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Joakim von Ankas fantastiska affärer thumbnail

Joakim von Ankas fantastiska affärer

Joakim von Ankas fantastiska affärer Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • How the Game Is Played
    • Movement
    • The Stock Exchange (Börsen)
    • Property Squares
    • Ankeborgstidningen (the Ankeborg newspaper)
    • Farbror Joakim (Joakim von Anka)
    • The Miljardärsklubben (Billionaires' Club)
    • Farbror Joakim's Lucky Crown (Farbror Joakims turkrona)
    • General Rules
  • Who Wins?
  • Advanced Variant: Business Sharks (Variant för avancerade affärshajar)
    • Setup for the Variant
    • How the Game Is Played
    • Buying and Selling Property
    • Joakim Cards
    • Loans (Lån)
    • How You Draw Affärstipskort
    • How You Play Out Affärstipskort
    • Cards with "Rumours in the Business World" (Rykte i Affärsvärlden)
    • Other Rules

Contents

  • 1 game board
  • 5 game pawns (Kalle Anka, Alexander Lukas, Knatte, Fnatte and Tjatte)
  • 1 printed insert (for showing market values)
  • 6 marker pins
  • 1 ordinary die
  • 196 property cards (gold mines, oil wells, aeroplane companies, diamond mines, shipping companies and banks)
  • 128 cards (40 Ankeborgstidningen cards, 31 Affärstipskort business tip cards, 29 Joakim cards, 19 Miljardärsklubben cards, 8 loan cards, and 1 card with Farbror Joakim's lucky crown)
  • Banknotes in various denominations

Setup

  1. Lay out the game board on the table.

  2. Carefully separate all the cards from one another. This goes MUCH EASIER if you first fold the cards a few times back and forth along the seams, and then pull them straight apart.

  3. Sort the property cards into six different piles (oil wells separately, and so on), and keep these easily accessible. Keep the 1s and 5s apart within the piles, so that it is easier later on when you buy and sell properties.

  4. Sort the other cards into different categories by their backs. SET ASIDE ALL CARDS WITH A SHARK ON THEM (= the 10 Joakim cards with a shark, all 8 loan cards, and all 31 Affärstipskort business tip cards). These are only used in the "business shark version" for advanced players (see the separate rules). Do the same with the Joakim cards and the Miljardärsklubben cards. (As stated above, all cards with a shark on them are set aside.)

  5. The game board has five marked rectangles where cards are to be placed. Place the lucky crown (turkronan) on the middle one of these. Shuffle the Ankeborgstidningen cards and place them, back side (the newspaper) up, on another of the rectangles. Do the same with the Joakim cards and the Miljardärsklubben cards.

  6. Each player chooses a game pawn and places it on any square of the game board.

  7. Each player then takes 6 PROPERTIES. A player may choose freely: for example, only 6 gold mines, or spread across several types of property.

  8. Now decide the starting market values of the various properties. (The market values will later rise and fall during the game, but must always be marked on the tray in the box.) This is done from left to right: roll the die, take the marker pin for the matching property, and place it in the hole on the tray that corresponds to the value shown on the die. Example: the first roll is a 4, so you take the yellow marker pin and place it in the hole on the tray that corresponds to 4 M (M means millions). The market value of gold mines is therefore 4 million each to start with. Continue in the same way with oil wells (black marker pin), diamond mines (white), aeroplane companies (red), banks (green) and shipping companies (blue).

How the Game Is Played

On each turn, you must first roll the die and move your pawn, after which you use the opportunities offered by the square where you land.

Movement

You must move as many squares as the die shows, but you choose yourself how and where you move your pawn, which gives you good opportunities to reach the type of square you want. Movement is allowed to the right or left, up or down, but NOT diagonally. You may not land on a square that is occupied by another pawn, but you may jump over other players' pawns during your move. You may not enter the same square twice in one move (which also means you cannot end your move on your starting square). You must always keep to the 30 squares on the game board.

The Stock Exchange (Börsen)

Nothing happens on a Stock Exchange square except that you receive 1 million as soon as you end your move on such a square.

Property Squares

As soon as you land on a property square, you may buy or sell, but only the type of property that the square shows. The price per property at that moment (= the market value) is shown by the marker pins on the tray. You may buy or sell at most ten (10) properties at a time! You may not both buy and sell in the same move. Note that you are not forced to make any transaction on such a square.

You may only choose from the property cards that are in the bank at that moment, and you may never "exchange" (i.e. if you want to buy two oil wells, there must at that moment be two such 1s in the bank; you may not take a card showing 5 oil wells and hand back 3 that you already hold as "change").

Ankeborgstidningen (the Ankeborg newspaper)

As soon as you land on such a square, draw the next card (the next number) of the newspaper. Each card has a large heading at the top and a smaller heading at the lower right.

LARGE HEADING: This is to be followed first, and applies to everyone. If market values go up or down, move the marker pins on the tray according to the heading. If you earn money or must pay money, this is also done immediately. If there is an auction, it applies to gold mines, oil wells or any other type of property (the player who drew the card decides). The auction is held in the usual way: the player who drew the card makes the first bid, and then everyone may bid. The player who bids the most money gets the property card. (If at that moment there are not 5 such properties in the bank, there is of course no auction.)

SMALL HEADING: This applies only to the player who drew the card, and must be followed immediately.

  • "Property" (egendom): whenever the text mentions a property, you always choose yourself which type of property is meant, and it always means one (1) property, if possible (see below).
  • MISINVESTMENT (FELINVESTERING) or ROBBERY BY THE BEAGLE BOYS (RÅND AV BJÖRNLIGAN): pay the bank.
  • If you EARN money (TJÄNAR): receive it from the bank.
  • WORTHLESS PROPERTY (VÄRDELÖS EGENDOM): return 1 (any) property to the bank.
  • EXCHANGE PROPERTY (BYTA EGENDOM) with another relative: choose yourself what you take, from which of the other players, and what you give in return.
  • OVERPRICED PROPERTY (ÖVERSTIGEN EGENDOM): choose yourself which property you take, and from whom.
  • BUY, OBTAIN OR SELL (KÖPTE / KOM ÖVER / SÄLDE): applies to transactions with the bank unless otherwise stated; follow the text.
  • EXTRA DRAW (EXTRAKAST): you may immediately make a new draw, just as usual.
  • LENDING OF THE LUCKY CROWN (TURKRONAN UTLÅNAD): see below.
  • SHUFFLE (BLANDA OM): do this immediately, but do not take a new number of the Ankeborgstidningen as a result.

Farbror Joakim (Joakim von Anka)

As soon as you land on such a square, roll the die. If you roll 1–3, Farbror Joakim is away travelling, so you may not draw any card, and your move ends there. If you roll 4–6, he is at home, and you draw one Joakim card.

  • ENCOURAGEMENT (UPPMUNTRAN): you receive money from the bank.
  • YOU MAY BUY... (DU FÅR KÖPA...): buy such a property, but only if you want to.
  • LUCKY CROWN (TURKRONAN): see below.
  • TAKE THE NEXT NUMBER OF... (TAG NÄSTA NUMMER AV...): do it immediately and follow the text on the card.
  • ADVANCE TIP (FÖRHANDSTIPS): you may lift the top card (or the top two cards) of the pile of Ankeborgstidningen, read the text, and put the card (or cards) back. Look at the text, but do not show it to anyone else! Now you know in advance what is going to happen...

The Miljardärsklubben (Billionaires' Club)

As soon as you land on such a square, you must immediately draw such a card and follow the text on it.

  • EXCHANGE ONE (BYT ETT...): you may, if you wish, exchange one (1) property you own for another property in the bank, if you pay for it.
  • ADVANCE TIP (FÖRHANDSTIPS): see above.
  • OPTION: you receive such a card if you want to buy the property. If you buy the card, you pay the price written at the bottom of the card and place the card in front of you. If you do not buy the card, put the card back at the bottom of the pile.
  • Once you own such a card, at any time during the rest of the game you may buy the 5 listed properties, but only on your own move, when you have landed on the matching property square, and only if those properties are in the bank (regardless of what the market value is at that moment). You pay the price stated on the card, and you may not deduct the money you paid for the card itself. (Example: 5 aeroplane companies cost 6 million when the card is bought and 47 million when the properties are bought, so the total is 53 million.) When you have made the purchase, the card is placed at the bottom of the pile. At the moment of purchase you may not make any other transactions.
  • If the Ankeborgstidningen card "Miljardärsklubben stängd" (the Billionaires' Club is closed) has been drawn, it stays face up until further notice, and no player may land on a Miljardärsklubben square.

Farbror Joakim's Lucky Crown (Farbror Joakims turkrona)

You can only get the lucky crown (turkronan) in two ways: via a Joakim card, or via an Ankeborgstidningen card. As soon as the lucky crown is lent to you, take the lucky crown card and place it in front of you. You keep the card in front of you until you use it (then it is placed back on the rectangle on the board), or until someone else borrows the crown via a card (then that player immediately takes the lucky crown card from you and places it in front of themselves). You may not use the lucky crown on the same move in which you received it.

You may use the lucky crown in one of three ways:

  1. GO BEFORE IN THE TURN ORDER (GÅ FÖRE I TURORDNINGEN): As soon as someone else has finished their move, you immediately put forward the lucky crown card, and the turn passes to you. When you have finished your move, the turn order continues clockwise after you.

  2. SELL A PROPERTY AT DOUBLE MARKET VALUE (SÄLJA EN EGENDOM TILL DUBBLA MARKNADSVÄRDET): You may do this only on your own move, and only when you have landed on a property square during the move. In the same move you may not make any other transactions.

  3. GO TO ANY SQUARE (GÅ TILL VALFRI RUTA): You may also do this only on your own move. You move to any square on the game board without rolling the die, and then continue your move as usual.

General Rules

Property may only be bought and sold from and to the bank, not between the players.

If you incur an expense greater than the cash you have at that moment, you are forced to sell one or more properties, whichever square you are on:

  • If you are on a property square and own that type of property, you must sell such properties to the bank at half market value (rounded down, i.e. to your own disadvantage), as many as you need to pay the debt.
  • If you do not own that type of property, or you are on another kind of square, you choose yourself which properties to sell, at half market value, as many as you need to pay the debt.

If you still cannot pay the debt after selling, you have incurred Farbror Joakim's displeasure and must leave the game.

Market values for the various properties can NEVER be higher than 25 million or lower than 1 million, regardless of the consequences of the various cards. This also applies to all buying and selling, whatever is said about prices above or below market value, double market value or half market value. Card texts are followed as far as possible, but a property can NEVER become worth more than 25 million or less than 1 million. The fixed prices stated on some Joakim cards and Miljardärsklubben cards always apply, regardless of market value.

All cards that are drawn (except for the times you get to peek at upcoming numbers of the Ankeborgstidningen) must be shown openly to the other players, as must the properties each player owns. When "property" is mentioned on any card, it always means one (1) property unless the text says otherwise. Exception: if a property is to be acquired by purchase or exchange through a card, and there is no card with 1 property in the bank or with another player, nothing happens; if you are forced by a card to give up a property without compensation at market value, and you have no 1, you must give up a card with five properties instead. (You may never "exchange".)

Who Wins?

The first player who can show 1000 million (1 billion) in cash wins the game. That player becomes a member of the Billionaires' Club, and has shown that they are a worthy heir to Farbror Joakim!

You can make the game longer or shorter by setting the winning limit higher or lower: 1,500 M, or perhaps only 800 M.

If you think the Ankeborgstidningen card "von Anka demands a dividend" (von Anka kräver utdelning) is too cruel and chancy to keep in the game, you can limit that card to a maximum of 100 M, sort it out of the game, or keep it as a one-time card: once it has been drawn and followed, it is removed and cannot come back.

Advanced Variant: Business Sharks (Variant för avancerade affärshajar)

When you can play the basic game properly and feel that you want to tackle an even tougher task in Farbror Joakim's business world, it is time to try this variant of the game!

Setup for the Variant

Set up the game as usual, but now include all the cards: the 10 Joakim cards with a shark are shuffled in with the other Joakim cards, the 8 loan cards are placed within easy reach in the "bank", and all 31 Affärstipskort business tip cards are shuffled into a pile and placed back side up on the game board, on one of the five marked rectangles.

How the Game Is Played

All the rules of the basic game apply, with the additions and exceptions below.

Buying and Selling Property

In the basic game, market values are not affected when property is bought and sold, but in this variant they are!

  • If you buy or sell 1, 2 or 3 properties, the market value is not affected.
  • If you buy or sell 4, 5, 6 or 7 properties, the market value rises or falls by ONE step.
  • If you buy or sell 8, 9 or 10 properties, the market value rises or falls by TWO steps.

Note that purchases make market values rise, while sales make market values fall. The change takes effect immediately AFTER the transaction has been made.

In the variant for advanced business sharks, players may buy or sell property between themselves; the price is agreed between them, but the transaction may ONLY be made on the move of the player whose turn it is. However, this may also be used, for example, by a player who is forced to sell property after a larger expense via a card or the Ankeborgstidningen: if that player can get a better price from another player than from the bank (= half market value), that is allowed.

Forced sales, auctions, and buying and selling between the players do NOT affect market values as described above.

Joakim Cards

YOU MAY BORROW MONEY... (DU FÅR LÅNA PENGAR...): see Loans below. YOU MAY INSPECT... (DU FÅR INSPEKTERA...) or DON'T BELIEVE ALL THE RUMOURS... (TRO INTE PÅ ALLA RYKTEN...): see Affärstipskort below. Such a card has the words "And keep the card" (Och behåll kortet). Place such a card (or several) in front of you on the table or in your hand until you use it; then it must be placed back at the bottom of the pile of Joakim cards.

Loans (Lån)

As soon as you draw a Joakim card that says YOU MAY BORROW MONEY..., you may do so if you wish. If you choose to borrow, take one of the remaining loan cards from the bank, place it in front of you, immediately receive the money from the bank (10, 25 or 50 million, depending on which card you chose), and place the Joakim card back at the bottom of the pile. If you do not want to borrow any money, simply place the Joakim card back at the bottom.

You may take several loans if you wish (but only one each time you draw such a Joakim card). You must, however, have repaid your loans in order to win the game. Note that the loans must be repaid with 12, 30 or 60 million respectively!

How You Draw Affärstipskort

In this variant you receive no money when you land on a Stock Exchange square. Instead, you draw cards from the pile of Affärstipskort, following these rules:

If you already have one or more Affärstipskort in your hand, you may NOT draw any Affärstipskort. If you have no Affärstipskort in your hand, you must draw exactly three (3) such cards. (The principle is that you draw three cards "at a time", play them out at suitable moments, and when your hand is empty you land on a Stock Exchange square and draw three new cards. You may of course land on a Stock Exchange square during your move even if you have Affärstipskort in your hand, but then you may not draw any.)

Note that you must not show your Affärstipskort to anyone else before you play them out! If you draw a Joakim card that says YOU MAY INSPECT..., you may, however, look at another player's Affärstipskort.

How You Play Out Affärstipskort

Affärstipskort in your hand may only be played on your own move (with two exceptions), and only one in each move. Every Affärstipskort that has been played is placed at the bottom of the pile. You still make your move as usual, whether or not you play an Affärstipskort.

The two exceptions are FARBROR JOAKIM IS AWAY (FARBROR JOAKIM ÄR BORTREST) and A NEWLY BOUGHT PROPERTY TURNS OUT TO BE WORTHLESS (EN NYSS KÖPT EGENDOM VISAR SIG VARA VÄRDELÖS). These cards may be played even if it is not your move, and according to the conditions stated on each card.

Other Affärstipskort work as follows:

  • FARBROR JOAKIM DEMANDS INTEREST (FARBROR JOAKIM KRÄVER RÄNTA): all players with a loan card pay interest (2 million on a 10-million loan, 5 on a 25-million loan, and 10 on a 50-million loan).
  • CLOSED AUCTION (SLUTEN AUKTION): the player who plays the card chooses a property card in the bank (a 1 or a 5). All players who want to take part in the bidding (it is voluntary) take their cash, and secretly choose how much they wish to bid (place the amount in your hand). Then everyone counts down and places the chosen amount on the table at the same time. The player who bid the most gets the property card! If two or more players have bid the same amount, they leave that amount lying on the table and secretly add more banknotes to their hands (to raise their bids). These new banknotes are again placed on the table at the same time, and the one with the highest combined bid wins. If two or more players still have bid the same amount, there is no new round: the property card stays unsold, and the players who bid the most (and equal) each pay 2 million to the bank without getting anything for the money.
  • A CARD SHOWING THE BEAGLE BOYS (BJÖRNLIGAN): you place such a card in front of another player, who must then miss their next move, after which the card is placed at the bottom of the pile. It does not help if that player has the lucky crown card; they must miss their move anyway.
  • Other cards: follow the text on each card.

Cards with "Rumours in the Business World" (Rykte i Affärsvärlden)

You can use a RUMOUR IN THE BUSINESS WORLD... card to manipulate market values to your own advantage or another player's disadvantage. Since you may play Affärstipskort at the beginning or the end of your move (whichever square you are on), you may, for example, first sell a number of aeroplane companies, then play a card that lowers the market value of aeroplane companies (so that everyone else holding aeroplane companies is riled up), and then end your move. Or you may first lower the market value of aeroplane companies and then immediately buy a number of them! Just remember that your buying and selling of property also affects market values, as described above.

A player who has a Joakim card that says DON'T BELIEVE ALL THE RUMOURS... may cancel your RUMOUR IN THE BUSINESS WORLD card. That player does not need to wait for their turn: as soon as you have played your RUMOUR IN THE BUSINESS WORLD... card, the player with the Joakim card may instantly play it out, and then there is no change in the market value! Both cards are placed at the bottom of their respective piles.

Card with a picture of the BEAGLE BOYS (BJÖRNLIGAN): see above.

Other Rules

Farbror Joakim's lucky crown card works as usual. Note that you may not immediately use the lucky crown card in the same move in which you received it!

To shorten or lengthen the game, you can simply lower or raise the winning limit: suggested 800 million or 1500 million. Another way is to make all the Ankeborgstidningen cards one-time cards (ignoring the text "Shuffle all the cards..."), and to decide that the game ends when all 40 Ankeborgstidningen cards have been drawn, and that the winner is the player with the most cash. The player currently leading the game has every reason to hurry along by drawing Ankeborgstidningen cards!

  • Appoint someone to run the "bank" (the money and the property cards). Each player receives 75 M (seventy-five million) in starting capital. (Or rather, Farbror Joakim lends out both the starting capital and the six properties; giving things away is not in his nature!) The player who has subscribed to Kalle Anka & Co the longest begins, and turn order is clockwise.