Money Maker
Money Maker Rulebook
Table of Contents
Table of Contents
- The Game in Short
- Board Game Elements
- Setting Up the Game
- Learn the Game by Playing
- Steps in a Turn
- Continuing with the Next Turn
- Bank Run
- Promotion and Degradation
- Debtors' Prison
- Bankruptcy
- End of the Game
- Counting Scores & Determining the Winner
- Tips for Future Game Sessions
- Quick Reference: Turn Overview
The Game in Short
- Acquire investment cards using gold or on credit.
- Produce goods with investment cards.
- Sell goods, receive gold.
- Pay off outstanding credit (debts) with gold.
- Promote credit rating, decrease bank run risk.
- Own more gold than you owe, and win!
Board Game Elements
- 1x Game board. The game board shows the old Amsterdam where the game is situated. Players start in the outer city ring.
- 6x Vaults, in orange, pink, black, white, purple and yellow. Every player gets a vault in his/her color. Use it to hide your gold, goods and action cards from other banks, but NOT your investment cards!
- 82x Gold pieces: 25x 1-pieces, 37x 5-pieces, 20x 10-pieces. Gold is one of the means of payment, next to credit. You need gold to pay off credit you issued. The amount of gold you collect is important for your end score. Get as much of it as possible!
- 480x Credit pieces: 80x each in orange, pink, black, white, purple and yellow. Every player is given his/her own color of credit. Credit may be used to invest, buy goods, lend or to negotiate. During a bank run, credit has to be paid off with gold. On the following pages, credit may also be referred to as "debt", "promise", "obligation" or "claim".
- 6x Player chips, in orange, pink, black, white, purple and yellow. The player chips indicate the credit rating of the player. The higher the credit rating, the lower the chances a player will have to pay off credit in a bank run.
- 3x Dice: 2x Sector dice, 1x Credit dice. Amsterdam's citizens use the credit as means of payment during daily life. The dice decide how they use it. The public either buys goods at the market or comes to your bank to exchange credit for gold.
- 5x Bank run chips. Bank run chips progress on the bankrun-o-meter. The meter represents increasing distrust in the banking sector. A bank run happens every time a chip reaches the bank run circle. The citizens will run to your banks and (try to) exchange credit for gold.
- 36x Investment cards. Investment cards are acquired by making the highest bid during an auction against your fellow banks. The companies shown on the cards produce goods that you may sell or keep. The investment requirements (top right) count towards your end score.
Setting Up the Game
- Stack the bank run chips on the spot with your player count, on the bankrun-o-meter.
- Place one of the two sector dice on 'B3' of the bank run circle. It will be used from the 3rd bank run onwards.
- Place the gold as Gold Reserve.
- Shuffle the Action card deck and place it at the bottom of the game board.
- Every player chooses a color and receives in this color: a vault, player chip and credit pieces. The player chips are placed in step 8.
- Every player gets 15 gold from the Gold Reserve.
- Every player gets a player turn card.
- Place the player chips in credit rating I.
- Fill the empty slots in the market (red) and the consumer market (green) with goods of the same color.
- Collect the leftover goods that don't fit in the markets and place them at their corresponding Natural Reserves.
- Shuffle the Investment cards deck and place it at the bottom of the drawing pile.
- Open 2 Investment cards next to the game board.
Bankrun-o-meter [step 2]. At the end of every turn the dice are rolled which determine how the public uses the credit issued by your banks. When citizens use the credit to buy goods, goods are discarded from the market, raising the price. When they exchange the credit for gold at your banks, confidence in banking deteriorates and the next bank run chip moves on the bankrun-o-meter towards the bankrun circle.
Bank run circle [step 2]. When a bank run chip reaches this circle, a bank run occurs! Credit has to be paid in gold. Do you not have enough gold? You may borrow credit from a fellow bank.
Gold Reserve [step 3]. All the gold not owned by players is situated in the Gold Reserve. When credit is paid off, discard the used gold to this reserve. When you sell goods to the market you are paid in gold from the Reserve.
Credit rating [step 8]. Credit is a promise on gold. Promises are in practice not always delivered on. The red seals I to VI resemble credit ratings that indicate the confidence citizens have that credit can actually be redeemed for gold at your bank. The coins above the seals tell you how much credit has to be paid in a single pay-off to reach a higher credit rating.
Debtor's Prison [step 8]. You end up in prison when you cannot fulfil your obligations during a bank run while on ring I. While in prison, you are not allowed to bid on investment cards. When you earn gold, outstanding credit has to be paid immediately.
Producing & consuming goods [step 10]. The Natural Reserves represent available resources from nature and contain all blocks that do not fit the markets. When your companies produce goods, the blocks come from these Natural Reserves. When investment cards are auctioned off, market goods are discarded to these reserves.
Action cards [step 4]. You may buy an action card for 10 gold/credit. Action cards are used to turn situations around to your advantage.
Investment cards [step 11]. Opened investment cards represent companies requesting funds. Players' banks may acquire these cards through bidding against each other.
Trading goods [step 9]. The rows of wooden blocks represent the markets containing goods. The red column is the market for production goods, such as wood and labor. The green one is the consumer market for products such as food. When you buy goods you take them from the market. Goods are placed back into the market when sold. Good prices are listed next to the slots and are counted per block.
Learn the Game by Playing
You could start by following the outline as shown in Fig. 1. The steps are explained in full on the following pages. They are also printed on the back of the score sheets as easy reminders. If you've played Money Maker: Beginner's Game then you'll already be familiar with steps 1 to 3. The difference is that you'll be able to pay with credit (see 'Paying with gold or credit'). Have you not played Money Maker: Beginner's Game? Then carefully take note of the steps in this manual while playing.
Fig. 1: Steps in a turn. Step 1: Draw up an Investment card. Step 2: Bid on an investment card (optional). Step 3: Buying, producing, selling (optional). Step 4: Buying an action card (optional). Step 5: Rolling dice. Alternatively: Paying off debts.
Who Starts the Game?
The player with the first turn in the game has the advantage that all purchases and investments (goods and companies) are still cheap. To determine which player earns this position, start an auction for the privilege:
- Everyone is allowed to start the auction with a starting bid of at least '1'. Other players may freely overbid at will (see Fig. 2).
- There is no set order in bidding. Players may bid in no particular order and as often as they wish.
- The highest bidder becomes the starting player. From this player on, players' turns proceed clockwise.
- The starting player pays the price of his winning bid in gold or credit.
Fig. 2: Example starting auction. One player bids 2, another overbids with 3; the auction is called "Once... Twice..." and the card is "Sold to blue!"
Paying with Gold or Credit
When paying with gold, discard it to the Gold Reserve (Fig. 3). The action of discarding it is the payment (Fig. 3: The Gold Reserve). If you pay using your bank credit, place the credit units on a city ring that corresponds to your credit rating (I, II, III, IV, V or VI), as indicated by your player chip (see Fig. 4a). The rings are divided in housing blocks. Since the ring at level I is undivided, it doesn't matter where credit is placed on that ring.
Fig. 4a: Placing credit on the game board. Example with orange and blue player: The blue player places 3 credit on the ring of credit rating I (marked yellow in the image). This ring is undivided and the credit (risk) cannot be spread. The orange player puts down 5 credit on ring V (marked yellow). This city ring consists of 5 housing blocks over which credit can be spread.
Tip for beginners: Borrowing gold costs gold. Take care to not bid too much in the beginning! Try to not issue more credit than you have gold in reserve, as long as you are in ring I. If you fail to pay the citizens, you end up in jail!
In order to promote to ring II you'll have to put down at least 10 credit in ring I to pay off later. Paying your debts can ONLY be done during a bank run or using the Alternative Step in your own turn. Pay debt using gold you earn through selling goods, or using other player's credit you acquired in deals.
Steps in a Turn
During a player's turn, (s)he goes through the following steps:
Step 1: Draw Up an Investment Card
Draw an investment card and place it face up on an empty spot next to the pile.
Step 2: Bid on an Investment Card
If you would like to auction off an investment card, do as follows:
2.1: Determining the starting bid price
- Choose an investment card to bid on.
- The top right corner of every investment card shows the number and type of goods the company seeks as investment (Fig. 4b). Take out this number of goods from the respective market and discard them to the Natural Reserve.
- The combined market value of the goods (see Fig. 4b) is your starting bid.
2.2: Auctioning and payment of an investment card
- Open the auction with the minimum bid price. Other players are consequently allowed to overbid. There is no set order. Any player can bid when and as often as they dare.
- The highest bidder places the card visibly in front of their vault and pays using gold or credit. Pay the winning bid in gold or with credit (see 'Paying with Gold or Credit').
- As long as you don't succeed in winning an auction, you may continue opening auctions on remaining cards. You may continue doing this until there are no unacquired open investment cards left.
- When you choose not to auction an investment card, no player is allowed to bid. Your turn proceeds to step 3.
Investment cards in context: The investment cards symbolise companies in need of funds to make an investment. The amount they ask for is dependent on the number of goods they need, and their market price. As financier you get paid the extra goods the company manages to produce as a result of your investment.
Fig. 4b: Determining market value of an investment card. The card shows a production market and a consumer market. One block comes from scale 2 at the cost of 2 gold or credit; the other block comes from scale 3 at the cost of 3 gold or credit. Together they make 5 gold or credit.
Example opening bid: Calculate the market value of the card on the prices of two production goods, given the situation above. This Textile Producer costs (at least) 5 gold or credit because one block came from scale 2 of the market and the other block from scale 3. After financing the Textile Producer, production goods have become more expensive: from a cost of 2 to 3 a piece.
Step 3: Buying, Producing, Selling
Buying, producing and selling goods may be performed in any order.
Production goods represent raw building materials, like labor, bricks and tools. Consumer goods represent consumer products such as food, drinks, clothing and board games.
3.1: Buying goods
- You may buy goods from both markets. A player may buy up to 4 goods per market in a turn, so maximally 8 in total.
- Remove the number of goods you wish to buy from the markets and calculate their total market value (see Fig. 5).
- When a market is depleted, you can buy goods from the Natural Reserve for 9 gold each as a last resort.
- Pay the calculated amount in gold and store the goods in your vault.
Fig. 5: Buying goods. Illustrated is a purchase of one block from scale '1' and one from scale '2'. In total, these goods cost: 1 + 2 = 3 gold.
3.2: Producing goods
- All your investment cards can only produce once per turn. They produce the number of goods as indicated on the card. With at least two cards of the same guild you receive the Guild Bonus (Fig. 6).
- You receive these goods for free from the Natural Reserve of the respective market.
- Trading cards do not produce goods but convert a good of one type into a good of the other. This also is limited to once in a turn. To do so, you need to match the number of goods as indicated on the card exactly. Tip! Of course you may buy goods for this purpose specifically during step 3.1.
Fig. 6: Producing goods. Regular cards: output in goods of indicated number and type. Trading cards: convert the type of goods into the other; the number of goods to convert is obligatory, as indicated. Guild bonus: if you possess 2 or more cards of the same guild, each card produces 1 good extra per turn. Trading cards also generate one extra good of the selected output (+1 output).
3.3: Selling goods
- You may sell goods to the markets. The red goods belong to the production market and the green to the consumer market.
- Goods that are sold re-fill the respective market slots (low to high).
- The price of market goods is determined by the numbers next to the occupied slots (Fig. 7).
- You may still sell goods to a saturated market at the price of '1'. The goods are then discarded to their Natural Reserve.
- You receive the total value in gold from the Gold Reserve.
Fig. 7: Selling goods. Illustrated is a sale of one block to scale '1' and one to scale '2'. The total earnings are: 1 + 2 = 3 gold.
Step 4: Buying an Action Card
You can buy action cards to get a strategic advantage. When played cleverly, they may be of considerable value. Some cards may be played at any time during the game and others only during your own turn, as indicated on the bottom of the card (Fig. 8).
Fig. 8: Action card.
- You are allowed 1 action card per turn. Pay 10 gold or credit.
- Draw the top card from the pile of action cards and don't let anyone see its contents. An action card is playable directly after purchasing.
- Discard the action card after use. Reshuffle the discard pile when all cards have been used.
Step 5: Casting Dice
Note: the manual's table of contents prints this step as "Step 4: Casting dice"; the body heading and turn overview number it Step 5, which is used here.
Roll the dice at the end of the turn. The dice decide the effect of the credit in the city on inflation and market stability. There are two types of dice: sector dice and credit dice.
Sector dice
- This dice determines which housing blocks are affected by the credit dice (Fig. 9).
- As long as every player is in ring I, the sector dice are optional, since the ring is undivided and there is no possibility of spreading your risks.
Dice in context: Credit you issue is transferable. Citizens use your credit to buy goods. Too much credit results in economic instability. The dice indicate the citizens' behaviour regarding their bank credits: buying goods or redeeming for gold.
Credit dice
The credit dice contains 2 green faces, 2 red faces and 2 blue faces, numbered 10 or 20. The green sides affect the consumer market, the red sides affect the production market, and blue affects the bankrun-o-meter.
- The resulting numbers (as shown in Fig. 10) of the credit dice affect housing blocks that are appointed by the sector dice.
- After executing the effect of the dice, the turn proceeds to the next player.
Fig. 9: Example affected housing blocks. The windmill-face has been rolled. All housing blocks with the windmill symbol (yellow in the image below) are affected by the credit dice.
Watch out! From the third bank run onwards a second sector dice is additionally played, increasing the chances of affecting additional housing blocks. With two equal dice figures, the housing blocks don't count double however. In the example above, all windmill housing blocks are counted once.
Fig. 10: Examples of dice rolls.
- Blue side: When at the number 10: count the number of players that have more than 10 credit on the affected housing blocks. When at the number 20: count the number of players that have more than 20 credit on the affected housing blocks. Consequently, move the upcoming bank run chip the same number of times. A bank run directly follows when the chip reaches any spot in the bank run circle (B1-B5). Any steps remaining are dropped.
- Red side: When at the number 10: count the number of players that have more than 10 credit on the affected housing blocks. When at the number 20: count the number of players that have more than 20 credit on the affected housing blocks. Discard the same number of goods from the production market (red) to its Natural Reserve.
- Green side: When at the number 10: count the number of players that have more than 10 credit on the affected housing blocks. When at the number 20: count the number of players that have more than 20 credit on the affected housing blocks. Discard the same number of goods from the consumer market (green) to its Natural Reserve.
Example roll: Illustrated are 4 players that have more than 10 outstanding credit on housing blocks signified by the 'windmill' symbol. Discard 4 goods from the production market (red) to its Natural Reserve. Watch out! The purple and yellow players' credit (marked red) do both not have more than 10 outstanding credit and are not counted.
The upcoming bank run chip also moves when 5 investment cards are facing up at the start of a turn. When this is the case, don't draw a card but move the chip one spot (Fig. 11).
Fig. 11: With five investment cards opened.
Only a single bank run chip moves on the meter at a given time towards the bank run circle. A bank run directly follows the chip reaching a spot in the bank run circle (B1-B5). If a bank run is triggered by the gold reserve running empty, the current bank run chip immediately moves to an empty spot in the bank run circle (B1-B5).
Alternative Step
Instead of bidding, buying/selling/producing goods, you may proactively pay off a debt as an alternative step using your gold, or credit from another bank. You promote one or more credit ratings when you pay off the necessary amount(s) (see 'Promotion and Degradation'). Afterwards, the turn continues with step 4: buying an action card (optional).
- Choose a housing block that contains (your) outstanding credit you want paid off in full.
- Show the other players that you possess enough gold or (other banks') credit to pay off this housing block. Discard paid gold to the Gold Reserve and other banks' credit to their corresponding city rings. Finally, retract your own credit from the housing block.
- Promote to the new credit rating and redistribute any leftover credit from other blocks over the new city ring (see 'Promotion and Degradation').
Fig. 12: Example affected housing blocks with the ship symbol.
Continuing with the Next Turn
You don't have to read the next sections about the "Bank run" yet if you are reading this manual while playing for the first time. You can start playing and only read about the Bank run as soon as it first occurs. If a player uses the Alternative Step (see player turn card), then also read about Promotion and Degradation.
Bank Run
During a bank run, debts (your bank credits) will have to be paid. This means citizens come to redeem credit for gold. The game freezes when a bank run occurs. Process the bank run before continuing. Afterwards, continue with the next turn, or the turn of the player who triggered the event. A bank run happens when:
- A bank run chip reaches the end of the bankrun-o-meter.
- The Gold Reserve is depleted.
Bank Run Step 1: Locating the Affected Housing Blocks
The sector dice determine which housing blocks will be affected by the bank run. The credit on blocks bearing the dice face symbol are being redeemed and have to be paid.
- Look at the sector dice. If the sector dice hasn't been rolled yet, roll it now.
- Watch out! From the third bank run on it is required to roll with TWO sector dice to determine the housing blocks!
Bank Run Step 2: Extinguishing Debts (All Players)
- Retrieve your credit from the affected housing blocks and place it visibly in front of your vault (Fig. 12).
- Retrieve the required amount of gold from your vault and put it next to the credit to prove that you can extinguish the debt. If you have a deficit, put down all the gold you own. You're not allowed to withhold any.
- If the bank run was triggered by the Gold Reserve running empty from a payment to a player, then (s)he is allowed to subtract the amount due from his outstanding credits.
- Players that managed to successfully pay their debts are solvent.
- Players unable to completely fulfil their payment obligations are insolvent.
- If you possess credit issued by another player, you may use it to extinguish your debts, but only if the issuer is considered solvent himself at that moment!
Players without a payment deficit (solvent):
- If you've extinguished enough debt you may directly promote (see 'Promotion and Degradation').
- Discard the gold used for payment to the Gold Reserve.
- Take back credit that you have paid off.
- You are now in a position to negotiate for the remaining duration of the bank run.
Players with a payment deficit (insolvent):
- Discard the gold used for payment to the Gold Reserve, and remember the amount.
- Subtract the payment amount from your outstanding debts and retract that much of your credit.
- Leave the unpaid remaining credit in front of your vault, so other players can see it.
- You may now negotiate a deal with solvent players for help, or choose to have your credit rating degraded.
Example own debt payment: You had 30 in outstanding credits and paid 20 of them with gold you owned. Another bank helped you pay the remainder. Only the first 20 is counted for your credit rating promotion (see 'Promotion and Degradation').
Bank Run Step 3: Negotiating
It is time to negotiate. Insolvent players need to have their debts paid, one way or the other. Solvent players may lend them gold or credit to this end. Players are free to decide on terms and obligations themselves, as well as free to renege on them. During a bank run, NO exchange with the markets is permitted! Only trading with fellow banks is allowed.
Insolvent players:
- Try to find a solvent bank able and willing to help you with your debt payments. You could offer something in exchange for help, such as goods, investment cards, action cards, your credit, doing the dishes, etc.
- All your outstanding credit has to be paid using gold or with credit from a solvent player (Fig. 13).
- When you reach an agreement, pay the other bank the means agreed upon (gold, credit, investment cards, action cards, or other).
- Promote instantly. Only the amount you managed to pay on your own prior to the deficit counts for the promotion!
- Important: Your bank is also solvent after its payment deficits have been solved. You too may now help insolvent players get back on their feet during this bank run!
- Insolvent banks may choose not to negotiate. This means their credit rating will suffer degradation (see 'Promotion and Degradation').
Solvent players:
- You may solve other player's deficits by letting them extinguish their debts using your gold or credit.
- When you pay using credit in your possession, it needs to be your own kind, or belong to a different solvent bank. Credit is placed in the ring belonging to the bank that issued it. Watch out! When paying with other banks' credit, place it in their city ring, not yours!
- Credit received as compensation from insolvent players is stored in your bank vault for later use. You may use this credit as long as the issuing bank is solvent.
Fig. 13: Example bank run negotiation.
- Fig. 13.1: Will (orange) needs to extinguish 20 of his credits to promote to credit rating III, but he only has 17 gold in the vault. He is 3 short.
- Fig. 13.2: Ann (blue player) just extinguished her debts (20 credits) and was promoted to credit rating level III. She can now help Will pay his debts. Will bargains for 3 of Ann's credit, in exchange for 10 of his.
- Fig. 13.3: Will places Ann's credit on the board, on a housing block in her city ring. The credit received by Ann is stored in her vault. Ann may use it in the future for her own payments. Will paid his debts using only 17 gold he owned himself; not enough for a credit rating promotion. He would have been eligible if he had paid 20.
Watch out! Exchange with the markets is not permitted during a bank run! Only trade with fellow banks.
Promotion and Degradation
Promotion to a Higher Credit Rating
For promotion, look at the numbers on the gold coin symbols (Fig. 14). These are the threshold amounts of debt to be extinguished at once per rating. When paying debts, you always have to extinguish all your credits on an affected housing block. Pay your debts with gold or using credit from solvent banks. You may jump multiple credit ratings if you are able to extinguish the cumulative requirements (Fig. 14). When your rating is promoted you redistribute your credit from your old to your new city ring (Fig. 15). For every promotion, an extra housing block will be available allowing you to spread risks more. This means you might not have to pay off all credit at once in the case of a bank run.
Fig. 14: Required debt amount to extinguish in order for promotion eligibility. Multiple steps allowed.
Costs (as printed in Fig. 14): City ring I to II: 10 gold. City ring II to III: 20 gold. City ring I to III: 10 + 20 gold.
To promote:
- Remove all your credit from the respective housing block and place it in front of your vault.
- Prove to the other players that you have enough gold to extinguish the amount and discard the gold to the Gold Reserve.
- Move your player chip to the newly attained credit rating seal and optionally redistribute remaining credit over the new ring (Fig. 15).
Fig. 15: Promotion, Degradation, Degrading to prison.
Degrading to a Lower Credit Rating
When you are unable to (fully) pay your debts and other banks are unable or unwilling to help you, you degrade to a lower credit rating.
- Move your player chip back one credit rating seal.
- Take your credit and redistribute it over the housing blocks of the new ring (Fig. 15).
- It is permitted to exchange pieces into bigger or smaller denominations from your vault.
- Degrading your credit rating shakes confidence in the economic system. Move the bank run chip two slots further for every degraded bank.
Degrading to the Debtors' Prison
You'll go straight to jail when you degrade from credit rating I. This will be your last chance to pay your debts!
- Place your player chip on the prison.
- Place all your residual debt on city ring I (Fig. 15).
Debtors' Prison
You are still in the game when you've degraded to prison, however with fewer options.
In your turn:
- You are allowed to perform any action except bidding on investment cards. No one is allowed to start an auction on investment cards in your turn.
- All gold you earn through the sales of goods is directed at paying off your debts. You do not receive gold but deduct it from your outstanding pile of credit. Credit from other players has to be used for debt payments immediately as well. You are free to leave prison and go back to ring I as soon as your debt has been extinguished.
During other people's turns:
- Joining bids on investment cards is not permitted.
When a bank run is triggered during your stay in prison:
- You are able to negotiate with solvent players in order to strike a deal that may free you from prison.
- Failure to do so results in bankruptcy.
Bankruptcy
- If you degrade while in jail, the game is over for you.
- All your goods, credit, investment and action cards are worthless and removed from the game.
- Your bank's credit in the vaults of other banks is now definitely unusable.
- Any credit you may have from other players should have been used for debt payments and is put on the board on their respective city rings.
End of the Game
The game ends when:
- 3 bank runs have been completed (short game).
- 4 bank runs have been completed (average duration game).
- 5 bank runs have been completed (longer game).
- Everyone is bankrupt.
- A single player is NOT bankrupt.
- There are no investment cards left.
- A single player possesses 10 investment cards.
Counting Scores & Determining the Winner
- When the game ends, the richest player is the winner.
- Richness is calculated using the supplied score sheet.
- See the score table below for an explanation on score calculation.
| Line | Meaning |
|---|---|
| Player names | Write down all the player names. |
| Gold in the vault | The sum of gold in the vault. |
| Goods in the vault | The count of your goods. Every good is worth 1. |
| Investment cards | The sum of all investment cards (the value indicated in the top right on the card) times the current market value of indicated good type. For investment cards that bear the production symbol, multiply the card's value (top right) with the current market price of the production market. For investment cards that bear the consumption symbol, multiply the card's value (top right) with the current market price of the consumer market. |
| Other banks' credit | Sum of all credit in your vault issued by other banks. |
| Credit rating (number on coin symbol) | Credit rating value of the ring occupied by your player chip (value below the seals). |
| Subtotal assets (+) | Sum of all above. |
| Credit on board | Sum of all your credit on board. |
| Credit to others | Sum of all your credit in other banks' vaults. |
Tips for Future Game Sessions
Are you dissatisfied about the (game) economy? Then adjust the rules and improve it! Some tips below:
- Play the complete game but without credit, according to the rules of the Money Maker: Beginner's Game.
- Find out how a Central Bank works and let a single player perform the role of a central bank. Note that central banks from back then may not function exactly as they do now!
- We left two action cards empty for you: the "Blank Cheque". Make up your own action cards!
- Play with the roles of "banker" and "entrepreneur". The entrepreneurs do not issue credit (borrowing from banks is allowed) but start with a free investment card.
Omitted: the manual's closing essay section ("Money Maker & Society", pp. 16-18) is non-rules designer commentary and is not transcribed. The Beginner's Game is a separate manual and is not included here.
Quick Reference: Turn Overview
The manual's own summary pages ("Money Maker in short") restate the turn. Printed in the manual's order:
- Draw investment card (required). If there are already 5 investment cards open, don't draw a card but move the bank run chip one spot (p. 8).
- Bid on an investment card in an auction (optional). Choose a card to bid on. Sum the price per unit of the number of goods indicated in the top right of the card; the sum is your opening bid. The highest bidder gets the card. After the auction, discard the indicated number of goods from the market to the Natural Reserve (p. 8). You may keep opening auctions until you acquire an investment card in your turn. If you don't open an auction, no one is allowed to bid. There is no set bidding order or maximum bid price.
- Producing goods with your companies (optional). Investment cards produce goods every turn. Every card can only produce once a turn. Every card of a guild (left symbol) that you have more than once produces an extra good (p. 9). Collect goods from a Natural Reserve (p. 4).
- Trading goods from/to the markets (optional). You can buy and sell goods. The numbers next to the markets indicate good prices per unit. When you sell goods, you get gold in return, equal to the first empty slot of its market (p. 9). You may buy up to 4 goods per market in a turn. Buying is with gold or credit.
- Buying an action card (optional). You may buy an action card for 10 gold/credit.
- Paying off debts – Alternative Step (optional). As an alternative to bidding on investment cards and producing/buying/selling goods, you may pay off all your debts from a single housing block of your choice. If you pay off enough debt, your credit rating improves (p. 12).
- Roll the dice (required, end of turn). The credit dice determines how credit in the city influences the people's (economic) behaviour. The sector dice determines in which housing blocks the effect will take place (p. 10). See the examples on the other side of the page.
Quick reference: bank run and payment summary (pp. 12-14)
- Paying: You can pay with gold or using credit, including other banks' credit. When paying with gold, discard it to the Gold Reserve. When you pay using credit, place it on a housing block of your choice in the city ring belonging to the credit rating of the bank that issued the credit. You may always pay with your own credit, except when paying your debts in a bank run (p. 7).
- Bank run: A bank run starts immediately when the bank run chip reaches slot B1-B5. The bank run chip ends up at the first available slot of the bank run circle. The second sector dice comes into play when the 3rd bank run chip reaches B3 of the bank run circle (p. 11-13).
- Determining sector: The sector dice determine which housing blocks are affected. Retrieve all your credit from the affected housing blocks and place it in front of your vault.
- Debt payment & credit rating promotion: Show your fellow players that you are able to pay off your outstanding credit. If you pay off a large enough amount your credit rating is promoted. Move to the next ring with your player chip and leftover credit (p. 14).
- Negotiating: Are you short on gold to pay your debts? Pay off as much as you can. Try to get gold or credit from another bank using a deal. You may offer something of value in return, such as investment cards, goods, or your credit (p. 13).
- Degradation: If you cannot receive the required funds from a fellow bank, your credit rating degrades. This makes the bank run chip move 2 spots forward (p. 14).
- Game end & scores: The richest player after the last bank run is the winner. Richness is determined by: gold in your vault; the worth of your investment cards; the goods in your vault (1 worth each); other banks' credit in your possession; the worth of your credit rating (p. 15-16).