If you're forced into playing Monopoly by friends, you can employ this simple strategy to ensure they will never ever ask you to play again.
With a second monopoly completed, your next task is to improve those properties to three houses each, then all of your properties to four houses each. Six properties with three houses will give you more than half of the houses in the game, and four houses each will give you 75% of the total supply. This will make it nearly impossible for your opponents to improve their own property in a meaningful way. Keep the rulebook nearby once the supply gets low, as you will undoubtedly be questioned on it. At this point, you will be asked repeatedly to build some friggin' hotels already so that other people can build houses. Don't.
At this point, you more or less have the game sewn up. If losing a normal game of monopoly is frustrating, losing to this strategy is excruciating, as a losing opponent essentially has no path to victory, even with lucky rolls. Your goal is to play conservatively, lock up more resources, and let the other players lose by attrition. If you want to see these people again, I recommend not gloating, but simply state that you're playing to win, and that it wasn't your idea to play Monopoly in the first place.
It is difficult to read this without thinking about income inequality in the real world.
Mike Merrill reimagines the game of Monopoly to better represent the modern financial system by adding the banker as a player, convertible notes, and Series A financing.
Each player starts with only $500. That's a nice bit of cash, but it's going to be expensive to build your capitalist empire. Baltic Avenue will cost you $80, States Avenue is $140, Atlantic is $260, and that leaves you just $20. Even if you're the first to land on Boardwalk you won't be able to afford the $400 price tag. Another $200 from "passing Go" is not going to last that long. You need more money.
At the start of the game the banker will offer each player a convertible note of $1000 at a 20% discount and 5% interest*. Armed with $1500 the player is now ready to set out on their titan of the universe adventure! (Of course players are not required to take the convertible note.)
The game's true origins, however, go unmentioned in the official literature. Three decades before Darrow's patent, in 1903, a Maryland actress named Lizzie Magie created a proto-Monopoly as a tool for teaching the philosophy of Henry George, a nineteenth-century writer who had popularized the notion that no single person could claim to "own" land. In his book Progress and Poverty (1879), George called private land ownership an "erroneous and destructive principle" and argued that land should be held in common, with members of society acting collectively as "the general landlord."
Magie called her invention The Landlord's Game, and when it was released in 1906 it looked remarkably similar to what we know today as Monopoly.
But it was Monopoly with a significant twist:
The game's most expensive properties to buy, and those most remunerative to own, were New York City's Broadway, Fifth Avenue, and Wall Street. In place of Monopoly's "Go!" was a box marked "Labor Upon Mother Earth Produces Wages." The Landlord Game's chief entertainment was the same as in Monopoly: competitors were to be saddled with debt and ultimately reduced to financial ruin, and only one person, the supermonopolist, would stand tall in the end. The players could, however, vote to do something not officially allowed in Monopoly: cooperate. Under this alternative rule set, they would pay land rent not to a property's title holder but into a common pot-the rent effectively socialized so that, as Magie later wrote, "Prosperity is achieved."
With a lengthy section on the philosophy underpinning the original version of the game, this is more interesting than an article about a board game has the right to be.
If you've ever played Monopoly, you probably haven't followed the rules. The Campaign for Real Monopoly (via marco) would like to remind you of the real rules and the reasons for sticking to them.
BUYING PROPERTY...Whenever you land on an unowned property you may buy that property from the Bank at its printed price. You receive the Title Deed card showing ownership; place it face up in front of you.
If you do not wish to buy the property, the Banker sells it at auction to the highest bidder. The buyer pays the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option to buy it at the printed price, may bid. Bidding may start at any price.
Contrary to popular belief, Charles Darrow didn't invent Monopoly in 1933 from scratch. It was heavily based on The Landlord's Game, an innovative board game patented in 1904 by Lizzie Magie, to be a "practical demonstration of the present system of land-grabbing with all its usual outcomes and consequences."