doubles in a row. Whichever way you wind up there, your turn ends at that moment. If you just rolled doubles, their effect is lost. Once you are in jail, you may spend up to three turns there. Any time before your turn arrives you may elect to pay $50 and be ``Just Visiting''. If you choose to stay in jail you must roll the dice when you turn arrives. If at that time you roll doubles, you move the number of spaces indicated on the dice, do what has to be done and your turn ends (without paying $50). You don't get another turn from having rolled these doubles. If you don't roll doubles and it is your first or second turn in jail, you do nothing and your turn ends. If it is your third turn in jail then you move the number shown on the dice and pay $50. Clear? Doing Things While Moving Your Token Q: ``...what happens if I roll the dice, and before moving figure out where I'm going to land, and if I don't like the spot, quickly sell my property before moving?'' A: In any board game I've ever played and surely in MONOPOLY, rolling the dice and moving the token to a new space on the board are considered a single, indivisible transaction. Otherwise, another player may decide to build some more houses while you're moving down the board! Bankruptcy to the Bank Q: ``What if you go bankrupt on luxury or income tax...Does the bank get your property?'' A: Yes and all property is immediately auctioned off to the highest bidder. There were other interesting letters which I will try to publish in the next issue. Responses to MAP #2 Send all responses to the address given below no later than January 1, 1986. Pat Autilio AT&T Information Systems 307 Middletown/Lincroft Rd. Lincroft, NJ, 07738 [ihnp4!]phoenix!autilio -- Pat Autilio AT&T Information Systems 307 Middletown/Lincroft Rd. Lincroft, NJ, 07738 phoenix!autilio LZ 3F-310 x3547