Glantriopoly - The Rules

The Object:

It is the year 1003 in the City of Glantri and you have newly arrived to establish yourself as the best thief in all Glantri. But first you need territory. Oh yeah, watch out for Moskva Koranov. She can make a thief's life hell.

Starting Off:

You will start the game with 17,000 DC (2 x 5,000 DC, 4 x 1,000 DC, 5 x 500 DC, 5 x 100 DC).
The thief with the highest dice roll will start first from a non-colour square of their choosing. Next highest will pick a different non-colour square from which to start, and so on.

Building Your Empire:

Blitz Raid!
Throw a double, get a free turn. Number of free turns is unlimited.

Turf
Unowned territory can be bought by hiring some local thugs for the specified value. They will take it upon themselves to shake up anyone who stops there for the specified 'Visitation Fee'.
When landing on someone else's territory, you must pay their visitation fee - unless the owner of the territory says otherwise.
Koranov Investigations CANNOT BE BOUGHT! You wouldn't want it anyway.

Negotiation
Two thieves may enter into negotiation only by meeting in the same place.
Negotiations can be conducted for dosh, turf, or loot. Or indeed anything else the thieves may wish to discuss. Loan negotiations may be conducted with the Fellowship at any time.

Duels
Two thieves may enter into confrontation only by meeting in the same place.
A duel is conducted by both thieves rolling 1d6. The highest roll wins. Thieves receive a +1 bonus for every colour they have (Utilities count as a single colour for this purpose) and a +1 bonus if the duel occurs on their territory. If the duel results in a draw, both thieves walk away empty handed.
Voluntary duels can occur anywhere two thieves meet. Both must wish to duel and the terms must be agreed beforehand.
A thief can only be forced into a duel if in the territory of the thief wishing the duel. The challenger will lay down the terms to be no higher than twice the value of the territory or the forced selling of a property at face value. If the duel ends in a draw, the duel cannot be forced again.
If a thief finds out another thief is on their turf, they may confront them for negotiation/duel. If they do this, they forfeit the right to collect the 'visitation fee' this time. After the negotiation/duel they will return to where they were originally (ie. no need to move the counter).
Duels can and will always be forced by Moskva Koranov.

Temporary Withdrawal
Thieves may temporarily hand over their territory to the Fellowship (or another thief) when short on cash. They will be paid half the value. Visitation Fees will then be payable to the Fellowship (treasury) (or thief) - even by the territory owner! The territory may be bought back for the amount borrowed plus 10% on the original holder's next or subsequent turn.
Temporary Withdrawal may also be forced by Moskva Koranov.

Moskva Koranov and Koranov Investigations:

Moskva takes her turn at the end of the round, starting from Koranov Investigations. She has the freedom of the city so does not pay rent or visitation fees anywhere. Nor does she accumulate territory, leave things to fate, or take good/bad news cards. She can move freely through all squares, including the Tower of Sighs.
Upon landing on a territory, Moskva will force a Temporary Withdrawal. No money will be payable to the thief and no visitation fees need be paid by anyone while it remains withdrawn. It can be reclaimed by the thief on their turn after Moskva leaves by paying half the value rounded up to get some new thugs (the old ones now residing in the Tower of Sighs!). Any other thief landing on this territory may claim it for the same price!
Upon landing on a withdrawn territory (including those held by the Fellowship), Moskva will restore complete control to the rightful owner (ie. it returns to the treasury). This can be claimed again by any thief landing on it.

Duelling With Justice
Moskva can always force a duel. She will always have a +1bonus. Territory bonuses do not apply. Fate bonuses hold. If the thief loses, he will either withdraw from a property or go to the Tower of Sighs. If the thief escapes, they go back the number of squares they won by.
Moskva will automatically and immediately return to Koranov Investigations if a thief lands there. She will automatically win any duel that takes place there. The thief will lose a full property (or two withdrawn properties) or go to the Tower of Sighs.
A duel against Moskva can be avoided at any time by selling out another thief. If they choose to sell out another, Moskva will immediately travel to where they are. Rules for Moska landing on that territory still apply. She will either force a duel, or they can sell out any thief except the one that sent her to them.
If the selling out takes place in Koranov Investigations, Moskva will pay out 2000 DC for the information.
Moskva can be removed from play by loosing a duel in Koranov Investigations to a Fellowship Chief (it can be done!).

The Fellowship Of The Pouch and The Boatman's Tavern:

The rules are simple. You pay your dues and you do not rat on anyone else.

Expulsion
Ratting a fellow thief out three times will lead to automatic and irreversible expulsion. Any territories being held in temporary withdrawal by the Fellowship will be immediately taken and auctioned off to the highest bidder amongst the other Fellowship members. If they are held by another thief, they will claim full ownership. Other members are automatically required to duel for the highest amount should they meet the traitor. Passing Alexander Platz will cost 2000 DC to get out alive. An extra 1000 DC for every subsequent rat.

Loans
The Fellowship will only be too happy to lend some money. Rates are an additional 10% (rounded up to nearest 100!) every time you pass Alexander Platz. When the interest rate reaches 50% they'll force a Temporary Withdrawal from your most expensive property. It will be fully reclaimed and auctioned by them at 60%. 70% will force a withdrawal from the next, with 80% claiming it and so on until no property remains. The thief will then be expelled.

Other City Spots:

Alexander Platz
Pick a few pockets every time you pass here and earn 2000 DC. You may linger and wait for another thief to arrive for negotiation/duel if you wish.

Good News
It's your lucky day. Pick a card and make some dosh.

Tower of Sighs
Doh! Ran into a constable. Ended up in prison. Maybe one of your buddies will bail you out for 3000 DC. Otherwise you're stuck here for three turns.

Play Lotto
Indulge in a little Underworld gambling... Lost bets go to the pool. Or take a Fate card instead.

Temple of Rad
Get a little healing (by doubling the pool or paying 500 DC if pool is empty) or whatever happens to be in the pool. Halflings looking for cures (Fate card) may stop here without landing on it exactly.

Great School of Magic
Magic items, potions, scrolls can be purchased here. See Cyclopedia for prices. A spell can be cast for 4000 DC per spell level. Effects on game to be negotiated with Grand Master Haaskinz. Halflings can stop here too.

Bad News
Some you win, but most you lose. Find out how much you gotta pay into the pool.

Fate
Pick a fate card or roll the dice for a good/bad news card. Your choice while stocks last! Fate cards can be permanent (effect will last until the end of the game), limited (set number of times it can be used or set duration), and/or transferable (can be transferred to another character by means of negotiation or duelling).

Victory!

There are three ways to win: Murder, Power, and Greed.

Kill the Koranov!
It takes some doing. If less than four players, you must have two complete colours. Three colours for four or over players. This makes you a Fellowship Chief. When you land on Koranov Investigations, Moskva will no longer automatically win. She will have a +2 bonus. Fate card bonuses/penalties apply. If Moskva is defeated, Glantri is yours. If she wins, you lose a full property of her choosing and go to Tower of Sighs.

Intimations of Immortality
Gather the components. Finding Phoenix feathers and a Liche's skull is all a matter of Fate. Rumour has it there's a cool blue crystal in the Haunted House for the grabbing. The citadel can be coaxed to part with some of their Star Dragon Tooth collection for the respectible sum of 20,000 DC. Bring to the boil on either the Radiance or the Great School of Magic and pray to Rad you don't roll 1 or 2. That'll scatter your components to the four corners of Glantri and leave you in need of 10,000 DC worth of healing before you can go anywhere.

All's Fair in Love and Politics
Accumulate 60,000 DC, fund your mayoral campaign, and badda-boom! It's all yours.