Wednesday, December 10, 2025

Mermopoly (Alexie's Board Game Final Project)

Board

Money












Chance Cards

Player Pieces







Game Name: Mermopoly 

2-4 player game (4 recommended for best player experience) 

For ages 10 and up! 

Game Contents: 1 game board, 4 player pieces (1 seahorse, 1 compass, 1 diving helmet, 1 trident), 2 d6 dice, 1 d20 die, 30 of each jasper dollar (j1, j5, j10, j20, j50, j100, j500), 32 “Shady Chance” cards, 32 “Archivist’s Chance" cards, 22 Property cards, 9 Current cards 

Game Setup: Give each player 2 j500s, 2 j100s, 2 j50s, 6 j20s, 5 j10s, 5 j5s, and 5 j1s.  

Game Play:  

  • Each player piece corresponds to a major at the International Magicademy. Each has a different business. When a player lands on a property owned by another player, they must pay them a tax of the amount listed on the property card, and are also able to pay extra to buy something from them. If a player lands on a property they own themself, they can buy their own item, excluding the property tax. 

  • The seahorse is a paladin, studying physical magic, for things like combat, defense, and construction. This player owns a blacksmith. When you buy from them, you get a protective piece of armor that makes you take no damage from your next three hits. 

  • The compass is an alchemist, studying alchemical magic, for things like potion-making and transformation. This player owns a pharmacy. When you buy from them, you get a luck potion that gives you advantage on 3 rolls. 

  • The trident is a cleric, studying holy magic, for things like blessings, exorcisms, and summoning. This player owns a church of yinuisce. When you buy from them, you get fully healed. 

  • The diving helmet is an archivist, studying history and literary magic, like prophecy and divination. This player owns a bookshop. When you buy from them, you get an “Archivist’s Chance” card.  

 

  • Decide the first player however you wish, then go clockwise around the board. 

 

  • There are two variations of chance cards. The version you get for free when landing on a “?chance?” circle is the “Shady Chance” card, with the dark treasure chest on it. These cards are free, however, they have a much higher chance of being a negative outcome, such as being hurt, sent to the whirlpool, etc. The version you purchase from the archivist is the “Archivist’s Chance” card, with the lighter treasure chest on it. This has a much higher chance of being a positive outcome. If there is no one playing as the archivist, you may buy one of these cards from the bank when landing on a chance card circle. 

 

  • If you land on a space another player is on, you are able to buy something from them. 

 

  • If a player dies, they respawn, keeping their properties but losing all money. 

 

  • Cheating is allowed, encouraged even, but there are consequences. If another player catches you cheating, you must roll a d20. If you roll a 13 or below, the accuser gets j50 from the bank as a reward for exposing you. 

  • Roll a 1, lose all your businesses. 

  • Roll a 2, 3, 4, 5, or 6, get sent to the whirlpool. 

  • Roll a 7, 8, 9, 10, 11, 12, or 13, undo your cheat and move on. 

  • Roll a 14, 15, 16, 17, 18, or 19, keep your cheat and get off scot-free. 

  • Roll a 20, keep your cheat and get paid j50 by the person who ratted you out for “compensation for false accusations.” 

 

Winning:  

The first player to fully pay off their debt wins! 




 

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