Менеджер
Менеджер Rulebook
Table of Contents
Table of Contents
- 1. Game Description
- 2. Setup
- 3. Start of the Game
- 4. Landing on an Unowned Property
- 5. Landing on a Property Owned by a Player
- 6. Advantage for Property Owners
- 7. Landing on a "Surprise" or "Notice" Space
- 8. The Bank
- 9. A Player Goes to the Exchange
- 10. A Player Leaves the Exchange
- 11. Branches and Enterprises
- 12. Trading Properties
- 13. Mortgage
- 14. Bankruptcy
- 15. Components
- Note
1. Game Description
The game is for 2 to 6 players. It consists of a game board divided into spaces, each representing a property. The game includes 2 dice, 6 tokens, 26 branches, 12 enterprises, and two decks of cards, "Surprise" and "Notice". There are also "Title Deed" cards, one for each property space on the board. There are bank notes of various values.
2. Setup
Lay the "Title Deed" cards face-up under the edge of the game board, arranged by property name. Place the "Surprise" and "Notice" decks on the spaces marked on the board. Each player receives one token, which represents them during the game, and bank notes totalling 200,000. One player is chosen to be the banker.
3. Start of the Game
Each player rolls the dice in turn. The player with the highest total starts the game. That player places their token on the "Start" space, rolls the dice, and moves in the direction of the arrow by the number of spaces equal to the sum of the dice. Play continues to the left of that player and then clockwise. Each player begins their next turn from the space where their token stopped.
If a token stops on a property that belongs to no one, that player has the right to buy it. If a token stops on a property that belongs to another player, that player must pay them rent.
All transactions must be completed before the next roll of the dice.
If a player rolls a "double" (two identical numbers on both dice), they have the right, after moving the token, to roll again. If a player rolls a double three times in a row, they go to the Exchange (they keep all the property and money they have acquired).
Throughout the game the tokens go around the board several times. Each time a player stops on or passes the "Start" space, the bank pays them 20,000.
4. Landing on an Unowned Property
When a player lands on a property that belongs to no one, they may buy it from the Bank at the price shown on the space. If they want to buy it, they pay the Bank the price shown on the space and receive the "Title Deed" card, which they take from under the edge of the board and place face-up on the table in front of them.
If a player declines to buy the property, the banker must immediately auction it to whoever offers the highest price. All players, including the one who initially declined to buy, take part in the bidding if they wish. The banker sets the starting price.
It is recommended that players buy any property, because the game loses interest if unsold properties remain in the Bank.
5. Landing on a Property Owned by a Player
When a player, whether they rolled the dice or drew a card, lands on a property belonging to another player, the owner receives rent according to the prices shown on the "Title Deed" card.
If the owner forgets to claim the rent before the next roll of the dice, the rent may not be collected later.
If the space contains one or more branches, the rent is higher than the rent for the property without any branches (the prices are shown on the property rent cards).
If the property is mortgaged, no rent is collected. A mortgaged property is marked by turning its card face-down under the edge of the board, in its place.
6. Advantage for Property Owners
It is a great advantage to own the title deeds to all properties of one colour. In this case the owner collects double rent on any undeveloped property in that group (whether or not the other properties in the group have buildings on them). If one property in the group is mortgaged, the group is considered incomplete. Building is allowed only on properties of one colour that are held by the same owner.
The advantage lies in building branches and enterprises quickly, rather than just owning a property, because the rent on enterprises is higher than the rent on undeveloped properties.
Before the start of their next turn, a player may exchange or sell properties to other players in order to form complete groups of one colour. In the common interest, players are advised to negotiate these transactions, because players' interests grow from the moment building can begin.
7. Landing on a "Surprise" or "Notice" Space
When a player stops on a "Surprise" or "Notice" space, they take the top card from the corresponding deck, carry out the instructions written on it, and then place the card face-down under the deck again.
If a player draws the "Get Out of the Exchange" card, it becomes their property and they keep it until it is needed. After it is used it must be returned to the deck. It may be sold to another player for a price agreed between them.
When a player stops on a "Winnings" or "Fine" space, they receive or pay the stated sum to the Bank, respectively.
8. The Bank
The banker should be chosen as a player who is a good appraiser (at auction). The banker takes part in the game, and must keep their personal capital separate from the Bank's capital.
The Bank holds not only capital but also the branch and enterprise tokens before they are bought by players. The Bank settles accounts for the cards and pays out profits, sells properties, branches and enterprises, and receives the price of the "Title Deed" cards that players acquire. It puts unsold properties up for auction and lends money against collateral at half the sale price shown on the "Title Deed" card.
9. A Player Goes to the Exchange
A player goes to the Exchange:
- If their token lands on the "Broker" space.
- If they draw the "Go to the Exchange" card.
- If they roll a double three times in a row.
A player sent to the Exchange must place their token directly on the "Exchange" space. If the player arrives there during normal play, their stay is treated as a "Just Visiting". They are not subject to a fine on their next turn.
10. A Player Leaves the Exchange
A player leaves the Exchange:
- By rolling a double on one of their next 3 turns.
- By using the "You are excused from visiting the Exchange" card.
- By paying a fine of 5,000.
When a player is sent to the Exchange, they must wait for their next turn in the game (even if they hold the "You are excused from visiting the Exchange" card). A player must not remain at the Exchange after their third turn in the game. On rolling the dice for the third time, they must (if they have not rolled a double before) either pay the fine of 5,000 or use the "You are excused from visiting the Exchange" card, and then move their token by rolling the dice.
While at the Exchange, a player may collect rent on their properties, build on their properties, and buy, sell, or mortgage "Title Deed" cards.
11. Branches and Enterprises
A player who owns 3 properties of one colour may build branches and enterprises on them. Only one enterprise may be placed on each property. Before an enterprise can be placed, there must be 3 branches on each property of the complete colour group. The price a player must pay for each branch or enterprise is shown at the bottom of each property space and on its "Title Deed" card.
For example: if a player owns a complete group of cards of one colour, they may, before rolling the dice, buy one or more branches from the Bank and build them on one or more properties of that colour that they own.
Construction must be even, that is, one branch (or one enterprise) may be placed per property of one colour in a single turn. For example, a player may not place 2 or 3 branches on one property if another property in the same group has only one branch or none. If a player, lacking money, sells their buildings back to the Bank, they must likewise remove one building at a time from each property of one colour, in decreasing order.
During the game the Bank may run out of branches and enterprises for players who want to buy them. In that case players must wait until someone sells or returns them to the Bank.
12. Trading Properties
Unbuilt properties may be sold or exchanged between players at a price agreeable to both. No property may be sold, mortgaged, or exchanged if it has any building (a branch or an enterprise) on it. All buildings may be sold only to the Bank. The Bank pays cash of 1/2 the price of an enterprise and 1/2 the price of the total of all branches.
13. Mortgage
Enterprises and branches can never be mortgaged. A mortgaged property cannot be sold or exchanged; it changes owner only in the event of bankruptcy.
When a player needs money, they may mortgage a property (or several) to the Bank, after first selling all buildings on them. In this case the "Title Deed" card is turned face-down under the edge of the board, in its place.
14. Bankruptcy
If a player owes more than they can pay, they hand over all the assets they own to the Bank and leave the game. The Bank pays the creditor the full amount of the debt. The branches and enterprises of the bankrupt player are returned to the Bank. The freed "Title Deed" cards are placed under the edge of the board in their places and may be bought.
15. Components
- Box – 1
- Game board – 1
- Dice – 2
- Tokens – 6
- Branch pieces (blue) – 26
- Enterprise pieces (red) – 12
- "Surprise" cards – 20
- "Notice" cards – 20
- "Title Deed" cards – 24
- Bank notes with a value of 100 – 45 each of the following: 500, 1,000, 2,000, 5,000, 10,000, and 50,000
- Rules
Note
Participants in the game must not help each other keep their assets. The Bank lends money only against collateral. A player who moves another player's token pays 1,000 to the Bank.
Participants caught colluding must leave the game, returning all their assets to the Bank.