Not One Inch
Twenty-four squares, never enough money. Take the one they need before they do.
The Rule
Twenty-four squares in a ring, ¥8,000 each, fifteen rounds. Whoever is worth the most at the end takes it — or whoever is left, if it comes to that.
Land on something unowned and you may buy it. Land on your own and you may build, up to three levels, at ×2, ×4 and ×8 the rent.
Hold both properties of a colour and the whole pair collects triple. Two cheap squares beat one expensive one.
Landed on somebody else's? Pay the rent, then buy it out from under them at twice what they put in. The money goes to them — but so does the property to you.
Two cards each to start. A remote die, a barricade, a bomb, a demolition order, a red packet, a shield. Play them before you roll.
From round eight, wages double and rent goes up by half. Nothing is decided before then.
How big a table?
What a property earns is how many opponents can land on it, so this is the length of the game and the difficulty of it at the same time. Nothing is dealt until you pick — the opening hands are drawn then.