OP (Important: Added Rules section)
Edgar Allan Pillow
Ero-Sennin
Welcome to the Caf's 1st edition of Las Vegas Monopoly Draft.
Game Play Overview:
It's designed like the classic monopoly game with some Vegas style game-luck elements thrown in. Players will be allotted random numbers between 1-12 (like throwing a dice) and will move along the "game-board" below. Picks/Penalties will be made based on the criteria the land on.
Standard T&C:
S1 - All time draft. No blocks.
S2 - Initial drafting of 14 players. Extra 2 players per Reinforcement Round.
S3 - 8hrs per pick. Do not wait or provide extra time.
S4 - Once laid, it's played. No change in picks after posting.
S5 - No substitutions. Tactical changes with in-field players only.
S2 - Initial drafting of 14 players. Extra 2 players per Reinforcement Round.
S3 - 8hrs per pick. Do not wait or provide extra time.
S4 - Once laid, it's played. No change in picks after posting.
S5 - No substitutions. Tactical changes with in-field players only.
Added Rules:
A1 - Players dropped from landing in Box 13 would be released back into the poll and available for pics by subsequent managers with immediate effect.
A2 - Box 12 has expanded guidance. See below.
A2 - Box 12 has expanded guidance. See below.
How it works?
H1. The managers will be randomized into a Snake order. This will be the pick order all through the draft.
H2. Every round I'll randomize numbers between 1-12 (x2, just like rolling a pair of dices)
H3. The first 16 numbers will be allocated to the managers in the same order as in Steps 1 & 2 above
H4. Managers will make the pick/lose players in snake order complying with the criteria for that turn. Snake order reversed alternate rounds as usual.
H5. Movement around the board will be continuous, i.e you count from next turn will begin from where you are placed currently.
Manager C
Manager N
Manager I
Manager M
Manager G
Manager F
Manager D
Manager E
Manager J
Manager O
Manager L
Manager K
Manager A
Manager P
Manager B
Manager H
Manager N
Manager I
Manager M
Manager G
Manager F
Manager D
Manager E
Manager J
Manager O
Manager L
Manager K
Manager A
Manager P
Manager B
Manager H
H2. Every round I'll randomize numbers between 1-12 (x2, just like rolling a pair of dices)
Roll 8
Roll 4
Roll 9
Roll 12
Roll 6
Roll 7
Roll 5
Roll 10
Roll 10
Roll 2
Roll 3
Roll 4
Roll 11
Roll 6
Roll 2
Roll 11
Roll 12 (Ignored)
Roll 3 (Ignored)
Roll 1 (Ignored)
Roll 5 (Ignored)
Roll 8 (Ignored)
Roll 1 (Ignored)
Roll 7 (Ignored)
Roll 9 (Ignored)
Roll 4
Roll 9
Roll 12
Roll 6
Roll 7
Roll 5
Roll 10
Roll 10
Roll 2
Roll 3
Roll 4
Roll 11
Roll 6
Roll 2
Roll 11
Roll 12 (Ignored)
Roll 3 (Ignored)
Roll 1 (Ignored)
Roll 5 (Ignored)
Roll 8 (Ignored)
Roll 1 (Ignored)
Roll 7 (Ignored)
Roll 9 (Ignored)
H3. The first 16 numbers will be allocated to the managers in the same order as in Steps 1 & 2 above
Manager C - Box 8
Manager N - Box 4
Manager I - Box 9
Manager M - Box 12
Manager G - Box 6
Manager F - Box 7
Manager D - Box 5
Manager E - Box 10
Manager J - Box 10
Manager O - Box 2
Manager L - Box 3
Manager K - Box 4
Manager A - Box 11
Manager P - Box 6
Manager B - Box 2
Manager H - Box 11
Manager N - Box 4
Manager I - Box 9
Manager M - Box 12
Manager G - Box 6
Manager F - Box 7
Manager D - Box 5
Manager E - Box 10
Manager J - Box 10
Manager O - Box 2
Manager L - Box 3
Manager K - Box 4
Manager A - Box 11
Manager P - Box 6
Manager B - Box 2
Manager H - Box 11
H4. Managers will make the pick/lose players in snake order complying with the criteria for that turn. Snake order reversed alternate rounds as usual.
H5. Movement around the board will be continuous, i.e you count from next turn will begin from where you are placed currently.
Start: Box 1
Turn 1: You roll a 3 and move to Box 4. Pick player.
Turn 2: You roll a 7 you move to Box 11 (4+7). Pick player.
Once you reach 24, you re-do the cycle. So if you are on Box 23 and roll a 6 you get to Box 5.
Turn 1: You roll a 3 and move to Box 4. Pick player.
Turn 2: You roll a 7 you move to Box 11 (4+7). Pick player.
Once you reach 24, you re-do the cycle. So if you are on Box 23 and roll a 6 you get to Box 5.
Roulette Reinforcements:
R1. There will be 4 rolls of which managers can choose any two rolls. The rolls will be "blind" as in managers cannot see the rolls until they commit to playing that round.
Draft Mod makes the rolls and announces the results.
R2. The movement will continue from where the managers were at end of initial drafting rounds.
Once every manager has played 2 turns the reinforcement round will end.
R3: If you come to Box 13 during reinforcements you'll have to drop a player and it'll be counted as a successful turn
R4:First round picks of teams will not be available in reinforcement pools.
Make choice:
Manager A - Pass
Manager B - Play
Manager C - Play
Manager D - Play
Manager E - Pass
Manager A - Pass
Manager B - Play
Manager C - Play
Manager D - Play
Manager E - Pass
Draft Mod makes the rolls and announces the results.
Manager A - N/A but you've rolled a 4
Manager B - Roll 12
Manager C - Roll 2
Manager D - Roll7
Manager E - N/A but you've rolled a 7
Manager B - Roll 12
Manager C - Roll 2
Manager D - Roll7
Manager E - N/A but you've rolled a 7
R2. The movement will continue from where the managers were at end of initial drafting rounds.
Manager B was on Box 4 at end of drafting, he'll move 12 boxes forward from there i.e. to Box 16.
Once every manager has played 2 turns the reinforcement round will end.
R3: If you come to Box 13 during reinforcements you'll have to drop a player and it'll be counted as a successful turn
R4:
Lucky or Not?
L1 - Holier than Thou: If any manager draws numbers 3 & 7 in 3 consecutive turns (Example: Turn 1 - 3, Turn 2 - 3, Turn 3 - 7 / all 3's / all 7s / any combination thereof) they get to ignore the criteria and pick a player of their choice as a result of a Divine miracle.
L2 - Devil's Own: If any manager draws numbers 6 & 9 in 3 consecutive turns (Example: Turn 1 - 6, Turn 2 - 9, Turn 3 - 6 / all 6's / all 9s / any combination thereof) they need to sacrifice a player from their teams to be rid of the Devil's Eye.
L2 - Devil's Own: If any manager draws numbers 6 & 9 in 3 consecutive turns (Example: Turn 1 - 6, Turn 2 - 9, Turn 3 - 6 / all 6's / all 9s / any combination thereof) they need to sacrifice a player from their teams to be rid of the Devil's Eye.
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