Banker = DM.·
Speed determines what kind of dice you roll for advancement. You may choose to role a die equivalent to your speed in squares or any lower die. For example, 40 ft. speed means you can role a d8, d6, d4, d3, d2, or d1.·
Prices may vary. Prices are liable to go up or down by 50% based on your interactions with the NPC owner. You may try diplomacy, intimidation, bluffing, disguise, etc., just keep the interactions short.·
Community Chest gives you a random helpful item, rolled for with a percentage die by the DM.·
Adverse effects (jail, bad chance cards, luxury tax, etc.) may be avoided with a save.·
Stuff like selling land and trading cards is effected by checks and such.·
One escapes from jail as one would escape from a jail in a D&D session, given 4 standard actions per Monopoly turn to do so.·
Landing on a space another character owns would normally simply force you to pay the fee to stay there. Instead, you have options.
o Pay the price.
o Diplomacy/intimidation/other checks can do anything between doubling and halving the price.
o End up in combat with the owner. If you lose, you pay the price.·
Any time two players occupy the same square they may initiate combat.·
Any time combat occurs, it is between two PCs. Combat goes until a forfeit or one player’s HP is at 0 or below. The loser is mugged for ½ his money and restored to 1 HP. Before combat starts in earnest, either player may attempt to convince other players to help out. Only the initial combatants are mugged at the end of the fight.·
Daily resources such as daily abilities or daily spell allotments, as well as HP, are renewed only after that player sleeps at another player’s property. Do utilities and railroads don’t count.