Monopoly Mechanics Fall Ball 2026

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Quidditch Stadium | October 31st
banner credit to @Avery Gray!
THE MAP
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PLAYER GUIDEBOOK
RULES & GOAL
  1. This game is played in groups of 5 players.
  2. You have 5 days (120 hours) to post and submit your actions.
  3. Missing a post/failing to submit actions before the deadline is considered a strike. If you reach 2 strikes in the game, you are automatically eliminated from it.
  4. Try not to bankrupt! You are out of the game as soon as you bankrupt.
  5. You may quit the game IC by casting Red Sparks Charm (see below). Upon success, you are also considered out of the game OOC.
  6. The game lasts at most 12 rounds.
  7. If within 12 rounds, only one person is still on the board, the game ends immediately and that player wins.
  8. If after 12 rounds, there is more than one person left, calculate and compare each player's total assets (active gold + property worth [original price]). The player with the most wins.
SPACES
  1. Spaces are units that your character enter after a dice roll at the end of each round. You can only carry out an action related to a space if you land on it, unless specified otherwise.
  2. Spaces labeled with [1] - [14] each have a "property" that you could consider buying and updating.
    Reducio
    IC FLAVOUR
    [1] Candy Stand
    [2] Dart Game Booth
    [3] Circus Tent
    [4] Merry-Go-Round
    [5] Fishing Pond
    [6] Ferris Wheel
    [7] Post Office
    [8] Tarot Tent
    [9] Wishing Well
    [10] Haunted House
    [11] Balloon Stand
    [12] Swing Ride
    [13] Grandstand
    [14] Ticket Booth
  3. Spaces labeled with {A} - {D} are function spaces.
    Reducio
    {A} Airport: Starting space. You may also receive 100 gold for returning to/passing {A} after completing a full circle.
    {B} Jail: In jail for next round, -50 gold. Cannot collect rent.
    {C} Parking Space: -30 gold and have a good rest. You can go next round. Can collect rent.
    {D} Go to Jail: Go to jail immediately.
  4. Spaces labeled with {I} and {II} are "chance" and "surprise" spaces. Something might happen after a random 1d20 roll. [See below: Chances & Surprises]
  5. Always move clockwise.
RESOLVING ORDER
i. round 0/the start
  1. In the very first mod post before players enter with their first post OOC, the moderator will announce the start of the game. Then, a 1d6 is used to determine how far you go. This is where you end up at the start of your first round.
  2. OOC, you should write about your character entering the game at a designated starting space and heading for the new space, as well as determine your action for the round based on your new space. IC, you start heading for the new space after it's been announced.
  3. Additionally, please pick a character and state it in your first post. The same character could be picked by two or more different people. [See below: Characters]
ii. round 1 onward
  1. Players arrive at the designated space announced last round.
  2. Passive actions such as paying/receiving rent (does not count towards your action), paying fine (counts towards your action), are calculated.
  3. If there is an environmental attack, it will then be rolled.
  4. Rolling for defensive spells and actions.
  5. Rolling for attacks.
  6. Other actions related to the space such as purchasing and upgrading houses, investigating the space, breaking free from jail, etc. are carried out.
  7. At the end of the mod post, a 1d6 is used to determine where you land on at the start of next round.
  8. Players post and submit actions for next round, based on the knowledge of the new space they would land on.
ENVIRONMENTAL ATTACKS
  1. Fog: The Fog goes around randomly in the area every round, and is rolled upon the start of each round. If you happen to be in the space with Fog and you wish to investigate, you get +5 wisdom DC. Fog is also disorientating, so you have -2 accuracy and -2 evasion if you are in a foggy space.
CHARACTERS - pick one at the start of the game
  1. Pumpkin Carver: A pumpkin carver can use a pumpkin to guard their properties. Each gives you +2 advantage on defensive rolls. You have 3 pumpkins available, and you may distribute them randomly. However, once they are placed to guard a property, you may only collect it back when you land on that space again.
  2. Fortune Teller: Aka Madam Crystal. You can specify which certificate and how much gold (<= 80) to steal from another player. You still have to complete all the contested rolls.
  3. Bloody Phantom: After your new space have been rolled and announced at the end of last round, you may opt to land on an adjacent space instead. Please submit the -1/+1 of your choice to the moderator. This does not count towards your action. You may use this ability up to 5 times in a game.
  4. Scary Clown: Your opponent in PvP has an disadvantage (lower of two dices) in all checks against you.
  5. Old Hag: You may curse a property in a space you land on and is not yours. The property's rent is halved and cannot be upgraded in the future. You may use this ability up to 3 times in a game.
ACTIONS - you may only choose one each round, unless specified otherwise
  1. Purchase a property
    Reducio
    1. You could only purchase the property if you land on the certain space this round.
    2. You must have enough money AND this property hasn't been occupied by someone else.
    3. Upon first purchase, you can simultaneously name the level you wish to upgrade to or just stay at level 1. The starting level is 1, and the highest is 4. You do not need an extra action for this.
    4. If two or more people land in the same space, a 1d20 contested strength + wisdom check (compare total) is performed. If the result is impaired, then another 1d20 + str + wis check is rolled to break the tie.
    5. IC, A board or a plaque is placed in front of the property's door to indicate ownership.
  2. Upgrade a property
    Reducio
    1. You could only upgrade the property if you land on the certain space this round.
    2. You must have enough money to do so.
    3. An upgrade requires 50 gold. The starting level is 1, and the highest is 4.
    4. After each upgrade, the property receives such advantages: +15 gold on rent, +2 on defensive rolls against attacks.
  3. Paying & Receiving Rent
    Reducio
    1. This is not an active action, and does not count towards your chosen action. The gold is deducted automatically by the moderator if you land on someone else's property.
    2. Level 1 rent: Property worth x 0.2; no advantage on defensive rolls against attacks.
    3. After each upgrade, the property receives such advantages: +15 gold on rent, +2 on defensive rolls against attacks.
  4. Taking over a property
    Reducio
    1. If you land on someone else's property, you may try to take the property over.
    2. First, a strength check is performed. 1d20 character strength vs 10 + 0.25 x owner's strength (rounded).
    3. If the strength check is a success, then a wisdom check is performed. 1d20 character wisdom vs 10 + 0.25 x owner's wisdom (rounded).
    4. If both success, you get the property.
    5. If the wisdom check fails, the property loses a level. If the property is only on level 1, nothing happens.
    6. If the strength check fails, you have to turn in 30 gold because of your inappropriate behaviour.
  5. Investigate
    Reducio
    1. You could investigate the 14 property spaces. 7 of them include something special. Upon success, you might receive a little surprise...good or bad.
    2. The investigation wisdom DC is 15 for Y1-3, and 20 for Y4-7.
    3. If a space has been successfully investigated, it cannot be investigated again.
  6. Steal ownership certificate
    Reducio
    1. You have decided to steal the ownership certificate from another player. You must be in the same or adjacent space.
    2. A 1d20 wisdom vs wisdom check is performed.
    3. If successful, you get a certificate (randomly chosen by tatsu); if not, you have to give 15 gold to your target as an apology, and turn in 15 gold so that you wouldn't end up in jail because of your inappropriate behaviour.
  7. Steal money
    Reducio
    1. You have decided to steal some money from another player. You must be in the same or adjacent space.
    2. A 1d20 wisdom vs wisdom check is performed.
    3. If successful, another 1d20 is performed. 1: 0 gold, 2-9: 10 gold, 10-14: 20 gold, 15-19: 40 gold, 20: 80 gold.
    4. if not, you have to give 15 gold to your target as an apology, and turn in 15 gold so that you wouldn't end up in jail because of your inappropriate behaviour.
  8. Cast a spell
    Reducio
    1. Please refer to the spell list. You have to choose a spell from the spell list, and you have to possess the spell in your trunk.
    2. If you wish to perform the spell on another player, you must be in the same or adjacent space.
  9. Break free from jail
    Reducio
    1. If you end up in jail, you need to first spend a round paying fine (this is unavoidable and is your only action that round), and you might choose to break free the round after.
      have a chance to break free.
    2. Strength DC: Y1-3: 15, Y4-7: 20
    3. If successful you are released next round. If not, you have to wait for another round.
    4. You cannot collect rent while in jail.
  10. Use a release card
    Reducio
    1. If you end up in jail and have a release card, you need to spend a round using your release card (this is unavoidable and is your only action that round), and you are released next round.
    2. You do not have to pay the fine.
    3. You cannot collect rent while in jail.
  11. Resell
    Reducio
    1. When your active gold total goes below 0, you are given a final "courtesy round".
    2. e.g. You have -10 gold after paying rent for round n. If you choose an action of spending your money that round, this action is considered void. Other actions are carried out normally.
    3. If your active gold total is still below 0 at the end of round n/start of round n+1, your action next round (round n+1) should be reselling your properties. You can choose reselling order yourself. Each house is worth 0.5 x original price + 10g/extra level (max +30g). You should first take down the levels (+10g/level) til you have reached level 1, when you would have to sell the house itself.
    4. You cannot take other actions other than reselling. If your active gold total is still below 0 after the courtesy round, you are out of the game.
    5. Once the whole property has been resold, others might purchase it once they land there.
  12. Do nothing!
    Reducio
    1. Yes, this is an option. We do encourage you to owl the moderator stating that you intend not to take an action next round, though.
    2. And if you wish, you could totally add a bit of IC flavour - such as spending the round singing a song or dancing. If you choose to do so, please also notify the moderator, in case we think it's not appropriate for the situation
CHANCES AND SURPRISES
  1. A 1d8 is rolled when you land on the chance and surprise spaces. Simply put, "chances" give you a smaller reward, but smaller loss as well; "surprises" give you a bigger reward, but bigger loss too.
  2. Possible chances
    Reducio
    1. Get 50 gold
    2. Get 20 gold
    3. Lose 50 gold
    4. Lose 20 gold
    5. 50% chance to be "out" for next round
    6. 50% chance to be sent to jail immediately
    7. 50% chance to perform two actions next round
    8. Get one release card
  3. Possible surprises
    Reducio
    1. Get 200 gold
    2. Get 100 gold
    3. Lose 200 gold
    4. Lose 100 gold
    5. "Out" for next round
    6. Send to jail immediately
    7. Able to perform two actions in a round
    8. Get two release cards
SPELL LIST - duelling races & abilities apply
  1. Dancing-Feet Spell
    Reducio
    Incantation: Tarantellagra
    Wisdom DC: 9
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target is pushed forward 2 spaces.
    Critical Failure: Rebound on caster.
    Critical Success: The target is pushed forward 4 spaces.
  2. Knockback Jinx
    Reducio
    Incantation: Flipendo
    Wisdom DC: 9
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target is pushed back 2 spaces.
    Critical Failure: Rebound on caster.
    Critical Success: The target is pushed back 4 spaces.
  3. Disarming Charm
    Reducio
    Incantation: Expelliarmus
    Wisdom DC: 10
    Contested Roll: Caster Arcane Power vs Target Strength
    Effect: Can be used to disarm the target. Their original action is automatically replaced by picking up their wand.
    Critical Failure: The effect is applied to the caster.
    Critical Success: Needs two rounds to retrieve wand.
  4. Summoning Charm
    Reducio
    Incantation: Accio
    Wisdom DC: 9
    Contested Roll: Caster Arcane Power vs Target Strength
    Effect: Can be used for one of two options: 1. steal target's certificate (you may specify which); 2. steal money from target's pocket. Please state your intended option when submitting your action.
    Critical Failure: The caster has to turn in an extra 50 gold.
    Critical Success: The target's wand also drops to the ground. Must use this round to retrieve it.
  5. Levitation Charm
    Reducio
    Incantation: Wingardium Leviosa
    Wisdom DC: 9
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: Can be used for one of two options: 1. steal target's certificate (you may specify which); 2. steal money from target's pocket. Please state your intended option when submitting your action.
    Critical Failure: The caster has to turn in an extra 50 gold.
    Critical Success: The target's wand also drops to the ground. Must use this round to retrieve it.
  6. Revulsion Jinx
    Reducio
    Incantation: Relashio
    Wisdom DC: 20
    Contested Roll: Caster Arcane Power vs Target Strength
    Effect: Can be used for two of three options: 1. steal target's certificate (you may specify which); 2. steal money from target's pocket; 3. disarm the target (their original action is automatically replaced by picking up their wand). Please state your intended options when submitting your action. You may also opt to do option 1 or 2 twice, e.g. steal two certificates.
    Critical Failure: The caster has to turn in an extra 50 gold.
    Critical Success: Something in the target's possession (not aimed at) also drops to the ground. Must use this round to retrieve it.
  7. Take Root
    Reducio
    Incantation: Anathema Daphnis
    Wisdom DC: 12
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target stays in the same place next round.
    Critical Failure: Rebound on caster.
    Critical Success: The target stays in the same place for 2 rounds.
  8. Full Body-Bind Curse
    Reducio
    Incantation: Petrificus Totalus
    Wisdom DC: 14
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target stays in the same place next round.
    Critical Failure: Rebound on caster.
    Critical Success: The target stays in the same place for 2 rounds.
  9. Freezing Charm
    Reducio
    Incantation: Immobulus
    Wisdom DC: 12
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target stays in the same place next round.
    Critical Failure: Rebound on caster.
    Critical Success: The target stays in the same place for 2 rounds.
  10. Leg-Locker Curse
    Reducio
    Incantation: Locomotor Mortis
    Wisdom DC: 20
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The target stays in the same place next round. Target also suffers -2 Accuracy for 3 rounds.
    Critical Failure: Rebound on caster.
    Critical Success: The target stays in the same place for 2 rounds. Target also suffers -2 Accuracy for 3 rounds.
  11. Blindfolding Spell
    Reducio
    Incantation: Obscuro
    Wisdom DC: 10
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: The player can't investigate until taking off the blindfold. Removing the blindfold counts as an action. 50% chance of landing in a different space when blindfolded (if triggered, roll again).
    Critical Failure: Rebound on caster.
    Critical Success: The blindfold will require a Strength Check to be removed (initial DC 15 and gets -3 DC for each unsuccessful check).
  12. Slippery Jinx
    Reducio
    Incantation: Lubricus
    Wisdom DC: 15
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: Makes it difficult to hold the target's certificates or money. 25% chance of dropping something. (Their original action is automatically replaced by picking up the dropped thing.) Disadvantage (roll twice, pick lower) against Disarming Charm, Summoning Charm, Levitation Charm, and Revulsion Jinx.
    Critical Failure: Rebound on caster.
    Critical Success: 50% chance of dropping something.
  13. Banishing Charm
    Reducio
    Incantation: Depulso
    Wisdom DC: 20
    Contested Roll: Caster Accuracy vs Target Evasion
    Effect: Sends the target away from the caster or to a specific location. Please specify which. The new space must be a property space or chance/surprise space.
    Critical Failure: The effect is applied to the caster.
    Critical Success: The target has -2 Accuracy and -2 Evasion for the next round.
  14. Shield Charm
    Reducio
    Incantation: Protego
    Wisdom DC: 12
    Effect: Shields self from spells.
    • 1: The spell pierces the shield (avoidable)
    • 2-5: The spell dissipates.
    • 6-8: The spell ricochets off to a random target in the same or adjacent space of the target (minus caster, avoidable).
    • 9-10: The spell rebounds back towards its caster (avoidable).
    Critical Failure: Any incoming spell won't require the Accuracy vs Evasion roll (can still auto-dodge).
    Critical Success: The hit spell rebounds back towards its caster (unavoidable, can still auto-dodge).
  15. Bridge Conjuring Spell
    Reducio
    Incantation: Pontem Appare
    Wisdom DC: 20
    Effect: Conjures a bridge. You need to be able to properly visualize a bridge to do so, be it one made of earth, stone, wood, vines, etc. but you will also need to supply a great deal of concentration to conjure one. Please specify which space you would like to move to. The moderator would use the Bridge Vanishing Spell (Pontem Discede) to end the bridge at the end of the move.
    Critical Failure: You cannot move next round.
    Critical Success: You have +2 Accuracy and +2 Evasion for the next round.
  16. Unlocking Charm
    Reducio
    Incantation: Alohomora
    Wisdom DC: 9
    Effect: Used to open a locked chest.
    Critical Failure: Turn in 10 gold.
    Critical Success: You receive an extra 20 gold.
  17. Red Sparks Charm
    Reducio
    Incantation: Periculum
    Wisdom DC: 6
    Effect: Used if your character would like to quit while in game. This cannot be undone once successfully cast.
    Critical Failure: You get extra care from the moderator IC.
    Critical Success: The moderator is so impressed! You could make a dramatic leave.

forever yours, philip ❣ || orsolya tarnay (ilver head) || lindsey springhall (1st gen) || maxi de fostoncy (1st gen inpc)