Transformers
Monopoly Review
MSRP: $35 U.S. (though it can be
found for as cheap as $25 on Amazon)
Released: May 2007
With a blockbuster movie
comes the inevitable onslaught of merchandise and board games, and the
Transformers movie is certainly no exception. However, even though this
board game's release was timed in a manner likely to take advantage of
the movie hype, the Monopoly game is based off the original Transformers
series-- both in terms of the original cartoon and movie, as well as the
Dreamwave and IDW G1 comic series.
Out of all the TF games
released to coincide with the movie, Monopoly is the biggest stretch, and
for obvious reasons-- Transformers hardly revolves around buying properties
and eliminating the competition. The gameplay is identical to the original
Monopoly, as you'd expect, though there is one rather cool "Transformers
rule" that you can choose to add to the game. Normally, when you roll doubles
in Monopoly you can move again, but in this game you decide to move again
OR use a "special power" depending on which number you rolled doubles of.
For example. if you roll double 2s you can collect $200, and if you roll
double 4s you draw either an Autobot or a Decepticon card, depending on
your faction. The coolest special power, though, is if you roll double
6s: Here you can attack another player to try to take control of their
property! It's pretty simple-- whoever rolls the highest number wins--
but it adds a whole new dimension to the game, seeing as how you can actually
take properties from players now without trading something else for it
or bankrupting them. On the downside, however, beyond the pewter figures
(mentioned in detail later), there is absolutely no new art made for this
game. Everything is taken from either used Dreamwave or IDW art. Still,
the game had a lot of fan input and it shows, with some really obscure
properties such as Maccadam's Old Oil House.
Excluding the corner spaces
which are kept the same in every iteration of Monopoly, and the Autobot/Decepticon
card spaces, the spaces around the board are as follows, in order:
- Decagon (Purple, $60)
- Autobase (Purple, $60)
- "Cover Detected"-- Pay 10% of
your money or $200
- The Ark ($200)
- Maccadam's Old Oil House (Light
blue, $100)
- Moon Base (Light blue, $100)
- Sonic Canyons (Light blue, $120)
- Shockwave's Tower (Pink, $140)
- Teletran-1 ($150)
- Combat Arena (Pink, $140)
- Kaon (Pink, $160)
- Space Bridge ($200)
- Sherman Dam (Orange, $180)
- Decepticon Command Bunker (Orange,
$180)
- Dinobot Island (Orange, $200)
- Smelting Pools (Red, $220)
- Well of All Sparks (Red, $220)
- Chamber of Ancients (Red, $240)
- The Nemesis ($200)
- Junk (Yellow, $260)
- Quintessa (Yellow, $260)
- Vector Sigma ($150)
- Nebulon (Yellow, $280)
- Unicron (Green, $300)
- Iacon (Green, $300)
- Autobot City (Green, $320)
- Transwarp Drive ($200)
- Earth (Dark blue, $350)
- "Replenish Energon"-- Pay $75
- Cybertron (Dark blue, $400)
Beyond just the different
spaces, however, a lot of other things regarding the look of the game have
changed. The pewter pieces are Jazz, Optimus Prime, Bumblebee, Megatron,
Starscream, and Soundwave (all in robot mode). Five out of the six are
excellently carved and proportioned, though Jazz seems a little off-- they
made him a bit TOO boxy, I think. The money still has the same value, but
pictures of Transformers have been added to the money as well as the mottos
for said Transformers. The $1 money has a picture of Bumblebee, $5 shows
Soundwave, $10 shows Ultra Magnus, $20 shows Starscream, $50 shows Prowl,
$100 shows Megatron, and $500 shows, of course, Optimus Prime. In addition,
each property card has a short Transformers factoid on the back relating
to said property. The dice are also different colors-- one is transparent
red, the other transparent purple, which is a neat, unexpected change.
What is the coolest change, however, is that Autobot and Decepticon cards
have replaced the Chance and Community Chest cards. The cards still do
the same things that they did in the original Monopoly, though there is
a picture of a Transformer as well as a short explanation on the card.
of why you get the reward/penalty that you do. (For example, one card says
"Secure Plasma Energy Key-- ADVANCE TO CYBERTRON".) But what's really awesome
about them is that you can't read what each card says without a very familiar
piece of cardboard-framed transparent red plastic-- that's right, the card
instructions are "hidden" just like the tech specs on the backs of the
original G1 toy boxes! That's simply ingenious, right there, and a BIG
thumbs up to whoever thought up that. However, one thing about the game
that really should have been changed but wasn't are the house/hotel pieces.
The game tries to compensate for this by making the houses purple and calling
them "Energon cubes" and keeping the hotels red and callling them "Anti-Matter",
but they're clearly houses and hotels, it seems downright silly to call
them something completely different. I'm not sure if there's some sort
of licensing deal where they HAD to use the houses and hotel pieces, but
it seems rather silly to build Earth-style houses on Quintessa or the Sonic
Canyons, for example.
Overall, Transformers Monopoly
is probably my least-recommended of the TF board games coming out this
summer, due to the somewhat less exciting gameplay as well as the suspension
of disbelief you have to immerse yourself in for stuff like the classic-style
corner
spaces and the house & hotel pieces. (Not to mention that you can buy
Cybertron, but you can also buy properties ON Cybertron like the Sonic
Canyon-- so wait, how does that work?) Still, there are a lot of neat little
fan things included in the game, and it's obvious the people who put it
together know their TF stuff. Mildly recommended.
Fun: 13/20
Creativity: 8/10
Board/Game Pieces Design: 16/20
Extra/Modified Rules: 9/20
Game Balancing: 15/15
Depth: 10/15
Overall Rating:
71/100
Good
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