Re: Love it.
The whole rule was meant to make every item's usefulness self-limiting; even if you get the chainsaw, you will lose it as soon as you land on another purple square. That way, you can't just hang on to a super-powerful item all game. The same works for unlucky players getting the bad items, they will eventually go away. I figured this would also make paint more useful, since a person stuck with clogs will have a good incentive to dump purple paint all over the board (although I'm thinking now that paint is quite expensive for what it's worth, I'm considering tacking on to this proposal that paint is reduced to $200).
Also, rare items are tradeable, as long as the player receiving the rare item doesn't already have one. (This is so a player with clogs can't just trash them by someone giving him another rare item). So, a player with clogs could, say, offer someone $500 and clogs in exchange for nothing.
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