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Landlord Wars

  • Concept
  • Social PvP

A self-initiated concept for Monopoly GO!: a rock-paper-scissors battle for shared territory that adds a social layer without slowing the core dice loop.

Landlord Wars: a Monopoly GO! mini-game concept
01

Overview

The brief: a new Railroad mini-game where players steal territory from each other. I designed the full player journey, from trigger to resolution, plus lightweight guidance for the art team, around one hypothesis: a social game mode will increase session time after it’s played, because players have more fun.Concept project, not affiliated with or endorsed by Scopely.

Role

Solo concept: research, UX and art direction

Deliverables

Player journey, system blueprint, wireframe flows, art guide

Success metrics

Session length after playing, actions after playing, churn vs. other mini-games

Platform

Mobile (iOS / Android)

02

In depth

The methods and tools I chose for this project. They change with every project, depending on what the problem needs.

In-game analysis

I broke down the existing mini-games (Shut Down, Bank Heist) to find the patterns players already know. Three stood out:

  • Every outcome is rewarded.
  • Costumes set context (the Rich Uncle as a Knight) without onboarding copy.
  • The same components are reused across events, with only the art changing.

Landlord Wars matches those expectations: guaranteed rewards and incremental fragment wins in place of tiered prizes.

Breakdown of the existing Shut Down and Bank Heist mini-games

Ideation

I explored three concepts against the brief's pillars: Don't Stop the Ride, Build Up / Surprise, and Guiltless Misbehavior.

  • Chosen · Territory FragmentsIncremental wins build anticipation, low-stakes rounds make losses feel consequence-free, and async play protects the dice loop.
  • Dropped · 1v1 LiveStrong tension but no build-up, and risky in async multiplayer.
  • Parked · Hybrid zonesToo complex for the scope, so I parked them for later.
Three concepts compared against the brief's pillars: Territory Fragments, 1v1 Live and Hybrid zones

System blueprint and edge cases

I mapped the full system, including the reward logic: wins pay most, ties pay a mid reward, and losses pay less but never zero.

  • WinPays most
  • TieMid reward
  • LossLess, never zero

I also defined proposals for the edge cases:

No money
Still plays: minimum reward floor
Opponent goes offline
Auto-resolves when the timer ends
Tie after three rounds
Sudden death
System blueprint of Landlord Wars with reward logic and edge cases

Emotional journey map

I charted player emotion and social dynamics across six phases, from anticipation to the rush of winning and the dip of losing a round. Each phase serves a specific feeling, and the notes fed directly into the wireframes.

  1. TriggerCuriosity, anticipation
  2. EntryExcitement
  3. Early gameTension → delight
  4. Mid-gameSurprise, engagement
  5. ResolutionTriumph, pride
  6. Back to the boardMotivation

The experience should build toward feeling like a conqueror, while losses are actively softened.

Emotional journey map across six phases, with player emotion and social dynamics

Wireframe flow

I built a six-step flow, first in graybox and then low-fi. Every screen is annotated with the principle it serves, its emotion and its art notes.

  1. Trigger
  2. Animation
  3. Interactive map
  4. Battleground
  5. End of match
  6. Back to the board, with a ranking update

Most UI reuses existing components, keeping tech risk low:

  • Timer bar
  • Reward popup
  • Event progress widget

Open the flow in Figma (opens in a new tab)

Graybox version of the full six-step flow, from trigger to back to the board, with principle notes
1 · GrayboxStructure and principles first
Low-fidelity version of the full six-step flow with art and emotion notes
2 · Low fidelityThen art, emotion and copy

Art guide

I gave the art team a lightweight system: grid, typography, a color language so players always know which side they are on, a widget inventory split into reused vs. new, and tone references for each moment.

  • Friendly blue#D0E8FF · player-owned
  • Enemy orange#FDECDD · opponent-owned
  • Conquered green#7ED08D · just conquered
  • Neutral gray#D6D6D6 · unclaimed

The concept was a “Saturday morning cartoon about war”: epic but never dark.

Art guide: grid, typography, color language, widget inventory and tone references
03

Insights

Key takeaways from the project.

  • Loss mitigation is the real design problem. The win path designs itself; the work was making a lost round feel like a stumble, not a punishment.
  • Reuse is a design decision. Building on existing components kept the feature familiar to players and cheap for engineering.
  • Emotion first, screens second. The journey map made every wireframe decision traceable to a feeling.
  • If I took it further: A/B test whether the mode lengthens sessions without pulling players away from rolling, and explore “Last-Chance Comeback”, a cheeky fragment steal that adds surprise to losing.