The Guild Game Hall
Norrath-opoly
The guild's EverQuest property game, now for two to four adventurers on their own devices. Create a room, share the four-letter code, and play together.
Create a room
Start a new expedition and get a four-letter room code to share with your fellow guildmates.
Join a room
Enter the four-letter code shared by the room creator, then take your seat.
Resume
You have an unfinished expedition.
Waiting for adventurers
Share this code with your guildmates. The game begins automatically when every seat is taken. Rooms expire after 24 hours of inactivity.
Adventurers
Deed
Decision
Propose a trade
Chronicle
Room
Classic rules of Norrath
Every adventurer begins with 1,500pp. Roll two dice and travel clockwise. Passing Spawn Point pays 200pp. Doubles grant another roll; three consecutive doubles summon you to GM Jail.
Unclaimed deeds may be bought or auctioned to every adventurer. Owning a full color set doubles unimproved rent and unlocks Guard Towers. Build and sell evenly across a set; the fifth structure is a Keep. Wizard Spires and services increase rent as you collect more of their type.
In GM Jail, roll doubles within three turns, pay 50pp before rolling, or use a GM pardon. On the third failed roll, the fine is collected and you move. Mortgage unimproved deeds for funds and redeem them for mortgage value plus 10%.
Trade deeds and platinum with any fellow adventurer during your turn. A negative balance must be cured by selling or mortgaging. If it cannot be cured, declare bankruptcy and your holdings pass to the adventurer you owe; the last adventurer standing wins Norrath. Eliminated adventurers may stay and watch.