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