I love the murderghosts idea! There could be one Pastor Anne card in Fate and another in Dreamworld decks.
And I'm happy we are drifting away from the original monopoly thing. Although as I'm not a game designer and I assume no one else on this thread isn't either, I see a distinct possibility our first "finished" version will turn out completely unplayable I mean the more potential player death we include the less likely it is that anyone will ever finish. That would be "realistic" in the SSSS setting, but would not necessarily make a good game. What is the finish anyways? Being the last survivor?
Now this is NOT a complaint! Just doing this is fun even if it never gets printed and played at all. But it's best to bear in mind that likely there will be lots of rule changes needed after the first test games.
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I suggest we take a moment to think and agree about what would be the win scenario(s). After that it'll be easier (and good fun!) to come up with new cards and other rules. I'm also thinking about a personal rule for each of the players depending on which team member they are, but I don't want to go into that before we know what is the thing the players should be striving for.
It's good that we agree in so many things. :-)
I'm also happy to deviate from tho original monopoly. As I said, I think we will come up with a better game. However we should balance things so we can use components from the original game to make it easier for anyone that wants to really make the thing. Dices, Money and the small houses and hotels come to mind. Many people have a Monopoly, so those are already available.
But I'm 100% on making new rules and cards, and even more on creating new game mechanics. As you said it will not be that easy, and the initial tests are going to be fun...
(Now talking about that, we should find a way to play it online...)
Most important, you're very right on the necessity to define the winning conditions. It is determinant. Anyway I don't know if a game so dangerous that the winner is the lone survivor is the best choice (but it can be. I really don't know).
However in the beginning I was thinking more in inserting
some peril on the game, so it goes beyond just accumulating money. And now with the dream world set + locations we could also insert... quests?
We will need to become (a bit) game designers, it seems... I'll think about that :-)
BTW The board is coming very nice, I think. I modulated to be 81cm. This way it fits on a A0 sheet, making it easier and cheaper to print (although it would be better in photographic paper). The cards, as I said, are fit to A4, so one can print 10 on each sheet. The tokens can also be made in paper, with a little cut+fold&glue. I've already been thinking on a solution for that.
If we go with multiple murderghosts on the board at a time I think there should be a few cards that remove one ghost (drawer's choice), and one special Pastor Anne card that removes every one on the board.
Another thought was if too many murderghosts occupy the same space, they turn into Sliepnope. We'd obviously need a mechanic to move the ghosts around without over-complicating things - rolling a dice for each one each turn would get really tedious!
Instant death by troll is a bit harsh, the saving throw seems a sensible compromise. If we have different coloured dice they could be rolled at the same time and the save dice only read if appropriate.
I was actually thinking about win conditions - what if the aim of the game is to collect enough money to found an Exploration agency? So the first player to have a certain amount (5,000? 10,000?) at the start of their move wins. Getting everyone else eaten by trolls would still be an option, but not the primary way to win!
All good ideas! I like the money target option!