JUDGING A MONOPOLY TOURNAMENT

Judging a Monopoly Tournament will always provide a unique set of challenges with each subsequent tournament. First, remember that you are representing our company and your behavior may be examined in minute detail. Make sure to conduct yourself accordingly. Participation as a judge in such an event can be exciting, rewarding, fun, and difficult! Our primary goal in a tournament is to be “invisible” except when needed. Tournaments are great fun for the players and wonderful Public Relations events – it is not our role to interrupt that potential with meticulous or trivial rulings. It is our job to make sure the game is being played correctly. There can be difficulties in this, especially in Monopoly where the game is often played at home by “house rules”, or may have been played in an “official” setting that was not well regulated. These events can lead players to believe they are playing correctly - when indeed, they are not.

There are many opportunities for “rules interpretation” in Monopoly, which can make it one of the more difficult games to judge. Further, rulings can be quite subjective. It is imperative to convey one message to all the players before the tournament begins – THE RULING OF THE JUDGES ARE FINAL!

Judging a Monopoly Tournament often has you watching more than one game at a time. This can be a bit hectic and will create demands on you that you may not be comfortable with.

$An effective judge is decisive and immediate.

When a controversy or problem arises, an effective judge rules quickly. If a judge gives the impression of being indecisive, certain types of players will take him/her to task and attempt to influence his thinking. This almost always leads to unhappiness at the table.

One way to "buy time" if a judge is unsure, is to ask a series of clarifying questions, and make it clear you need to gather facts. During this process, the right decision usually pops into mind and a crisp verdict can then be rendered.

$Try and spend a few minutes at each table. Try not to get “caught up” in any one game.

$Take notice of significant developments in the game, (i.e.: the forming of a Monopoly). Try to be on-hand for the purchasing of houses, etc. These milestones are often the moments that controversies develop. You are better to be on-hand when they begin than after the have developed.

$Keep Moving, especially early in play. You may be responsible for 2, 3 or 4 tables. You want to form an opinion on the kind of players you have at each table. Most players are usually “casual” players and will not pose difficulties in judging. Spot the players who will need the closest observation early.

$Stand directly behind players that are behaving in a way that gives you cause for concern. Your presence alone can often curb behaviors that might escalate into issues.

$Listen carefully for “verbal disturbances”. Players raising their voices are often about to engage in a heated debate – get there early.

“Ruling” Comfort Zone: if you are judging for the first time, (or if someone challenges you with a difficult ruling), do not be intimidated to “Rule” outside of your comfort zone with the issue – involve the Head Judge.

Be Obvious: make sure that your judges are easily determined as “different” from other tournament personnel. It is very easy for a player to ask “anyone passing by” for a “ruling”. This needs to be discouraged. Make sure your Tournament Personnel are informed that if they receive such questions, they should get a judge, not offer their opinion.

Listed below are a number of issues and conventions that have arisen in the past, (or we have been expecting), and how we suggest dealing with them.

Coercion: this is one of the most difficult and subjective judgments to make, but must be fully understood, as it is often the basis of rulings a judge may need to make. Simply put, coercion is any act or tactic that combines the assets or strategies of players into a “team”. Because Trading within a Monopoly game can be so freewheeling, and is right at the heart of the best Monopoly game, watching for coercion is difficult. Two players trading to gain Monopolies because the current leader already has one is not coercion. Two players continually trading to delay the game – is. The core fantasy of Monopoly is “Own It All”. This is a singular goal. Any “teaming up” is directly against this essence.

Advice: players should not be asking or offering advice to other players, expressly because of coercion. This can be difficult to moderate, as players will often point out the advantages and/or disadvantages of trades that are being offered in a manner that is intended to influence the trade.

$Warn players that they are not allowed to give advice.

$If a player is commenting on a trade that they are not involved with, they are offering advice. Instruct this player to “make an offer” in the trade or “be quiet”.

$Trading can involve every person at the table. It is not limited between two players. Observe carefully for the moment when a “big” trade turns into a “conversation”. At this point, it is turning into advice. Step in and offer to clarify for all the players what is being offered, “So, the trade being offered is X, Y, Z?” Prompt players in to answering with “Yes” or “No”.

$Advice is never allowed from the audience. Be especially watchful when a young player has a parent present.

Audience: we strongly suggest that you arrange your tournament in such a way that you do not have an audience wandering the floor. They will become an issue. They will offer advice, they will comment, they will crowd the players, they will interfere with your line of sight, they will be in your way when moving between tables.

$Use rope boundaries or similar to keep the audience where they belong.

$Do not be shy, if a spectator is in your way, ask them politely to move and explain to them that they should not be in that particular spot.

$Do not be rude.

$Keep them back from the tables and quiet.

$If they become a problem, have tournament personnel remove them politely.

Speed Playing: previous tournament time constraints caused players to adapt by playing at very fast speeds. This can be very intimidating to new judges as the players have the board memorized and move so quickly that their moves are very difficult to confirm.

$Other players are watching closely – this is your best source of “governance”, because you may be watching more than one table.

$Do your best to become familiar with the board that will be used in the tournament ahead of time.

“Creative” Players: some players know the rules very well and will interpret them to their advantage. Make sure you have recently read the rules and The Monopoly Companion.

$Creative players will need to be advised as to what you consider an “infraction”, (i.e.: forgiving a $2000 rent for a “Get Out of Jail Free” card. In this specific case, the intrinsic value of a GOOJF card is never more than $50, because that is what you would have to pay if you did not have one).

$Do not accept “the logic” of a creative player - you are the judge. Their interpretation of the rules is what is suspect. If you are unsure whether they are accurate in their determination – involve the Head Judge.

Delaying tactics: there are many reasons that someone might want to delay during their turn, which can create an unfair advantage. Here are some to watch out for:

$Excessive shaking of the dice - Players often see the dice as something they can “influence”, and so will shake them a certain amount. Watch for players shaking the dice too long, especially later in play, where big rents are possible.

  • Prompt the player to roll.
  • Prompt the player again to roll or forfeit.

$Negotiations – some players will skillfully involve a number of players in a trade. Watch for the “deal maker” who is using excessive time to set-up deals that do not come to fruition. If this player is in the lead, chances are they are attempting to “slow” the other players’ game. This is a circumstance that is often brought to your attention by a player who is being unfairly affected by the dealings. Spend some time at that table watching the players to assess their motivations.

  • Urge the negotiating parties to conclude their bargaining quickly.
  • Suggest that the negotiations can continue “between” turns and prompt the current player to roll.
  • Pronounce that the negotiations are a “Delay of Game”, and have the next player roll and move.

$“Fake” Trades – players have been known to “fake” long negotiations as a delaying tactic. When prompted to “trade” or “stop”, they did trade, a property deed for its exact sale price, (not a good trade at that point in the game). The players were noticed to conduct this routine again and again, back and forth with the same piece of property.

  • Something this obvious requires no warning. Declare the players “in coercion” and warn them they will be ejected if they violate any further rules or code of conduct.

Ridiculous trades: You would think that this would not be a problem, but you will be surprised. As tournaments progress, players will determine for themselves whether they still have a chance or not and may become despondent. Trades made under these conditions may be intended to aid another player to win, (or hurt the leader).

$This can be impossible to spot and may only be brought to your attention by another player.

  • Hear out both sides of this argument before making a ruling. Try to keep this conversation from detracting other players from continuing the game while you gather information and rule.
  • Stop the game if you must, but ideally, only as a last resort.

Bankers: National tournaments should use a Banker at each table. This is a very important aspect to provide fairness and ease of play to the tournament participants. Bankers should be aware of the rules and capable of conducting auctions. Bankers should not offer rulings.

Auctions: are an exciting part of the game but can be a very chaotic moment. Ideally, your Banker should be prepared to host an auction. However, as the judge, you may need to step in and conduct the auction to make sure that it is fair and correct.

$Do not hesitate to “pause” and auction and get clarification for your own understanding.

$Be on the watch for “spoilers” in auctions. According to the rules, all players can be involved in an auction, even to sums beyond their current worth. If a player wins an auction, however, they must be able to pay for it. The player without enough money can attempt to trade to raise the money. DO NOT ALLOW ANY TRADE TO TAKE PLACE UNTIL THE PLAYER HAS SECURED DEALS TO RAISE THE ENTIRE AMOUNT. This is critical because the player could put themselves in a position where they could be in default to the bank. They must either be able to make the purchase, or step down. Do not let this condition drag out. If the player cannot raise enough money, award the opportunity to the player who had the second highest bid. If there is more than one – hold the auction again but consider limiting the participation of the player with insufficient funds. Do not allow the circumstance to be repeated.

$Improvements, (Houses & Hotels): it is quite likely that a smart player will create a housing shortage. This may drive an auction for the remaining improvements. Be observant for “spoilers” in this situation also. Typically, a player will announce that they wish to purchase the remaining houses. Another player will come forward and want to purchase them also. This is the condition that drives the auction. If the first player then declines, (not wanting to purchase the houses at escalated auction rates), and the second player declines as well – then you have a “spoiler” in the second player. In this case, determine the number of houses that each player would like to purchase. Then auction the right to “Purchase First”. THIS IS DIFFERENT THAN THE RULES SUGGEST but is being employed to break the “absolute stalemate” that can follow, (both parties continually requesting to purchase houses and then backing down – one player’s request is legitimate, the other is not). If 3 houses remained, and both players want 3 of them, hold an auction to establish the right to “purchase first”. Under this rule, both players bid until one wins. That player will then pay that amount to the bank. That player will then need to pay the regular purchase price for the 3 remaining houses.

Bankruptcy: Due to the changes we made to the rules in this tournament, there will be more players going bankrupt during play. Make sure that this moment is handled accurately and expediently.

$Players who go bankrupt to the bank will have little chance of involving other players in trades to rescue their financial position. This does not mean they cannot try, but try and keep it moving along. Anyone remaining in the game has much more to benefit by that player going out. The player without enough money can attempt to trade to raise the money. DO NOT ALLOW ANY TRADE TO TAKE PLACE UNTIL THE PLAYER HAS SECURED DEALS TO RAISE THE ENTIRE AMOUNT. This is critically important as you do not want to be placed in a position of trying to “rewind” a trade. The player cannot make a trade unless it will result in meeting their financial obligation. Remember, after all of the players assets have been returned to the bank, any property returned immediately goes to auction with no mortgage obligations.

$Players who go bankrupt to another player may attempt to trade away their best assets so that the player who “knocked them out” will not get the full benefit. This is against the rules. Again, the player must arrange deals that can cover the entire amount to be allowed to make the trade. Many players are unaware of the conditions surrounding bankruptcy and what they can or cannot do. You will want to be present when a player goes bankrupt and supervise the transition of assets personally. This will include the filling in (0), and signing of the score sheet by the player, and the transferring of the assets either to the bank or to the other player.

Urgent Bathroom Requirement: there are no breaks in these games for any reason. That is the statement that you should make to the players. However, if a player must use the Restrooms, they may do so, at their own “loss”. Be wary of anyone who needs to be excused more than once.

$If a player needs to be excused – have them finish their turn and then depart the table. Ask them to be as fast as possible. Make sure it is clear to them that their turn will be continually skipped until they return.

$A player asking to be excused within minutes of the end of play should be denied, (children or elderly may be an exception). Attempt to discover if the issue is a serious one, (a whispered conversation), as we do not want anyone to suffer humiliation or embarrassment.

$Try to be aware of any players who may have medical conditions that prompt such behavior.

$A game that is full of Monopolies and improvements, (houses and hotels), will have significant consequences with each turn. Be very aware of someone attempting to take advantage of a break.

Sportsmanship: any behavior unbecoming to Hasbro, the tournament, Monopoly or the establishment should be dealt with immediately and severely. Unfortunately, it does occur.

$Belligerence: Player’s emotions are running high and they are personally invested in this game. Their behavior may deteriorate to petty and unattractive.

  • Warn such players that their behavior alone can be reason for expulsion from the game and/or the tournament.
  • If the player continues, determine if another warning will quiet them sufficiently or whether you should ask them to leave.
  • Remember, ideally, we are not ejecting anyone. You must be the judge of whether that player is offending others. It is not uncommon for players to be unpleasant under the stress of the game. The difference can be slight and hard to determine. Make sure that no person involved in the tournament is a reason for embarrassment to our company.

$Prejudice: prejudice is an unacceptable behavior and should be reason for immediate expulsion.

$Outright Cheating: Cheating will not be tolerated in any form.

There is no single condition listed here that has not been witnessed in tournament play. Remember the oldest rule in games, “Whatever can happen – will”. Be prepared. Be sensible. Be fair and polite. If you are not the Head Judge, you always have that back up. If you are the Head Judge, remember, “The Judges ruling is final”. Be decisive and do not hesitate.

Darrell M Merino

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