The Board Game Legacy

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somebodysangel
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The Board Game Legacy

Post by somebodysangel »

Converted to TS3 from Simppl Life's TS2 ruleset, found here.

Board Game Legacy

To start with, the challenge as a WHOLE is based on the game of Monopoly, where your sim starts out at the purple properties, and they metaphorically work their way around the board as the generations carry on. As well as each generation being a property set and that property set's colour, each generation is ALSO another board game, and has specific challenges that correspond with the game play for that game. Since Monopoly only has 8 property sets, there are only rules created for 8 generations, so this can't be a FULL 10-generation legacy, but the last two generations can be considered ‘Free Parking’ and anything goes.

BASIC RULES
Spoiler:
  • Standard legacy rules apply.
  • Have a creative naming scheme. Colour-related, board game-related, anything else obscurely related to this challenge may apply!
  • Each generation's theme must be present and obvious in some way, ie: the décor and/or sims' dress relate to the corresponding board game, colour, etc.
  • When the rules state money must be subtracted, you may do so either using cheats, nraas MasterController, or by purchasing the appropriate value of decorative objects and placing them in the family inventory, where they must stay for the remainder of the challenge (no selling!).
  • When ‘travelling via railroad’ aka moving the family into a new house, this can be achieved any of these ways:
    ~ Move to a new house lot in the same town
    ~ Move to a blank lot in the same town and build your own house
    ~ Move to a new neighbourhood and choose either of the above options
GENERATION RULES
Spoiler:
Mediterranean Avenue & Baltic Avenue (US) / Old Kent Rd & Whitechapel Rd (UK)
Generation 1: Purple
LIFE

What better way to start out on your sim's life journey than with The Game of Life? But, unfortunately for you, life is hard, and this first generation will be no exception.
  • Your sim may only enter one of the five careers that are on the original Life board: doctor, journalist, lawyer, teacher (AMB) or scientist.
    ~ They may never quit or change professions (but they may retire), and if they are fired, you must get them back into that profession as soon as possible.
    ~ Spouses and children/teens may not be employed, not even in a self-employed career. However, they may make money via skills or collecting – just cannot be in the career.
  • You MUST send your sims on a ‘honeymoon’ (WA trip) as soon after their wedding as possible. If you have to sell the couch and microwave to afford the airfare, so be it.
    ~ If WA breaks your game, take your sims to another lot in the same world for a few days (may use Edit Town to place an appropriate community lot with sleeping/bathing/eating facilities). Subtract $1,000 to cover the cost of the ‘honeymoon’.
  • In The Game of Life, players receive a large chunk of money after the birth of each of their children. Well, real life isn't like that, and for the purposes of this challenge, neither is life in the sims. Kids COST money. A LOT of money. So, after the birth of every child, you must SUBTRACT $1,000 dollars from your sims' household. Now just hope you don't go bankrupt.
  • OPTIONAL: Community Chest card!
    All relics collected on the honeymoon must be analysed for the gain/loss in value BEFORE being sold (if you choose to sell them).
TAKE A RIDE ON THE READING RAILROAD (King’s Cross Station) - You must move your family into a new home.

Oriental Avenue, Vermont Avenue & Connecticut Avenue (US) / The Angel Islington, Euston Road & Pentonville Rd (UK)
Generation 2: Light Blue
SCRABBLE
  • To be a good Scrabble player, you need to know a lot of words. That means reading a lot of books, so your sim must maximize their cooking, handiness and logic skills all via skill books.
    ~ They must also learn charisma, alchemy (SN), mixology (LN), fishing, gardening via skill books; however, only the first book of each of these secondary skills must be read
    ~ Both pregnancy books must be read during the course of the generation – feel free to wait until the sim rolls the wish (if they do) during a pregnancy with gen 3
  • In Scrabble, everyone wants to be the one to place their word on the coveted triple word score squares. Well, what you should really be concentrating on now is getting a triple MONEY score.
    ~ As soon as the first member of generation 2 ages to YA, check and note down much cash your sims' household has on hand – this must be tripled by the time the next generation takes over.
  • OPTIONAL: Chance card! Use the Random Legacy Challenge roller to roll a generational goal, then complete it
ELECTRIC COMPANY - The next generation may have no electric lights in their home (they may have them in any properties owned, however).

St. Charles Place, States Avenue & Virginia Avenue (US) / Pall Mall, Whitehall & Northumberland Ave (UK)
Generation 3: Fuchsia/Pink
CANDYLAND
  • We all know that the residents of Candyland are a sucker for sweets, and you're starting to see dollar signs. Your family must own and fully upgrade a restaurant property (NOT the diner).
    ~ Alternatively, the family must be a partner in all restaurants in town.
  • In order to be a good baker and have a truly successful business, you're going to need skill. Your sim must max their cooking skill and reach the top of the culinary career track.
TAKE A RIDE ON THE PENNSYLVANIA RAILROAD (Marylebone Station) - You must move your family into a new home.

St. James Place, Tennessee Avenue & New York Avenue (US) / Bow Street, Marlborough Street & Vine Street (UK)
Generation 4: Orange
HUNGRY HUNGRY HIPPOS
  • Your sim is ALWAYS hungry. At least one sim in your household must eat 6 times a day.
  • Heir must be elated (highest mood, above the notch in the mood bar) before all major events such as getting a job, their birthday or weddings. We can't have anyone losing their marbles over aspiration failure. You need your marbles to win!
  • The heir is prohibited from working out. I know I've never seen a skinny hippo.
  • OPTIONAL: Community Chest card!
    Become a celebrity and eat out at least once per week during this generation; food is cheaper when you’re famous!
Kentucky Avenue, Indiana Avenue & Illinois Avenue (US) / Strand, Fleet Street & Trafalgar Square (UK)
Generation 5: Red
YAHTZEE
  • Yahtzee is all about the roll of the dice, and for this generation, GENETICS are all about the roll of the dice.
    ~ Your sim must go on at least one date with 6 separate possible spouses.
    ~ Then you must list and number each prospect and roll the dice to see who will be supplying the second half of generation 6's genomes.
  • In Yahtzee, the ultimate goal is to roll five of a kind and get that extra boost to your score. Well, your main goal in this generation is to have five CHILDREN of a kind, and get quite the boost to your population.
    ~ Your sim must continue to have children until there are five of the same gender.
    ~ All in-game methods of influencing gender and multiples are allowed!
  • But wait, there's more! The genetics for the NEXT generation will be decided by the roll of the dice as well, because that's how you're picking your heir this generation. You may either:
    ~ List and number ALL the children and roll the dice (or two) to determine the heir (if you miraculously have only five children and roll a 6, consider that free choice)
    ~ Pick your favorite THREE children, assign them two numbers each between 1-6, then roll to decide the heir.
  • OPTIONAL: Chance card! Use the Random Legacy Challenge roller to roll a generational goal, then complete it
TAKE A RIDE ON THE B & O RAILROAD (Fenchurch Street Station) - You must move your family into a new home.

WATER COMPANY - The next generation may have no sinks in their home.

Atlantic Avenue, Ventnor Avenue & Marvin Gardens (US) / Leicester Square, Coventry Street & Piccadilly (UK)
Generation 6: Yellow
SORRY!

The object of Sorry! is to send your pawns out onto the board and help them find their way back home before the other players do the same for their pawns.
  • For this generation, you will need to pick your two favorite teenage children, and send them away (to college, or just to another lot while still as teens) and have them start fighting their way back home, literally.
    ~ Your teen sims are rivals now; nemeses, even. They must autonomously start fights with each other, and whoever wins each brawl gets the opportunity to 'move forward' on the Sorry! board. This means you will roll one dice each time a fight is won and keep a tally of how many points each teen/YA gets.
  • Once a teen/YA reaches 51 points (the amount of spaces on a Sorry! board) they are able to return home and are declared the heir for that generation. They may get home in as little as 9 fights, but it could take up to 101. Best of luck, and may the odds be ever in your favor.
Pacific Avenue, North Carolina Avenue & Pennsylvania Avenue (US) / Regent Street, Oxford Street & Bond Street (UK)
Generation 7: Green
OPERATION
  • In Operation, the goal is to remove several ailing body parts from a patient, and to do it with more skill than your opponents.
    ~ Your sim must reach the top of the Medical AND Science career tracks.
    ~ And once they've been turned to the 'Mad Scientist' side... that's when they start wanting to remove MORE than just the ailing body parts, and from more than just their own patients. Luckily, you know just the sort of sim that will be no worse for wear when repeatedly cut open, disassembled, and put back together again. A zombie!
    Your sim must somehow procure a zombie, and then... well, they can do whatever they like with it.
  • You must 'collect' five items/tasks from the Operation board (must be done by the heir unless otherwise specified).
    ~ Adam's Apple - plant an apple tree and harvest the fruit at least once.
    ~ Wrenched Ankle - max handiness skill and upgrade 10 objects
    ~ Butterflies in Stomach - catch and keep 25 butterflies (may enlist help from the family)
    ~ Writer's Cramp - write one best-selling novel.
    ~ Wish Bone - must use both the "Vial of Bottled Genie" and "Wish Enhancing Serum" elixirs (these do NOT have to be made by the heir; may be purchased from the elixir store or made by another sim in the household – heir must USE them, however)
  • OPTIONAL: Community Chest card!
    Roll a 6-sided die (or use a random number generator).
    If the result is EVEN, the family must invest 75,000 in businesses around town.
    If the result is ODD, the family must purchase the F-Class Hunter-Killer (a fighter jet statue) for 75,000. This may NOT be sold.
    (must be completed before the gen 8 heir reaches YA)
TAKE A RIDE ON THE SHORT LINE (Liverpool Street Station) - You must move your family into a new home.

Park Place & Boardwalk (US) / Park Lane & Mayfair (UK)
Generation 8: Dark Blue
CLUE/CLUEDO

  • Your new home must have all the rooms you would find on a Clue/Cluedo board. Surely you can afford it by now? They may be any size you like and arranged in any way you like, but you must have them. Then find room to squeeze in those other things, like bedrooms and bathrooms.
    Rooms:
    ~ Hall
    ~ Study
    ~ Library
    ~ Billiard room
    ~ Conservatory
    ~ Ballroom
    ~ Kitchen
    ~ Dining Room
    ~ Lounge
  • At least three sims (they can be townies) must die in your home from something OTHER than old age, before you may move in any spouses/partners. It's best to not have too many witnesses, you understand. Now, figuring out how you're going to kill them all... there's your mystery.
  • OPTIONAL: Chance card! Use the Random Legacy Challenge roller to roll a generational goal, then complete it
Q&A:
Q: When do you move the family into a new house? At the end of at the start of the generation?
A: You move them in between generations. After the new heir ages to YA, move the family into a new house before beginning the new generation’s challenges.

Q: For generation five, do you have to have 5 children of the same gender IN A ROW, or total?
A: In total. How you make room for additional children is up to you. Some suggestions are: move teens to another household, use a mod to overstuff the household, wait for the eldest children to age up and move out then having more.
POINTS (optional)
Spoiler:
Because I can’t not play a challenge for points. Note: counting points is NOT required, only if you wish to do so.
  • +10 points per generation when that generation’s goals are completed (i.e. 100 points for 10 gens)
  • +1 point per $100,000 of family net wealth accumulated
  • +1 point per skill maxed
  • +1 point for each toddler who reads all 9 toddler books AND maxes out both the xylophone and peg box
  • +10 points for each Chance/Community Chest mini-challenge completed
  • +5 points for randomising traits of all children throughout the challenge
Please provide feedback! This is my first full challenge ruleset, so I'm sure I've missed something.
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peachy123uk
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Re: The Board Game Legacy

Post by peachy123uk »

Looks good, I play the TS2 version (technically in the UK on the monopoly board Whitechapel and old Kent road are brown) and I am love playing that version. But if anybody has any other suggestions for TS3 please let Sam know.
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Re: The Board Game Legacy

Post by ciyrose »

Looks great Sam! I do really want to try this, in some iteration, because it seems so fun.
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Re: The Board Game Legacy

Post by Jesslb429 »

Oh no! This looks amazingly fun! I wish I didn’t have five other challenges taking up my brain! I can’t wait to try this out.
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