I’m pleased to announce that I just received an endorsement for The Lurker in the Library, my Lovecraft-themed murder mystery dinner party game, from none other than Howard Phillips Lovecraft himself!
Monopoly is a fun game. Magic: the Gathering is a fun game. Therefore, anything that combines their rules must be a fun game! Here is my frankensteined creation; I call it Magicopoly.
Magicopoly combines the rules of Monopoly and Magic: the Gathering by using money as life, turning properties into creatures and lands, allowing players to purchase houses and hotels for their creatures, and making other adaptations. To play magicopoly, you will need a Monopoly game set and a deck of Magic cards for each player (alternatively, you may construct a single deck of Magic cards that all players share).
Players begin the game with $2000 (or $3000 if three or more people are playing). Each point of life is represented by $100; rather than gaining or losing life, players instead gain or lose money. When a player has $0, he or she loses the game and his or her properties are returned to the bank.
Each player’s turn has all of the phases of a turn in Magic. Players roll and move on the board during their precombat main phase.
Effects of the Monopoly game board (Community Chance, rent payments, luxury tax, etc.) are placed on the stack at sorcery speed and can be responded to by any instant effect.
A player may make trades at any time during his or her turn; if a creature is traded during the combat phase, it is removed from combat (but not untapped). Trades take place immediately–they do not go on the stack. The active player may make a trade even if there are effects on the stack that have yet to resolve.
Properties count as nonbasic land. Properties can be tapped for mana as follows:
Black mana: all railroads, Baltic, Mediterranean
White: Electric company, Waterworks, Virginia, States, St. Charles
Blue: Boardwalk, Park place, Connecticut, Vermont, Oriental
Red: Kentucky, Indiana, Illinois, New York, Tennessee, St. James
Green: Pacific avenue, North Carolina, Pennsylvania Avenue, Marvin Gardens, Ventnor, Atlantic
Each property also counts as a creature of the color of the mana that it produces; it has the creature type “Property”. Properties have power and toughness equal to their purchase price divided by 100 (rounded up). If a property is dealt damage equal to or greater than its toughness, it is returned to the bank.
Players do not untap their creatures during their untap phase (including their properties). When players pass go, they draw a card, untap all permanents, and collect $200.
Rent is treated as combat damage. If a property is tapped, it does not collect rent.
Effects that would increase or decrease the power of a property raise or lower the rent value by $100 for each point of power.
When you mortgage a property, tap it; mortgaged properties cannot be untapped and their activated abilities cannot be played (they don’t have any activated abilities by default, but if some effect would grant them activated abilities they cannot be used).
Players can trade any permanents that they control or any cards in their hands in addition to the typical items that can be traded in Monopoly. During trades auras must stay on the enchanted cards or properties. If cards are already in play, they remain in play after trading; if cards are in hand, they remain in hand after trading.
In addition to their usual rent-changing effects, houses are treated as +1/+1 counters. Hotels are treated as auras of the same color as the creatures that they enchant; they grant the following effects:
Red: first strike
If a player owns three or more creatures of the same color and no one else owns any creatures of that color, he or she may pay three colorless mana to put a house on one of those creatures (or, if a creature already has four houses, a hotel). This effect is played as a sorcery. Players must build evenly and cannot have more than four houses and one hotel on any creature.
If you are in jail, your creatures cannot attack and you may not play instants, sorceries, or activated abilities.
There will undoubtedly be times when the rules of Magic and Monopoly don’t work together in some way. If this happens, choose whatever interpretation of the rules is the most fun.