Falsche FuFFziger
Falsche FuFFziger Rulebook
Table of Contents
Table of Contents
Preparations
The deck of Money Laundering cards are separated into four packs (A, B, C and D), 2 cards are removed from each pack, and each pack is shuffled separately. The four packs are then recombined with pack D on the bottom, followed by pack C and pack B with pack A on the top. The first card (a type "A") is turned and placed next to the deck. On this card is placed a sum of real money (black chips) to equal the number to the right of the arrow. The numbers grow progressively larger as you move deeper into the deck. That is, the cards with the lowest values (A's) lie on top, and the cards with the highest values (D's) lie on the bottom.
The black and white Money Examiner cards are mixed separately and then stacked together with the green Money Examiner card so that the white cards are lowest, the black cards are highest, and the green card is in between. This deck is very important because it is the order of the cards in this deck that will determine when the printing methods of the various denominations of fake money will be discovered. When discovered, all tiles of the pictured Machine and all of the Fake Money of that denomination are removed from the game. From the start of the game, the order of the cards in this deck remains the same and as the game progresses the deck will be cycled through so it will pay to be aware of when Machines will be destroyed.
The rare silver coins are kept handy.
From the 10, 20, and 50 Machine types remove all machines with "Kaput" written on their reverse side. Also remove all machines that show a doubled capacity ("x2") for the next higher denomination. That is, from the 10s remove all tiles that have "x2" 20 on their back side; from the 20s remove all tiles that have a "x2" 50 on their back side; and from the 50s remove all tiles that have a "x2" 100 on their back side. The front side of Machine tiles have a white border; the back side has a black border. The rest of the 10s, 20s and 50s are turned front side up and shuffled separately. Each player receives a single 10, 20 and 50 Machine AND THEY MAY NOT LOOK AT THEIR BACKS. The Machines that were sorted out are now mixed back into their respective stacks front side up. This procedure ensures that no player starts with too powerful or too weak a position.
The Fake Money bills and the Real Money chips are sorted into their respective denominations and set to one side.
A Starting Player is chosen and is handed the Auction Die. The other players follow in turn clockwise.
IMPORTANT: In the course of the game, you may NEVER make change for Fake Money. 2 Fake $10 are NOT the same as a single $20. However, you may make change for Real Money as necessary.
The Course of the Game
A game round is composed of six phases. The end of one phase begins the next phase. The end of the sixth phase starts the first phase of the next round.
The Phases:
- Turn Money Examiner Cards.
- Transform Machines, Sell Machines, Produce Fake Money.
- Rare Coins Auction (not in every round).
- Bid for Money Laundering Cards.
- Buy Machines.
- Open Money Laundering.
1. Turn Money Examiner Cards
Turn 2 Examiner Cards and set them next to the stack. As more Examiner Cards are revealed, the previous cards must be restacked so as to maintain the original order. When the last concealed Examiner Card has been revealed, turn the new stack (without reshuffling) and go through it again IN THE SAME ORDER.
If an Examiner Card is turned and shows the destruction of the lowest denomination Machine still in the game (at the start this will be the 10s), then ALL of these Machines and ALL of the Fake Money these Machines have produced are removed from the game. For each Machine that must be scrapped, the owner receives its Scrap Price in Real Money. Double capacity Machines (x2) do not receive double their Scrap Price.
For each type of Machine destroyed by the turn of an Examiner Card, another Examiner Card is turned. (NOTE: This means that if the "Destroy 10" card is turned and a total of five type 10 Machines need to be scrapped, only one more Examiner Card is turned, not five.)
If the green "Destroy $150" card is turned, and only $150 Machines remain in the game, then the game is over. (See End of the Game.)
For the first round, only one Examiner Card is turned.
The number of revealed Coin Auction Cards determines the minimum number of Coin Auctions for the round. Use the Coin Auction Chips (the three blank Real Money chips) to keep track of the number.
2. Transform Machines. Sell Machines. Produce Fake Money.
Now, starting with the Start Player, each player decides what they want to do with each of their Machines. Each of their Machines may do ONE of the following:
- Transform.
- Sell.
- Produce.
TRANSFORM: The Machine Tile is turned over. A Machine turned on a previous round may not be turned again. By turning a Machine it is possible to double its capacity (x2), to improve its quality (example: a 10 becomes a 20), or both (a 10 becomes a "x2" 20). However, they may also remain the same as before or break.
Machines that are broken are stacked on top of the Examiner Card stack. If at the end of this phase any Machines lie on the Examiner Card stack, an additional Examiner Card is turned. The consequences of this revealed card are the same as if it was revealed in Phase 1.
Owners of broken Machines receive the Scrap Price of their Machine(s) paid in Real Money. Some of the 150 Machines have "Munzen" (Coin) written on their back side. These Machines produce only one Fake $150 bill each round, but when the Machine is scrapped the owner receives 3 Rare Silver Coins instead of the Scrap Price.
SELL: You may sell any or all of your Machines. You may never sell a machine you just transformed. A Machine transformed in this round may not be sold until next round. The Sale Price is always for the Machine showing currently on the tile. That is, if you transformed a 50 Machine into a 100 Machine last turn, then you may sell it this turn and receive the 100 Machine Sale Price. Machines with double capacity sell for the single capacity price.
PRODUCE: For each Machine not transformed this round (and not sold either), take one bill in Fake Money in the respective denomination. Machines with double capacity produce two bills.
3. Rare Coins Auction
For each Coin Card revealed in phase 1 of this round, a set of Rare Silver Coins will be auctioned. The green "Destroy 150" Examiner Card counts as a Coin Card as well.
Each Coin Auction is conducted separately. First, the Auction Die is rolled and that many Rare Silver Coins are put up for auction as one package.
EXCEPTION: The first three Coin Cards do not trigger auctions.
The auction.
- Before each individual auction the Start Player advances clockwise. The Start Player puts a certain amount of money on the table. The money may be Fake or Real but not both. If it is Fake it may only be of one denomination but any number of that denomination. For example: the Start Player may put up one Fake 10 or five Fake 50s, but he may not put up one Fake 10 AND five Fake 50s. If the Start Player puts up Real money, then he may put up any amount.
- Now each other player, in clockwise turn, must decide if they want to (if they are able) stay in the auction. If they want to stay in, they must match exactly the amount that the Start Player has placed on the table. If you cannot match or choose not to match, then you are out of this particular auction. Once all players have matched or dropped out, the player to the Start Player's left becomes the next Start Player and places on the table any number of one denomination of Fake money, or any amount of Real money (if the previous bid was with Real money and the next Start Player wants to bid with Real money, then the bid must be at least 5 more) and all the other players must match or drop as before. When all but one player has dropped, that player pays all of his money (Real and Fake) that he has bid to the bank. All other players take their bids back.
Extra Auctions: If the Auction Die ever comes up "2", then a set of 2 coins will be auctioned and an Extra Auction is added to the total determined at the start of the phase. If a second "2" is rolled, then still another Extra Auction is held. There is never more than two Extra Auctions per round.
4. Money Laundering
Each Laundering Card shows two numbers separated by an arrow. The number on the left is the Minimum Bid and the number on the right (to which the arrow points) is the amount of Real Money whoever wins the card will receive if they pay at least the Minimum Bid.
Doing the Laundry (bidding for Money Laundering cards): Each player simultaneously conceals an arbitrary amount of Money (Real or Fake or Both) in their fist. When all are ready, the fists are opened and the bids revealed. The player offering the highest amount wins the card. In case of ties, if one of the tying players is the Start Player then the Start Player wins the card; otherwise, the tying player nearest clockwise to the Start Player wins the card. If at least the Minimum Bid was not offered by any player, then the phase ends and the card remains face up for the next round's Money Laundering phase. If a card is taken by a player, then the next card is revealed, the Real Money payoff is placed on the card, and another auction is held. If any player ever wins two cards, the phase ends. You should still turn a new card and place the Real Money payoff on it however.
Now all players that have won Money Laundering cards may remove the Real Money from their cards and add it to their total.
IMPORTANT: All players who have laundered their money in this phase do not receive the Real Money until the end of the phase.
5. Buy Machines
IMPORTANT: Machines may only be bought with Real Money. The people who manufacture these machines certainly know Real Money from Fake Money and they will not accept Fake Money.
6. Open Money Laundering (General Money Wash)
Now each player, beginning with the Start Player, may launder any or all of their Fake Money into Real Money using the chart on the Info Cards and on the back of the original rules. Real Money gained through laundering in this phase may not be used to buy New Machines until phase 5 of the NEXT round.
Now you go back to phase 1. The start player does not change.
Note: Some of the 150 Machines transform into 150 Machines with the word MUNZEN written on them. These machines only produce one Fake 150 bill, but when scrapped they produced three Rare Silver Coins.
End of the Game
The game ends as soon as one of the following conditions is met:
- The last Money Laundering card has been auctioned.
- The 150 Machine must be scrapped.
IMPORTANT: The game ends immediately, i.e. there are no more Coin Auctions, but the scrap price for the 150 Machines is still collected.
Now the player with the most Real Money gets 6 Rare Coins; the player with the second most Real Money gets 4 Rare Coins; the player with the third most Real Money gets 2 Rare Coins.
The Winner is the player with the most Rare Coins. If two or more players share this distinction, then the one among them with the most Real Money is the Winner. If there is still a tie, then the game ends in a tie.
Changes for 5 or 6 Players
- All of the Money Laundering cards are used. Do not remove 2 cards from the A pack, B pack etc.
- All of the "Destroy xx" Money Examiner cards (not just the green "Destroy 150" card) trigger Coin Auctions if that particular Machine has not yet been scrapped.
The Back Page
- Production.
- Purchase.
- Scrap prices.
(The chart contents are not included in the source text.)
What Is Allowed? What Is Not?
- The concealed Money Examiner cards may be counted (but not looked at); the open Money Examiner cards may not be counted.
- The players may conceal their Fake and Real money, but not their Rare Coins.
- You may make change for Real Money; never for Fake Money.
- The concealed Money Laundering cards may be counted.
- Machines may only be bought with Real Money.
- In rounds with no Coin Auctions, the Start Player position is still advanced to the next player on the left.
Some Important Play Tips
- Do not offer too much money for the Rare Coins. Although the coins are victory points, it may not be wise to spend most of your money on them and then not have money left to spend on other things.
- It is very important to keep track of the card order in the Examiner Deck. You do not want to buy machines that will soon be scrapped.
- It may be useful to specialize in a certain type of machine, as other players will not be able to match your offers during the auctions.
- The General Moneylaundering phase provides two advantages. First, it provides money that may be used during subsequent Rare Coin auctions. Second, it provides money that may be used to acquire new machines.
- In the first rounds you should use all genuine money for the acquisition of new machines.
- You will gain an important advantage if you can keep track of the types of money owned by other players.
A Small Example
We will be observing the play of Wolfgang. Wolfgang presently has a total of five machines. He has three orange 20 machines, one of which was transformed from a 10 machine, and two that have not been transformed. He also has two red 50 machines, one of which is a transformed double capacity (x2) machine, and one that has not been transformed. He no longer has any 10 machines, as these have all been scrapped due to an Examiner card. The Examiner Deck has been played through exactly once, and there are no turned up cards. At this point Wolfgang knows that the third card is the type 20 machine, which will cause all 20 machines and fake 20 bills to be scrapped. Wolfgang is the current starting player. Four rounds have already been played.
1. Reveal Examiner Cards. Two Examiner Cards are flipped over. The first is a Rare Coins auction card, so a blank coin counter is put aside. The second is the type 100 machine, which does nothing because there are still lower denomination machines in play.
2. Transform/Sell/Produce Phase. Wolfgang chooses to transform one of his 20 machines and has good luck. He turns it over and reveals a 50 x2 machine. He then chooses to transform his unconverted 50 machine, but when turned over it remains a 50 machine. He does not sell any machines, and produces two fake 20's and two fake 50's from his remaining machines. He cannot produce fake bills from the machines that he transformed earlier this turn.
Ilja and Patrick, who follow Wolfgang in turn order, both attempt to transform machines. Unfortunately, they both reveal broken ones that must be scrapped. They receive the scrap price for their machines, and place the broken machines on the Examiner Deck to indicate that another card must be flipped over at the end of this phase.
Daniel, who is last in turn order, quickly sells all of his 20 machines, as he knows that the next Examiner card will scrap all 20's. Sure enough, at the end of this phase the Examiner card is flipped to reveal the type 20 card. All 20 machines and fake 20 bills are immediately scrapped, with the players receiving the scrap price for each of their 20 machines. Wolfgang receives a total of $8, which is $4 for each of his two scrapped 20 machines. Since this card caused a scrap action, another Examiner card is flipped, revealing another Rare Coins Auction. A second blank coin counter is therefore put aside.
3. Rare Coin Auction. There will be at least two Rare Coin auctions this round, as two blank coin counters have been set aside. Wolfgang passes the die to his left, and Ilja rolls it to start the auction. Ilja rolls a 5, and is very pleased, since he has the only machine that produces fake green 150 bills. He offers a 150 bill, and since no one can match it he wins the auction. Ilja takes the 5 coins and passes the die to his left.
Patrick starts the next auction by rolling a 2, which means that a third Rare Coin auction will occur this round. He sets aside another blank coin for the additional auction. Patrick only offers a fake red 50 bill, as he doesn't want to offer too much for just two Rare Coins. Daniel and Wolfgang match Patrick's offer, but Ilja drops out as he has no red bills (having concentrated on blue and green machines). Daniel now becomes the starting player, and offers $15 in real money since he has more money due to his sale of machines. Wolfgang drops out, as it is only a 2 coin auction. Patrick drops out, too, and both he and Wolfgang retrieve their red bills. Ilja cannot offer $15, as he had previously dropped out of this auction. Daniel receives the 2 rare coins and pays for them with the $15 and fake red bill.
Daniel passes the die to his left, and Wolfgang rolls a 4 to start the next auction, which is the final auction of this round...
4. Money Laundering Auction. The current money laundering card yields $37 for a minimum bid of 80. All players secretly place money in their fists and reveal them simultaneously. Patrick and Daniel both reveal the highest sum, 150; Daniel has a fake 100 and a fake 50, while Patrick has three fake 50's. Patrick wins the card because he is closest to the start player (Wolfgang). Patrick pays his money while Daniel takes his back. Note that Patrick cannot take his laundered money until the end of this phase. The next card is revealed and it yields $32 for a minimum bid of 60. Patrick offers 160 (a fake 100, a fake 50, and $10 in real money). He wins this auction, too, as no one offered anything as high. This maneuver gained Patrick a big play advantage, since the money laundering phase is now terminated with his second win. The others went away empty-handed, and so may not be able to afford new machines this turn.