spbogie,
An aspect, which on first thoughts, would seem difficult to implement would be the player piece moving the number of squares from a die roll. If there are to be four sides on the board this will add to the difficulty.
First, I presume there would be a var representing the player of who's turn it is. There would also be a var representing the number on the die from a die roll.
I also presume there will be a cinematic block on each square so the game will know which side of the board the player is on, so the game can act accordingly, perhaps offering a property.
Now, for the solution of the afformentioned problem i suggest that four blocks are placed at each corner of the board. These will be the 'targets' which the player's pieces will walk towards. A var which represents the side of the board the piece is on is required, called, for example, 'side', and is numbered one to four. This will be changed to the correct side whenever the piece hits an aformentioned 'corner block'.
After a die roll the number of the die roll is copied to a var called, for example, 'squaresleft', which will represent the number of squares left to move. If 'squaresleft' is above 0, the player's piece will move towards a corner block; the correct corner block to move to is found from the value of the 'side' var. A trigger: As the piece passes a single cinematic block, 'squareslefts' decrements by one; this trigger loops itself after a set amount of time- enough time for the piece to move to the next square. Another trigger which stops the piece is needed when 'squaresleft' is at zero, of course.
I imagine that this won't take many triggers to implement. I estimate about 10, for one player. Anyway, I can't see you finishing this scenario, spbogie, to be honest. If you do, though, I'd like to play it.
How about houses as, well, houses, and manors as hotels?
[This message has been edited by greyshark (edited 04-03-2005 @ 10:31 PM).]