Player Elimination

Monopoly

Theme
Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.

Gameplay
On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail.

Goal
The goal of the game is to be the last player remaining with any money.

Cultural impact on rules
Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take "loans" from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property.

Background
In the USA in 1933, Charles Darrow devised Monopoly based on an earlier game by Elizabeth J. Magie. The patent was filed 31st August 1935 while the game was on sale in America. Based on an earlier game, The Landlord's Game, it was at first rejected by Parker Bros., as being too complicated to be a success. How wrong could they be! It came to the UK in 1936, made under licence by Waddingtons. Darrow died in 1967 having realised he had developed one of the most successful board games of all times. It was awarded as Game of the Century by the TRA (Toy Retailers Association).

Monopoly was patented in 1935 by Charles Darrow and released by Parker Brothers. The game was actually one of a number of variants in existence at the time, all of which date back to an earlier, 1904 game by Elizabeth J. Magie called The Landlord's Game. Magie was a proponent of the Single Tax put forth by famous author Henry George. The game was designed to show the evils of earning money from renting land (as it leads to the destitution of all but one player) and the virtues of the proposed Single Tax - players could choose to play under regular rules or alternate "Single Tax" rules.

The game didn't really go anywhere and Magie lost interest in it. Variations of the game evolved, however, and homemade versions traveled up and down the Atlantic coast and even as far west as Michigan and Texas, being developed all along the way. Eventually the game was noticed by Charles Darrow, who introduced it to the world in its current form.

Re-implements:

The Landlord's Game

Expanded by:
Official

Monopoly Stock Exchange Add-on
Monopoly Free Parking Mini Game
Monopoly Get Out of Jail Mini Game

Unofficial

Super Add-ons: Monopoly
Entrepreneur's Accessory to Monopoly
Game Spice: Monopoly Expansion
Mafiopoly
Monopoly: Mob Rule Expansion Deck
Final Fantasy Monopoly

Shootin' Ladders: Frag Fest

Another 'Good Game Gone Bad' from Smirk and Dagger Games. This builds upon the same type of cookie carnage in "Run for your Life, Candyman!" but is totally amped up in a whole NEW game that parodies Chutes and ladders with delicious mayhem.

From the box:

The gingerbread men have left the confines of their sugar-frosted land and let their rage spill over into yet another family favorite board game, where total carnage has its ‘ups and downs’. The board’s original slides and ladders once helped teach kids about morality. But in "SHOOTIN’ LADDERS: Frag Fest", you’ll more likely learn a lesson in ‘mortality’ and that everyone gets their just desserts.

So sling your M&M16, load your Dessert Eagle and get ready to blast the other cookies to bits as you climb and slide your way to victory!

Includes 7 ACTION-PACKED SCENARIOS
with Team Play & Free-For-All Modes:
The Quick and the Crumbed • Candyman Flag Capture • Trophy Room
Head Hunter • Crumble Zone • The Guns of Tobleronne • The Dirty Half Dozen

Wiz-War

Game description from the publisher:

In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

Re-implements:

Wiz-War

(This entry is separate from Wiz-War based on reports from the designer that the new edition has expanded components and significant rules changes; it's also easier to merge two games that are the same than split two games in one listing that turn out to be different.)

Love Letter

All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?

Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!

Number 4 in the Tempest: Shared World Game Series

Lyssan

It is an empire of changing flags. The old crown fell, and many stepped forward to claim it. That was two centuries ago.

Now the barons and the princes swear loyalty to whichever claimant-emperor garrisons the nearest army today. The clergy sell their sermons for the highest bidder, and spies whisper promises to mercenary generals.

You are the one true ruler of the broken Empire of Lyssan, and it's up to you to put the pretenders (the other players) in their place before their endless squabbling tears your nation apart. You (and others) will attempt to take control by using castles, knights, nobles, priests, and spies:

Knights hold territory and fight masterfully.
Nobles hold territory, support priests, and fight poorly.
Castles hold territory, spawn new units, and protect knights and nobles.
Priests manipulate influence and support spies.
Spies assassinate priests and other spies, and have the devastating power to steal other players' court cards.

Lyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Lyssan combines tightly designed euro-style rules with the interactivity and flavor of an epic wargame. Lyssan has slim rules comparable to many family friendly games. Yet the play is as rich and interactive as the crunchiest, most grognard-friendly wargames. And Lyssan plays fast. A typical game of Lyssan runs a full hour quicker than comparable games.

Lyssan combines:
A map to be conquered (like Risk)...
...with a few different unit types that act a few different ways each (like Chess or Diplomacy) ...
...with cards that let players pull off devastating surprise moves or permanently improve their abilities. To play one card, you discard others. (Like Race for the Galaxy) These cards can be very powerful, but they can also be stolen by spies. The whole landscape of the game can change in the blink of an eye as ownership of a card changes hands. Get one of your spies into a rival's castle, and you can take over his improvements or turn his own followers against him.

All interrupting effects have been stripped out of the game, so each player can complete their turn quickly, without waiting for the others. The game has been designed from the start to allow timed play, like a tournament chess match. This is good for players who want extra-brisk play, or who just have one slowpoke at the table who needs to be reined in.