Money!
Money! Rulebook
Table of Contents
Table of Contents
Components
- A 1 Scoreboard
- B 1 Dry Erase Marker
- C 1 Market Board
- D 63 Money Cards (7 currencies, 9 cards each)
- E 12 Gold and Silver Cards (6 cards each)
- F 5 Fake Money Cards
- G 5 Player Aids
Setup
- Each player takes a 0-value fake money card and a player aid. Return unused fake money cards to the box.
- With fewer than 5 players, remove money cards from the game as follows:
- 2 or 4 Players: Remove all cards of any 1 currency (9 cards). See page 6 for 2-player rules.
- 3 Players: Remove all cards of any 2 currencies (18 cards).
- Shuffle all remaining money cards together with all gold and silver cards. Deal each player a hand of 6 cards. Each player adds their fake money card to their hand.
- Place the deck on the market board in the middle of the table. To create the market, deal 2 faceup rows of 4 cards each to the left and right of the market board (marked as "I" and "II").
- Place the scoreboard and marker to 1 side of the market.
Game Rounds
The game is played in rounds. Each round has the 3 steps:
- Place Bids
- Player Turns
- Round End
1. Place Bids
Players start each round by secretly selecting 1 or more cards from their hand to bid. Place the cards you want to bid facedown in front of you.
The value of your bid is the sum of the values of all cards in your bid (including money, gold, and silver).
When all bids have been placed, everyone reveals their bid by flipping their selected cards faceup.
2. Player Turns
Players take their turns in order from highest to lowest bid. On your turn, you must do one of the following:
- A. Swap with the market: Swap all cards in your bid with all cards on one side of the market board.
- B. Swap with a player: Swap all cards in your bid with all cards in another player's bid. The cards you place in front of that player are now their bid.
- C. Keep: Decline to swap and keep all cards in your bid.
After swapping or keeping your bid, take all cards in your bid into your hand. The player who has the highest bid left on the table takes their turn next.
Note: After you swap with a player, that player will have the highest bid and take the next turn.
Ties
Whenever there is a tie for highest bid, each tied player checks the serial numbers on the cards in their bid. Whoever has the lowest serial number takes their turn first.
Fake Money
Each player has a fake money card with 0 value that they can use to hide how many "real" cards they bid. When bids are revealed, each player who reveals their fake money immediately returns it to hand.
3. Round End
When there are no more cards in front of players, the round ends. Any cards left in the market stay there.
Next, deal new faceup cards from the deck to refill each side of the market board up to 4 cards. If a side already has 4 or more cards, don't add any more. If there are not enough cards left in the deck to fill both sides, fill side I first, then side II. Then, start the next round.
Game End
If the last card in the deck is dealt while refilling the market, play 1 more round, then proceed to final scoring. There will usually be fewer than 4 cards on one or both sides of the market board at the start of the last round.
Final Scoring
At the end of the game, each player reveals their hand and follows the steps on the next 2 pages to add up their final score. The player with the highest score wins. In a tie, victory is shared.
Scoring Example
The rulebook illustrates final scoring with a sample player's completed scoreboard, listing a score for each of the 7 currencies (with 0 or blank scores for currencies in a weak position), a score for gold and silver, and a score for sets of 3. This player scores a total of 570 points.
A. Score Currencies
For each currency, add up the values of all cards of that currency in your hand, then score as follows:
Strong Position (200-300)
If you have at least 200 of a currency, score points equal to the total value you have.
Example: Total: 240 → Score: 240 points
Moderate Position (110-190)
If you have more than 100 but less than 200 of a currency, you must pay a commission. Subtract 100 from the total value you have and score points equal to the result.
Example: Total: 140 → Score: 40 points
Weak Position (0-100)
If you have 100 or less of a currency, it's worthless to you. Score 0 points.
Example: Total: 60 → Score: 0 points
B. Score Gold & Silver
Add up the values of all your gold and silver cards and score points equal to the total.
Example: Total: 90 → Score: 90 points
C. Score Sets of 3
Score a 100-point bonus for each set of 3 exactly matching cards you have. This includes:
- 100 per 3x 20s of same currency
- 100 per 3x 30s of same currency
- 100 per 3x gold
- 100 per 3x silver
Example: Total: 2 sets → Score: 200 points
Tips & Reminders
- Do not count set bonuses when determining the highest bid or your position in a currency.
- Each currency has 3x 20s, 3x 30s, and 1x each of 40, 50, and 60. Collecting all 9 cards of a currency is worth 500 points total (300 value + 200 set bonuses).
- You can score bonuses for sets of 20s or 30s of a currency even if you have a weak position in it.
2-Player Rules
Each player may use their fake money card to separate their selected cards into 2 bids each round. The cards you reveal to the left and right of your fake money card are treated as separate bids. If you reveal cards on only 1 side of your fake money card, you only make 1 bid. Play progresses as usual, with each player taking 1 turn for each of their bids.
Credits
Design: Dr. Reiner Knizia Illustration: Anne Heidsieck Graphic Design: Anca Gavril & Co. Rules Editing: Jeff Fraser 3D Artist: Filip Gavril
© Dr. Reiner Knizia, 2025. All rights reserved.