100% agree. My family always played strict rules, and the game was always a painful slog. Constant mortgaging properties to afford rent somewhere else, a whole game hanging on $11 here and there. The game I played in a mobile home during power outages was about living paycheck to paycheck.
The first time I saw people do the free parking tax money thing, I thought they were joking. The fuck kind of soft baby game is this? Two times around the board first? Why? Just give $600 more to start, idiots. Why not let the car roll 3 dice or some shit because a car goes faster than an iron?
I’ve heard one time around the board, but not two. The idea though was so the first player to go doesn’t have an advantage (which is kind of irrelevant after the first couple rolls unless they keep rolling high, but it FEELS like it matters I’m sure).
The idea though was so the first player to go doesn’t have an advantage
I… the player that goes first has the EXACT SAME statistical advantage, regardless how many round trips you do before allowing purchases. No matter how many times you roll the dice, each player will, on average, be ≈7 places in front of the person that rolls after them (not exactly 7, because there are rules for rolling again on matching dice etc.). This is true for the first roll of the dice, and it is true for the millionth roll. The distance between two consecutive players is on average equal to the mean number of places you move on a turn.
That’s not how standard deviations work though. The point is that if you are n players, the probability of any given player starting is 1/n. After an arbitrary number of dice throws, the probability that a given player is ahead remains 1/n, when you account for the throw that decided who would go first.
Let’s put it this way: Would it be “more random” who goes first if you throw ten dice to decide instead of one? Of course not. But that’s essentially what you’re doing when you go “warm up” rounds. You’re just throwing the dice more times, and letting whoever has the highest total go first. Clearly, the probability that any given player gets the highest total remains 1/n, regardless how many dice are thrown.
I didn’t mean dice rolls for who starts, but moving around the board.
If you go around the board 0 times, there’s a 100% chance the player who started will be ahead.
If you go around the board 1 times, there’s a less-than-100% chance the player who started will be ahead.
Every added round around the board increases the.standard deviation of spaces moved. While the expected amount of spaces moved will still be higher for the first mover after their turn, the significance of this difference goes down as the standard deviation goes up.
Therefore, running 100 rounds around the board before starting the game will change the first-mover advantage from being ahead 100% of the time to, likely slightly more than 25% of the time but very close to 25%.
What you say is true. What you’re neglecting is that you need a random process to choose who will go first. Let’s use your own example: If four players go around the board 100 times, there’s a near 25% chance that a given player gets around first. As you correctly say (indirectly), you will asymptotically approach a 25% chance as you increase the number of rounds towards infinity.
What you seem to be forgetting is that there’s a very easy way to skip the infinite number of rounds, and get directly to the 25% chance: By choosing randomly who goes first. Of course, you need to do that anyway in order to start the warm-up rounds at all, so what you are effectively doing is
First: Give every player a 25 % chance to start. Then: Spend an arbitrary amount of “warm-up” rounds to randomly choose a different player that gets to start the real game.
Of course, these are not independent random processes, so the player that wins the first selection has an advantage in the second selection. The overall probability that a given player starts the “real” game first then becomes identical to the probability that they start the “warm-up” first. An infinite number of warmup rounds is literally identical to a single dice roll in terms of the probability that a given player goes first. So what you’re doing is one quick random selection, which you immediately throw out in favour of an infinitely time consuming random selection with the same distribution.
The reason people hate it is because they don’t follow the rules.
They put tax money in the center and pretend “free parking” means “payday”.
They prevent purchases until a lap or two around the board.
They allow landed-on properties to go unpurchased.
They allow no-rent agreements between players.
And then they have the audacity to bitch that the game takes too fucking long. After removing every god damn mechanism the game has to end.
There is strategy in knowing what to purchase, what to bid at auctions, what properties to develop and when and how much, and what to trade.
100% agree. My family always played strict rules, and the game was always a painful slog. Constant mortgaging properties to afford rent somewhere else, a whole game hanging on $11 here and there. The game I played in a mobile home during power outages was about living paycheck to paycheck.
The first time I saw people do the free parking tax money thing, I thought they were joking. The fuck kind of soft baby game is this? Two times around the board first? Why? Just give $600 more to start, idiots. Why not let the car roll 3 dice or some shit because a car goes faster than an iron?
I’ve heard one time around the board, but not two. The idea though was so the first player to go doesn’t have an advantage (which is kind of irrelevant after the first couple rolls unless they keep rolling high, but it FEELS like it matters I’m sure).
I… the player that goes first has the EXACT SAME statistical advantage, regardless how many round trips you do before allowing purchases. No matter how many times you roll the dice, each player will, on average, be ≈7 places in front of the person that rolls after them (not exactly 7, because there are rules for rolling again on matching dice etc.). This is true for the first roll of the dice, and it is true for the millionth roll. The distance between two consecutive players is on average equal to the mean number of places you move on a turn.
Well, if you do infinite die rolls, your standard deviation becomes so high the “7” spaces bias will be relatively less significant
However, replacing first-mover advantage by RNGesus advantage is not significantly better
That’s not how standard deviations work though. The point is that if you are n players, the probability of any given player starting is 1/n. After an arbitrary number of dice throws, the probability that a given player is ahead remains 1/n, when you account for the throw that decided who would go first.
Let’s put it this way: Would it be “more random” who goes first if you throw ten dice to decide instead of one? Of course not. But that’s essentially what you’re doing when you go “warm up” rounds. You’re just throwing the dice more times, and letting whoever has the highest total go first. Clearly, the probability that any given player gets the highest total remains 1/n, regardless how many dice are thrown.
I didn’t mean dice rolls for who starts, but moving around the board.
If you go around the board 0 times, there’s a 100% chance the player who started will be ahead.
If you go around the board 1 times, there’s a less-than-100% chance the player who started will be ahead.
Every added round around the board increases the.standard deviation of spaces moved. While the expected amount of spaces moved will still be higher for the first mover after their turn, the significance of this difference goes down as the standard deviation goes up.
Therefore, running 100 rounds around the board before starting the game will change the first-mover advantage from being ahead 100% of the time to, likely slightly more than 25% of the time but very close to 25%.
What you say is true. What you’re neglecting is that you need a random process to choose who will go first. Let’s use your own example: If four players go around the board 100 times, there’s a near 25% chance that a given player gets around first. As you correctly say (indirectly), you will asymptotically approach a 25% chance as you increase the number of rounds towards infinity.
What you seem to be forgetting is that there’s a very easy way to skip the infinite number of rounds, and get directly to the 25% chance: By choosing randomly who goes first. Of course, you need to do that anyway in order to start the warm-up rounds at all, so what you are effectively doing is
First: Give every player a 25 % chance to start. Then: Spend an arbitrary amount of “warm-up” rounds to randomly choose a different player that gets to start the real game.
Of course, these are not independent random processes, so the player that wins the first selection has an advantage in the second selection. The overall probability that a given player starts the “real” game first then becomes identical to the probability that they start the “warm-up” first. An infinite number of warmup rounds is literally identical to a single dice roll in terms of the probability that a given player goes first. So what you’re doing is one quick random selection, which you immediately throw out in favour of an infinitely time consuming random selection with the same distribution.
That does make sense, thanks for writing this out.
One of the canon rules is you can’t skip a property sale.
If a player lands on a property, they earn the right to buy it at cost, or start an auction.
If they don’t have the money to buy it, they can only auction.
Other players can buy the property you landed on