Monopoly: Dungeons & Dragons – Honor Among Thieves
Monopoly: Dungeons & Dragons – Honor Among Thieves Rulebook
Table of Contents
Table of Contents
What's Different About Monopoly: Dungeons & Dragons Honor Among Thieves?
Help Yourself and Others!
You play as one of five characters seeking their fortune: Edgin, Holga, Simon, Doric, or Xenk. They form the adventuring party who are on a quest for treasure in the Forgotten Realms. Each character has a unique skill, such as the ability to move to any location (see SPECIAL ABILITIES or the character cards for details). Also, because you are part of an intrepid party, if you are ever in Jail and another player lands on Just Visiting, they immediately break you out of Jail!
Go Forth to Adventure!
At the start of the game, you place Adventure cards picture-side-up next to their matching locations. The first player to land on a location must pay the Bank the amount shown on the space, read the Adventure card aloud, then flip it over to reveal the details of the adventure. To secure a location, you must either pay the amount revealed on the card or take a chance by rolling the red die. Cards stay picture-side-down until their locations have been secured.
Mind the Monsters!
In the Magic & Mystery deck, you will find powerful items such as a greatsword, a magic suppression cuff, and even a time stop spell! These items will increase your chances of success whenever you roll the red die. But terrifying creatures and other dangers are lurking in that deck, so watch out!
Set It Up!
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Each player starts the game with:
- 5 gold coins worth 10 gold each
- 5 gold coins worth 50 gold each
(Total = 300 gold.) Keep the rest of the gold in a separate pile as the Bank.
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Each player takes:
- A token—place yours on GO.
- A matching character card (check the token shown on each card)—keep yours in front of you.
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Place the Adventure cards picture-side-up next to their matching locations around the board.
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Shuffle the Magic & Mystery cards, and place them facedown here.
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Put the dice by the gameboard.
Want to Play a Custom Game?
At the start of the game, you can add Dungeon Master cards—they have this symbol on them: a twenty-sided die icon.
Only use these cards if you want to customize your adventure. See BECOME A DUNGEON MASTER!
At the end of the game, store the cards in the Dungeon Master envelope.
Play!
How to Win
Move around the board on a perilous quest for treasure in the Forgotten Realms, and secure as many locations as you can! The more you secure, the more gold you'll be able to collect. Use your character's special ability to gain an edge—but beware of monsters, Red Wizards, and rogues! If you're the player with the most gold at the end of the game, you win!
Who Goes First?
Each player rolls the black die. The highest roller starts, and play moves to the left.
On Your Turn
- Roll the black die.
- Move your token clockwise that number of spaces.
- Where did you land? Carry out the rules of that board space. See THE BOARD SPACES and SPECIAL ABILITIES.
- Your turn ends. Pass both dice to your left.
Special Abilities
Each member of the adventuring party has a unique skill! These special abilities are described below and on the character cards.
- Edgin: Any time you go to Jail, you may immediately get out for free. Place your token on the Just Visiting section.
- Holga: Any time you roll a 1 with the red die, you do not have to pay the Critical Fail fee of 50 gold to the Bank. See CRITICAL FAIL & CRITICAL SUCCESS.
- Simon: Any time you land on a Portal space, you may move to any location—but if you pass GO, do not collect 40 gold.
- Doric: Any time you need to draw a Magic & Mystery card, you may take two cards. Choose one, and return the other to the bottom of the deck.
- Xenk: Any time you are close to death (i.e., you're out of gold), you only have to roll a 4 or higher with the red die to revive yourself. Then collect 50 gold from the Bank.
Start Playing!
That's all you need to know, so get going! Look up the board spaces as you land on them.
The Board Spaces
Properties
There is one type of property: locations, which come in color sets.
Unsecured Locations
When you land on an unsecured location, you must try to secure it!
To secure a location:
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If you are the first player to land on the location, pay the Bank the amount shown on the space and read the picture side of the matching Adventure card aloud, then flip it over.
If you don't have enough gold to pay the Bank, do nothing and end your turn.
If you land on an unsecured location where the Adventure card has already been flipped, you don't have to pay the Bank.
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Once the Adventure card is picture-side-down, read the details of the adventure. Then you must either pay the amount on the card to immediately secure the location or try to secure it by rolling the red die!
Here's an example card:
- You can pay 70 gold to secure the location OR take a chance and roll!
- If you roll an 8 or higher, you secure the location and collect a reward!
- If you roll a 7 or lower, you fail to secure the location and must pay the price!
The example card is Neverwinter Wood. Its text reads: "PAY 70 TO SECURE THIS LOCATION OR ROLL [red die]." "8+ An incredible event occurs as you charge the guards. You survey the scene again. The wood elf is now free, and the guards have been overpowered! SECURE THIS LOCATION, THEN COLLECT 60." "1–7 You slip on leaves and fall into a bush. The sound startles the horse, and it bolts. The wood elf screams! PAY 30. LEAVE THIS CARD THIS SIDE UP NEXT TO ITS SPACE."
Note: If you roll a 1 or a 20, see CRITICAL FAIL & CRITICAL SUCCESS.
Secured Locations
When you land on a location that someone else secured, pay that player the amount (the tax) shown on the space.
If you don't have enough gold to pay the tax in full, pay what you can until you have no gold left. Then see HELP! I CAN'T PAY! for details on how to stay in the game!
If you land on your own secured location, do nothing.
Collect More Tax with Color Sets!
When you secure both locations in a color set, you can collect double the tax whenever another player lands on one of those locations!