Showing posts with label film. Show all posts
Showing posts with label film. Show all posts

Wednesday, October 29, 2025

Turning The Game Up To Eleven!!!


For our Halloween special this year, Pete brought over the Stranger Things - Collector's Edition of Monopoly.

He also brought round the "horror movie icons" set he'd ordered from a store in the States that turned out to be a shockingly poor, home-made rip-off (with a flimsy cloth "board", rubbish flat counters et al).

A sad state of affairs, but Pete isn't the sort of person you want to cross so I expect he's not going to let this lie until he has some degree of restitution. 

This was the first meeting of Monopoly Club since June, due to my osteoarthritis diagnosis, and - as it was Halloween - Rachel had really pushed the boat out on seasonal decorations and snacks.


In the Stranger Things version of Monopoly 'houses' and 'hotels' were replaced by 'forts' and transparent 'hideouts', while the Chance and Community chests were replaced by a single deck of Transmissions cards.

These, however, included a number of powerful "Upside Down" cards that a player, upon drawing one, would keep secret until they wanted to deploy it - often with devastating effect!

At one point Rachel used one such card to steal a whole set of properties - with their forts - from Clare, which then became the subject of a running gag for the rest of the evening.

With a single card, the Starcourt Mall and Fairgrounds - each with two forts on - switched
from Clare's possession to Rachel's

Stations were replaced by tunnels and landing on them gave you a roll of a d4 to show where you popped up. With a 25% chance of not moving (which we seemed to roll a lot), this extra rule felt like a bit of a gimmick that didn't add anything to our game.

As an aside, we felt the designers missed a trick by not including a special rule of some kind that would be triggered by rolling an 11.

For this week's game, my counter was the d20, Rachel was a cassette tape, Clare was Hopper's hat and Pete chose the camera.

Our counters

For the majority of the evening the game pretty much ran as usual (even though Pete had removed the 'speed dice' option and I, sitting in a different seat to usual so I could freely stand up and move around with my mobility aid, was nominated banker - a position I was ill-qualified for).

That said, I like to blame my discomfort and the distraction of being banker for my poor luck and weak tactical choices. By the time the time I was bankrupted I only had one complete set of properties.

Clare was out a short time later, never really having recovered from Rachel stealing her two "big money" properties from her.

It then came down to a race against the clock for Pete and Rachel (cut-off time was 11pm), which eventually ended in a draw, neither managing to financially destroy the other.

This means Pete is tearing away from me at the top of the league table (see below) and Clare is nipping at my heels. It turns out I'm developing a bit of a habit of coming last. 

Rachel still has a way to go, but a few more wins or first place draws should see her gaining on the main pack.


The Stranger Things - Collector's Edition looked great, branding-wise, and it's always rewarding to see a game in a slip case, but there were several minor niggles that led to it being marked down in our on-going assessment of the various themed Monopoly sets (see below). 

For instance, while it was nice to have the choice of about a dozen player tokens, they appeared smaller than typical meeples and some (such as Rachel's audio cassette) were particularly difficult to spot on the busy board.

Conversely, the forts were squatter than traditional Monopoly houses and thus it was impossible to get four lined up on the colour bar of a property.

Rachel's elusive token (left) and an overflowing line of forts

Wednesday, June 25, 2025

"The Chamber of Commerce Has Been Opened"

Because this month's roleplaying game session had to be cancelled, Pete suggested we sneak in an extra meeting of Monopoly Club instead - which we did last week.

Then, for our 'regular' game of Monopoly, Pete conjured up a surprise themed set that I don't think any of us could have predicted: Harry Potter

Game elements even came with their own little suitcases

Based on the successful movie franchise, this set turned out to be not only very attractive but also a rather innovative hack of the original game.

In my excitement I forgot to take a picture of the board, but here's a publicity picture


The game's main financial resource was rebranded as "house points", and all the property costs were different, for example everything on the first side of the board was "10 house points", on the second side was "20 house points" and so on. Rents on single properties were equal to the purchase price, and increased if you had a full colour set, or planted a "house crest" on your properties.

There are no 'houses' and 'hotels' in this game, instead you can buy - once you own a complete colour set of properties - a "house crest".

Once you've purchased a property it is considered "explored" and the game ends the moment the final property is "explored". Then everyone, who is still in the game, adds up the value of their properties and loose house points. The person with the highest number of points is declared the winner.

Our tokens


As well as picking your transport token at the start of the game (I was Harry's broomstick, Pete was Hagrid's motorbike and sidecar, Clare was the night bus, and Rachel the Hogwarts' Express), you also got to choose your house: I was Gryffindor, Rachel was Hufflepuff, Clare was Slytherin, and Pete was Ravenclaw. 

My House card

Your house granted you certain bonuses (such as not paying rent when you landed on your own 'common room' - this edition's version of train stations), but could also make you susceptible to certain Owl Posts (this game's brilliant spin on Chance and Community Chest).

Some cards you drew that might land you in trouble could be redirected at other players if they were of certain, named houses. I remember at one point I managed to send Clare to jail because she was a Slytherin.

The Owl Post cards came with their own little owl stand


Some of the cards, though, were clearly marked as Howlers... and they were always bad news for the person whose turn it was to take the next Owl Post.

As this iteration came with its own, unique finishing conditions, we opted not to use Pete's official 'speed die' this week (something we haven't entertained since last November's Wonders of The World game).

And while Pete remained arbiter of the rules, for the first time ever he passed the mantle of 'banker' to someone else. Rachel took up the position of Prefect, which meant not only did she get a badge (see below), but she was in charge of doling out - and collecting - the house points as properties (locations in and around Hogwarts) were brought and sold.


We'd already guessed that this would play quicker than our usual games and, in fact, the session lasted around 90 minutes, which still felt like a reasonable duration.

The start of my property empire

I won't bury the lede: I won, which moves me within touching distance of Pete at the top of the league table (see below). But what surprised us was that Pete went out comparatively early in the game.

In fact, he was the only person not to make to final House Point tally. 

The general consensus was that he had been unlucky in his early trips around the board, not being able to purchase any property, while the rest of us were hoovering up whatever we could. 

Gryffindor House crests on display

This isn't a version of Monopoly to be taken cautiously. I just went on a spending spree, then as we got down to the final available properties I indulged in some horse-trading, got myself a couple of complete colour sets, slammed house crests on them, and waited for the rents to roll in.

Bizarrely, I think a lot of my own good fortune came from the fact that, compared to everyone else, I hardly ever landed on the Owl Posts, instead those turns were spent making purchases when possible.

While I ended up with the most House Points, Clare was second, and Rachel third, which means I managed to glide ahead of Clare in the club's league table and am now just two points shy of Pete.


With its emphasise on the accumulation of House Points rather than properties per se, the Harry Potter Monopoly plays quite differently to the more traditional iterations of the game.

However, once we got our heads around its particular quirks it turned out to be as challenging and exciting as any version we've played in the last two-and-half years.

When it came to grading the actual theme, there was no denying that a lot of thought and love had clearly gone into the various elements and reworking of the old school rules.

There were some gaps in the rules mechanics though (e.g. how do you count 'mortgaged properties' in the final tally?) and a lack of baggies for the House Point tokens - which we'd popped out the cardboard sheet they arrived in - shaved half a point off of perfection.

Wednesday, June 18, 2025

"Th-Th-Th-That's (Not) All, Folks"


It was another hot night in Monopoly town, meaning we had the kitchen louvre doors open all evening to let in the cool air (and flies!).

Compounding that, we were all exhausted for various reasons. However, the evening's Looney Tunes theme brought out the best in all of us and the evening's thrilling game went down to the wire.

The theming of this 26-year-old set (which Pete had purchased second-hand, via eBay, from the States but was still in pristine condition) was top class. 

The overarching idea, as I grasped it, was that you were film company executives "hiring" the stars (the individual properties) for a variety of animated features (the completed sets).

Houses and hotels became "TV sets" and "movie theatres", while cash money was replaced with "laughs". Every denomination of "laugh" featured a different famous Looney Tunes character.

A That's All Folks card I picked up during play

"Chance" and "community chest" became "What's Up, Doc?" and "That's All Folks!", and, again, these were all decorated with black and white sketches of famous cartoon characters.

An added treat that we all approved of was special abilities that could be gained from rolling doubles. These ranged from being gifted "laughs" from all the other players to removing competitor's properties from the board.

The pewter playing pieces, representing well-known faces, were gorgeous (and I kept thinking how cool they would be painted up like wargames' miniatures).

Rachel initially chose Daffy Duck, but then switched to Bugs Bunny before we started

Rachel was Bugs Bunny, Pete was Marvin The Martian, Clare was the Road Runner, and I picked Wile  E. Coyote to be my avatar.

After a slow start - getting used to the board and its idiosyncrasies - I suddenly realised I was actually doing rather well. Thus it was a huge surprise when I bankrupted Pete, who, in recent games, has been on a hot run of luck.

Then Rachel walked into one of my cunning traps and I bankrupted her as well.


Which left Clare and I in a head-to-head tussle (rather appropriate for Wile  E. Coyote and the Road Runner) with our mandated 11pm cut-off fast approaching.

Although I had the bigger bank balance and property portfolio at that point, Clare managed to hang on and force a draw (according to our club rules, which I wrote... so I can't complain!)

Clare and I share the trophy as Pete looks on 

Thus we both shared the Acme Looney Tunes trophy and got four points each on the league table (see below). This left the pair of us still tied in second place (although Clare has the advantage of having played one less game).

The trophy!

Even going out first in this week's game, Pete maintains a commanding lead that's going to take a number of similar results in coming months to stand a chance of any of us overtaking him.


When it came to judging the gorgeous board and its adherence to the Looney Tunes theme, the only genuine issue we had with it was the difficulty of discerning the actual names of the properties.

While the name of the particular cartoon (the set) was prominent on the board and relevant cards, the actual individual name (the cartoon character) was comparatively small. Yes, they featured coloured pictures of the characters, but not every one was immediately recognisable in the heat of the moment.

Check the picture at the top of this post and the one immediately below to get an idea of what I'm talking about.



Nevertheless, this was a minor glitch in an otherwise perfect set, so we rated it at 9.5 out of 10, on a par with the posh Indiana Jones set. And Looney Tunes didn't even come in a wooden box!

Wednesday, April 23, 2025

"No, Mr Bond, I Expect You To (Roll The) Die!"


With the iconic music from the movies playing out of our smart speaker, we sat down last night to play the James Bond-themed Monopoly board.


For movement counters, Pete chose the Lotus Esprit (from The Spy Who Loved Me), Clare picked Rosa Klebb's dagger shoe (from From Russia With Love), I took Oddjob's bowler (from Goldfinger), and Rachel was the 007 logo/pistol.

Instead of properties, this set allowed players to buy up the various films in the Bond franchise, marked out on the board in chronological order, starting with Dr No just past 'Go' right round to No Time To Die and M16 being the two most valuable squares.

Oddly, this meant that - while the "utilities" were two variations of Q Branch - the "stations" (from the traditional game) were just whatever film came at that point, which felt a bit strange given the wide variety of signature vehicles associated with the character of Bond over the years.

While there were no special rules for this set, some effort was made to personalise it to Bond by having the houses and hotels as "safe houses" and "headquarters", and chance and community chest cards were "allies" and "enemies".

I started off poorly, never really recovered, and was the first to go out - bankrupted by my own wife.

After that there was a bit of a lull when it looked as though several people were on the verge of being knocked out, when suddenly the game got its second wind and a spate of house building ensued, upping the threat level enormously.

That's a lot of headquarters on the board!

There was definitely something in the air last night that meant everyone was slightly befuddled and possibly not bringing their a-game to the table, with a mixture of tactical errors and minor rules mistakes (such as forgetting whose turn it was or forgetting to take property cards when you made a purchase). 

Everyone was tired - and slightly distracted - for various reasons, meaning their minds weren't always focussed 100 per cent on the game. There was even a distinct lack of Bond-related punning, which with this franchise is always an open goal no matter the situation.


Nevertheless, the final three fought on heroically, with Rachel's property portfolio and cash reserves eventually being whittled down until it was just Pete and Clare remaining in a tense head-to-head showdown.

As 11 o'clock drew closer (now our official "end time"), Clare chose - in the dying seconds of the game - to concede to Pete, taking second place rather than sharing the glory of joint first.

She explained her reasoning on her Three Beautiful Things Substack today, and while it was good sportsmanship, I breathed a slight sigh of relief as it meant points-wise Clare only drew level with me, instead of sliding ahead of me (see table below).

Of course, she still, historically, has a game in hand on the rest of us (having missed our Scooby-Doo game, subbing in Nick in her stead).

Monopoly guru Pete continues, frustratingly, to pull away at the top of the table with another win, while Rachel's third place finish this week did little to help her close the gap on Clare and I.


In judging the theme of the evening, we all agreed that while the James Bond set was well made, when you dug down there were issues - from the plastic insert in the box not being geared to double as a bank to some of the 'property' names and cards being difficult to read at a glance.

Also Rachel's chosen token (the 007 logo) was so narrow that it was surprisingly hard to spot on the board when its thin edge was pointing towards her.

Wednesday, February 26, 2025

"You're Going To Need A Bigger Table!"

duunnn dunnn… duuuunnnn duun… duuunnnnnnnn dun dun dun dun dun dun
dun dun dun dun dunnnnnnnnnnn dunnnn

Like the tense final act showdown between Chief Brody (Roy Scheider) and the shark (Bruce), our Jaws-themed Monopoly evening came down to a protracted test of wills between Clare and I.

We each dominated two sides of the board and while, for a long time, it had looked as though I had things in the bag, we kept landing on each other's properties and so large sums of money were just moving from one bank account to the other.

Eventually, with midnight looming, we called it a day and agreed to declare the game a tie.

On her Three Beautiful Things substack, Clare elaborated this morning:
"Tim and I have a nice little Monopoly ecosystem: he has eaten the other players and owns everything except for six well developed properties of mine. He lands on them just often enough that I can survive another turn around the board. I feel constantly off balance, though, and I'm only really coping because of some lucky rolls, a few turns in jail so I don't have to land on his properties, and some helpful chance cards. We end with a draw, because it's getting very late."
The first Monopoly Club meeting of 2025 used Pete's Jaws-themed board, where the properties were a bizarre mix of locations (I, for instance, owned "the ocean" for the entire game, which I thought was hysterical), objects, and people... including the shark-attack victims!

The chance and community chest cards were "repairs" and "rewards", with most sporting a quote from the film, although there were no illustrations as we have seen in other sets, and the houses and hotels were replaced by "boats" and "workshops" respectively.

There was minor disappointment round the table that the boats weren't actually little plastic boats, so we agreed that the "green houses" should be placed on their rooves to, at least, vaguely resemble something sea-worthy.

Our chosen playing pieces for the evening's battle

At the start of the game Rachel chose the Lilo as her figurine, Pete was The Orca (Quint's boat), Clare was the oxygen tank, and I took the oil drum.

Rachel had abandoned her usual cautious approach and came out of the gate on a spending spree... which unfortunately saw her bowing out of the game first.

Pete didn't last much longer than that and then it came down to the final hour (or so) that was the duel between Clare and I.

I had plumped for my usual tactic of trying to own - and develop - the properties either side of "Go" and that certainly worked this time, with the high value "shark" and "The Orca" (obtained by some natty horse-trading with both Pete and Clare) and the inexpensive to develop "ocean" and "Amity Island" soon under my control.

Mine, all mine! I rule the ocean and control the shark! Bwahahaha!
My property holdings for the final act

Clare had tried to persuade me to concede soon after Pete went out, but I was utterly convinced I could win this, because of my massive portfolio of property (most of which I'd inherited from Pete when I drove him to bankruptcy).

Which I did, sort of. An agreed draw between two players gains us both "four points" in our ongoing league table (see below), instead of the "five points" for a clear winner.

I'm still hanging in there at second place overall, with Clare nipping at my heels, but Pete's five-point lead is going to take, at least, a couple of sessions to wear down.


Despite some short-comings in its design (for instance, some of the property images on the board were quite indistinct) and no exciting "bonus rules", Jaws Monopoly was really enjoyable to play, so we communally agreed to rate it as an eight out of 10, which currently places it as eighth in our rankings (see below).

This was our longest game of Monopoly and so we've also agreed, for the future, to place a timer of sorts on our sessions - calling time at 11.30pm, regardless of how everyone's doing.

Next month is scheduled to be a James Bond theme, which we felt was quite topical in light of the recent announcements of Amazon taking over the Bond franchise (Pete - a massive Bond fan - was not happy about this news and didn't want to talk about it!)

Wednesday, October 30, 2024

"Winning Makes Me Feel Good!"


For our second annual Halloween Monopoly Club outing, Pete - the Master of The Boards - busted out his untouched Ghostbusters-themed set.

A lot of love and care had clearly gone into adapting your standard Monopoly to this theme: for one thing, players aren't collecting properties, rather contracts; and houses and hotels were reshaped as "ghost traps" and "containment units".

There were also several nice new rules to shake things up: for instance, some squares let you (and the person to your left) battle a ghost, if you won you got the fee, if you lost you paid the city for damages caused; and the Ecto-1 square (in lieu of railway stations) allowed you to move to any square in that quarter of the board... for a fee.

Chance and Community Chest had been merged into "roaming vapour" cards (all suitably themed to the first and best - Ghostbusters movie), but the real gimmick here is that the cards were on the cool plastic ghost trap in the middle of the board, and each time you took one you pressed a button on the side of the box and the opening bars of the Ghostbusters tune played.

I though this might get a bit irritating, but after a while it was almost comforting!

One of the few gripes we had about the set was the movement counters. They were all modelled after 'iconic' objects from the movie, but, at a distance, looked quite similar and certainly didn't stand out on the board.

We all agreed there were better things these could have been shaped as: such as the movie's ghosts, an Ecto-1, an actual Ghostbuster etc


Having fired up a Ghostbusters/Halloween mix on Spotify, Rachel chose Dana's violin, Pete was the backpack and wand, Clare the walkie-talkie and I picked the ecto-goggles... and battle commenced!

I think I must have been channelling Monty Burns this week, because I played my most ruthless game yet. It was pointed out - more than once - that I was (subconsciously)  steepling my fingers and cackling in an evil manner.

To be honest, I don't know what came over me, but I was in a "take no prisoners" and "show no charity" mood (which, ultimately, I guess, is how Monopoly is supposed to be played).

There was a lot of (good natured, but quite sweary) haggling between Rachel and I, trying to acquire key contracts from each other, much to the amusement of Pete and Clare.


My property portfolio started off modestly and, as usual, I was slow off the starting block, getting lapped by everyone else.

However, my usual ambition (which everyone knows by now), is to try and purchase the two most expensive, royal blue, squares just before you get back to "Go", and then sit on these collecting increasing meaty rents.

Bizarrely, even knowing what I was aiming to do, Pete sold me one of the contracts for three (lower value) of mine and then - almost the next round - Clare traded me the other in a similarly beneficial deal.

And - with Spook Central and Temple of Gozer - under my command, the cackling began, and I started investing in ghost traps, then containment units.


The dice were also in my favour as player after player bankrupted themselves on my properties, and victory was - surprisingly quickly - mine.

Not until I was updating the league table (see below) did I realise actually how many games I have won over the past months, but there was something rather satisfying about this trouncing of my dear friends.

I rather suspect our next game (which I believe is themed on "Round The World") will see Rachel, Pete, and Clare ganging up on me because of my gloating this week.

In my defence, all I can say is: "Well, this is Monopoly!"

Wednesday, April 24, 2024

"Hey, Doctor Jones, No Time For Love!"

The gorgeous board for the Indiana Jones Monopoly set

Last night's Monopoly Club session saw the four of us - Pete, Clare, Rachel and I - let loose on the deluxe Indiana Jones-themed set that I had had my heart set on playing since we formed our little group a year ago.

The set (pictured above) came in a wooden crate (pictured below).

The magnificent crate!!!

The properties were grouped and themed by film location (the set covers the first four Indiana Jones films from Raiders through to Crystal Skull), the currency was "reputation points" rather than cash (which actually worked really well in my mind), Chance and Community Chest cards were - of course - Fortune and Glory, homes and hotels were Fertility Idols and Arks of the Covenant, and the player tokens were iconic objects (rather than people) from the franchise.

The Fortune and Glory cards even had film quotes and photographs on them

There were also optional rules, if you rolled doubles, with varying effects ranging from swinging to any space on the board and pulling ("whipping") other characters towards you, to fighting for control of another player's property.

As it had been my turn to pick which board theme we'd be playing, I also got to pick which token I wanted first as well, and so I chose the fedora. Rachel was the minecart, Clare the Grail diary, and Pete the bullwhip.

Our tokens

Pete was the first to go out, with Rachel following. Both had fallen foul of huge rental payments to Clare, but their bank balances had been sucked dry by my Raiders-themed trilogy of locations from the Tanis dig for the Ark (The Map Room, Cairo marketplace, and The Well of Souls).

I was then fearful that Clare would load up all her properties with Idols and Arks as she staged an impressive comeback, having scooped up all the mortgaged properties of the players she'd driven into bankruptcy. 

While I only had the set mentioned above and the first pair of ultra cheap properties past Go: The (Rope) Bridge and The Temple of Doom.

My secret weapon: Alice hopped up to give me a few pointers

After a long head-to-head battle (I'm sure we didn't finish until well after 11pm), I came out on top when Clare eventually conceded that it was unlikely she'd be able to beat me (Pete - as the Banker - checked my account and I had eleven 500 Reputation Point notes as well as a ton of other notes).

Before the game, Pete had revealed that the latest addition to hiss fast-expanding Monopoly collection was a novelty silver, stuffed toy "top hat", which will now be handed to the winner of each game to hold until the next session.

While it isn't actually a hat, I still wore it with pride...

To The Winner: the silver top hat!

In retrospect, I realised the moment I "accidentally" sabotaged both Rachel and Pete: early in the game Pete had secured the high value, blue property right by Go (Akator Temple), then a little while later Rachel landed on the other square of the pair (Chauchilla Cemetery).

She was hesitant about buying it, but I pointed out it would be a great "spoiler" for Pete's progress and so she splashed the cash and took that property.

This resulted in those two squares being an on-going source of tension between Pete and Rachel (including several fruitless "dice-off battles", from the set's optional rules), with neither able to get hold of the other's property and secure a profitable and dangerous corner of the board.

Luckily, my wife is quite easy-going when it comes to boardgames as this wasn't the only time I risked marital ructions.

Later in the game I used the "whipping" optional rule to pull Rachel's token towards mine, depositing her on one of my EXTREMELY high rent properties (by this late stage in the game, both my sets of properties were loaded up with Arks), severely draining her resources.

Tallying up our on-going points total, this victory puts me tied with Pete at the top of the league (although, he has more second placings than I, so technically he's still the leading player).

As to our feelings on the Indiana Jones set itself: it could so easily have been a "10 out of 10", being so beautiful, well illustrated, and thematically on-point, except for the fact that more than a few of the property cards had the wrong details printed on the back for mortgage purposes. This meant things got a bit confusing when you were looking at the card backs for whatever reason.

Such a production blunder is a real disappointment when clearly a lot of love and attention has gone into the development of this deluxe set.