DEGENERATE: A MANIFESTO
Monopoly is a victory montage.
You start modest. You grind. You buy. You build. You compound. Someone "wins" and the game hard cuts to credits at the exact moment the story would get ugly.
Degenerate starts where Monopoly panics and rolls credits.
You already own everything. You are already old. Your successor already exists. You do not get to play the climb again.
You get the part where your hands start betraying you and your creation keeps moving.
I. THE GAME DOES NOT END AT THE PEAK
The Old World (Monopoly): The arc is ascent. Money circulates. The bank replenishes. You pass GO and the machine feeds you. Winning is total control, and the game ends the second you achieve it.
The Reality (Degenerate): The peak is the prologue. The board is already full. Hotels everywhere. Deeds already distributed. Heirs already cast. The bank is closed. It takes payments and gives nothing back. Every lap is operating cost. Every turn is extraction.¹
You are not competing to get rich. You are competing to keep your empire from shrinking faster than your body does.
The Verdict: Monopoly ends at triumph. Degenerate begins at the bill.
II. OWNERSHIP BECOMES FEAR
The Old World (Monopoly): A property is optional. You choose your risks. Missing a purchase is mild regret. Loss feels like bad luck.
The Reality (Degenerate): You start endowed with everything, so every change is a loss. Hotels coming off the board is amputation, and your brain treats it as such. You will spend irrationally to prevent the first visible decline, even when the only survivable move is to let go early and redeploy into what actually survives.²
The Verdict: The moment you own it, you start guarding it. The guarding is what kills you.
III. YOU OWN THE CAPITAL. YOUR HEIR OWNS THE AGENCY.
The Old World (Monopoly): Your token is you. You decide where it goes. A turn is a choice wrapped in dice.
The Reality (Degenerate): Your token is your child.
You can still issue intent, but you do not execute. Execution lives in someone else's nervous system. You already handed over the kingdom. This is just the part where you realize what you signed.
Tremor dice translate your legacy into drift, overshoot, sabotage, stall. Your correction tools exist—chaperones, bribes—but they are poison. They buy obedience and sell Trust.³
You are watching delegation become blood. You cannot fire your agent. You raised them.
The Verdict: You can still pay for control. You just cannot afford what it costs.
IV. DEATH DOES NOT REMOVE YOU FROM THE TABLE
The Old World (Monopoly): Bankruptcy ejects you. You get the mercy of absence. You do not have to watch the aftermath.
The Reality (Degenerate): Death is not an exit. It is a new phase.
The Haunting locks you into three turns of lucid witness. You are alive enough to understand and dead enough to do nothing. No dice. No negotiation. Your heir runs their compulsion deterministically. The Addict seeks damage. The Failson seeks nothing. The Visionary seeks grandeur at any price. The Influencer seeks exposure. The Shark seeks extraction. The Radical seeks redistribution.⁴
This is yoked control in the boardroom: the horror is not loss—it is loss without agency.
Then it gets worse. The living can Whisper. They spend their own resources to amplify your heir's pathology while you sit there, dead, watching them do it. They don't even have to hate you. They just have to want you smaller.
The Verdict: The cruelest part of collapse is not pain. It is helplessness with full visibility.
V. TRUST IS THE ONLY MULTIPLIER THAT OUTLIVES YOU
The Old World (Monopoly): There is no relationship stat. There is only accumulation. The game assumes your future will behave.
The Reality (Degenerate): The only number that matters is the one capitalism never bothered to measure.
Trust determines whether your legacy compounds or evaporates. You leave a fortune and end at zero because the multiplier is zero. You leave less and create a dynasty because the multiplier is devotion.⁵
And Degenerate is ruthless about how Trust is earned: slowly, humiliatingly, by showing up. Rehab is the only path upward. Bribes and chaperones work instantly and rot you instantly. The game does not judge you morally. It does something worse. It converts your parenting into arithmetic.
There is one narrow mercy: the Cordelia Rule. If Trust is 9 or 10 at the moment of death, the compulsion is suppressed. Your heir becomes Loyal for the Haunting—protecting instead of liquidating. It is intentionally hard to reach because the real world is intentionally hard to fix.
You could have had Cordelia. You chose Goneril and Regan. And now you pay for the performance you rewarded.
The Verdict: Your estate plan is a story. Your child is the author.
VI. THE VANDALISM IS THE POINT
The Old World (Monopoly): The board is sacred. A relic of childhood. You respect the Parker Brothers.
The Reality (Degenerate): The game requires a Host Organism.
You take the board you won on—the symbol of your past victory—and physically deface it. You paste THE FUNERAL over GO. You paste SCANDAL over Community Chest. You paste REHAB over Free Parking. You carve up the kingdom yourself.
The Verdict: The future eats the past. You hold the knife.
THE POINT
Monopoly trains conquest. It teaches you to mistake accumulation for a conclusion.
Degenerate trains aftermath. It teaches you that "winning" is not an ending—it is the start of a different genre.
This is not Succession. Logan Roy held control until his last breath. He never had to watch. He died a king.
Degenerate is what happens after. It is King Lear at the board table. You divided your kingdom based on flattery. You promoted the performers. You banished the child who loved you. You spent your final turns watching everything collapse—not because of enemies, but because you confused performance for love and power for legacy.
In 2025, the dominant class has already won.
Now it gets to meet its heir.
FOUNDATIONS
¹ Second Law of Thermodynamics (Clausius, 1850). The bank is a one-way valve. Capital flows out, never in. The game is an entropy engine with a family crest.
² Prospect Theory / Loss Aversion (Kahneman & Tversky, 1979) + Endowment Effect (Thaler, 1980). Starting at the peak makes every move a loss. People overpay to avoid realizing decline.
³ Principal-Agent Problem (Jensen & Meckling, 1976). Delegating execution to an agent with different incentives creates agency costs. Degenerate makes those costs literal: bribes and chaperones buy compliance and burn Trust.
Learned Helplessness / Yoked Control (Seligman & Maier, 1967). The most damaging condition is negative outcomes paired with inability to influence them. The Haunting operationalizes helplessness as gameplay.
Intergenerational Wealth Decay (widely observed). "Shirtsleeves to shirtsleeves in three generations." Degenerate compresses the arc into one session.
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