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Thanks very much!
Jonizaak's original Roll 3 deck didn't have any 2-3-5 or 2-3-6. I don't know if Super Addon Edition had any. I could add some of course, regardless of how much of a difference it would make to Roll 3's extreme RNG. I also noticed some other versions of Ultimate Monopoly have special Roll 3 cards for triples. I could add my own variation of that to spice up the deck.
For Chance and Community Chest, that's my attempt at balancing them. I reduced the amount of cards to add more variety to each game, instead of constantly drawing "Advance to Stock Exchange," and that meant I had to move some cards around. Chance has far more "Advance to" cards, so I moved excess cards to Community Chest.
Travel Vouchers—One copy each, except 28 copies of Move Ahead 3 Spaces.
Roll 3—One copy each, except there are 19 copies of the 4-5-6 card and ZERO copies of 2-3-5 or 2-3-6.
The Chance deck omits two Changing Lane cards, but I assume that's because they're also in the Community Chest deck. Chance only has one copy of Advance to Stock Exchange, but Community Chest has four; wasn't sure if this was intentional or not.
The Cheat deck is missing Shortchanged and Skim off the Top, but I assume that's because it's harder to pull that off in TTS than the real world.
I'm impressed with the work you've put into this. It's probably too crazy for my tastes, but I find it fascinating to look at. Thanks!
Right now this workshop mod is the only public place on the Internet that has information on this game.
-On the begining of the instructions there is something written about a "Real estate card" are those the Construction cards which change the price of houses?
-How do the City buildings work? When do they get added to the game? They also seem to not match up with the buildings listed in the instructions.
-How does the "Don't Go To Jail" Game get incorporated into the game? When do I have to roll the dice?
Endgame with only 2 players would be interesting. The rule currently says if there's only one player left on the Main Board, they have 3 turns to get 3 improved Monopolies. If they don't they'll go to the Poorhouse on the Endgame board, giving them a major disadvantage. I might change that rule if it proves to be too difficult.
If you play aggressively that shouldn't happen. Don't let the other player make a Monopoly in a trade from you unless you get one too. Keep yourself equal or ahead.
And that was very helpful, thanks. The table now has grid projection!