Monopoly: Sailor Moon
Monopoly: Sailor Moon Rulebook
Table of Contents
Table of Contents
Contents
- Game board
- 6 tokens (playing pieces)
- 28 Title Deed cards
- 16 Love cards
- 16 Friendship cards
- 1 set of MONOPOLY money
- 32 green houses
- 12 red hotels
- 2 dice
Setup
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Shuffle the Love cards and place them face down on their space on the board.
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Shuffle the Friendship cards and place them face down on their space on the board.
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Each player chooses one of the 6 exclusive collector tokens. Which would you like to be: BROOCH, HOLY GRAIL, COSMIC SWORD, MIRROR OF WATER, GARNET SCEPTER or SCYTHE OF SILENCE? Place your token on GO.
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The Banker gives each player their starting capital:
Denomination Quantity $500 2 $100 4 $50 1 $20 1 $10 2 $5 1 $1 5
The Banker
The players choose a Banker, who manages the play money and conducts auctions. The Banker must keep their own money strictly separate from the Bank's money.
The Bank's tasks:
- Manage the MONOPOLY money and the Title Deed cards
- Pay out income to players
- Sell and auction properties
- Collect taxes and penalties from players
- Sell and manage houses and hotels
- Grant mortgages to players
The Bank never goes broke. The Banker may create additional money by writing values on small slips of paper.
* $1 = 1 MONOPOLY Dollar.
Object of the Game
The player who is not bankrupt at the end of the game has won. To do this you must buy properties and make the other players pay you rent when they land on your properties. Raise the rent on your properties by collecting color groups and building houses and hotels on them.
Who Goes First?
Each player rolls both white dice. The player with the highest total starts.
Playing the Game
Your Turn
- Roll both white dice.
- Move your token clockwise around the board by the number rolled.
- Carry out the action of the space on which you land (see "Where Have You Landed?" below).
- If during your turn you land on GO or move past GO, you receive a $200 salary from the Bank.
- If you roll doubles (a Pasch), carry out your turn normally (steps 2 to 4), then roll again and carry out that turn as well. However, if you roll doubles three times in a row, you go to jail.
- When your turn is over, pass the dice to your left-hand neighbour. That player is now on turn.
Where Have You Landed?
There are three kinds of property: Characters (grouped in color groups), Talismans/Weapons, and Items.
1) Unowned Property
You may buy the property at the regular price printed on the board. Pay the amount to the Bank, have the Banker give you the Title Deed card, and lay it face up in front of you.
If you do not want to buy the property at the regular price, it is auctioned (see "Ongoing Actions", item 2).
When buying properties, you should try to collect color groups. For example, if you buy a green character, try to also buy the other two green characters. As the owner of a complete color group you collect double rent from your opponents when they land on the characters of that color group, and you may build houses and hotels on them, which earns you even more rent.
2) Owned Property
If you land on a property that belongs to another player, you must pay that player rent. The rent amounts are listed on the Title Deed card. If the property is mortgaged (the card lies face down), you do not have to pay rent.
Important: The owner must ask you for the rent before the next player rolls the dice. If the owner does not ask for it, you do not have to pay anything.
Characters: The base rent for an undeveloped character is printed on its Title Deed card. The base rent is doubled if the owner owns all characters of that color group and none of the characters in the group is mortgaged. If a character is built upon, the rent rises according to the number and type of buildings, as listed on the Title Deed card.
Talismans/Weapons: The rent depends on how many Talismans/Weapons the owner owns:
| Talismans/Weapons owned | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Rent | $25 | $50 | $100 | $200 |
Items: Roll both dice and multiply the result by 4. This is the rent you must pay the owner. If the owner owns both Items, multiply your roll by 10 instead.
Help! I'm in Debt!
If you owe the Bank or another player more money than you have in cash, you may raise money by selling or mortgaging your properties and/or buildings. If you still cannot settle your debts, you are BANKRUPT and are out of the game.
- Pay back as many of your debts as possible.
- Debts to another player: Hand over to that player all of your mortgaged properties, together with your Get Out of Jail Free cards. The other player must immediately pay 10% interest to the Bank for each mortgaged property received from you. This applies even if they do not wish to lift the mortgage at that time.
- Debts to the Bank: All of your mortgaged properties are immediately auctioned by the Banker. After the auction they are no longer mortgaged, and the new owner places the cards face up in front of them. Return your Get Out of Jail Free cards to the bottom of their respective card decks.
3) Love & Friendship Space
Draw the top card of the Love or Friendship deck, carry out its instruction immediately, and put the card face down back under the deck.
If you draw the card "Get Out of Jail Free!", you may keep it to use later or sell it to another player.
4) Attack of the Death Busters & Attack of the Five Witches
When you land on one of these spaces, pay the amount shown to the Bank.
5) Go to Jail
When you land on this space, you must immediately place your token in jail. Important: You do not receive the $200 salary if you pass GO on your way to jail. Once you have arrived in jail, your turn is over.
You also go to jail:
- when you draw a Love or Friendship card that sends you to jail;
- when you roll doubles three times in a row during the same turn.
How Do I Get Out of Jail?
You have 3 options:
a) Pay $50 to the Bank at the start of your next turn. Then roll the dice and carry out your turn as usual.
b) Play a Get Out of Jail Free card and return it to the bottom of its card deck. You must have drawn this card yourself earlier, or bought it from another player. Then roll the dice and carry out your turn as usual.
c) Stay in jail for 3 turns. Each time you are on turn, you may try to roll doubles. If you succeed, you are free at once and may carry out your turn with the doubles you rolled. If you still have no doubles on the third attempt, pay $50 to the Bank and carry out your turn with the result of your last roll.
6) Just Visiting (In Jail)
Don't panic! If you land on this space, nothing happens. Place your token in the JUST VISITING area of the space.
7) Free Parking
A little break! Nothing happens here. You may carry on with your other business, such as collecting rent, building, and so on.
8) Your Own Property
If you land on your own property, nothing happens. You do not have to pay anything, but you cannot earn anything either.
Ongoing Actions
Some actions may be carried out at any time, even when you are not on turn, or even while you are in jail.
1) Collecting Rent
When another player lands on one of your properties, demand from them the rent amount printed on your Title Deed card (see "Owned Property" above).
2) Auction
The Banker conducts an auction in the following cases:
- A player lands on an unowned property but does not want to buy it at the regular price.
- A player goes bankrupt and hands over all of their mortgaged properties to the Bank, which auctions them unmortgaged (card face up).
- The Bank is short of buildings and several players want to build at the same time (see "Shortage of Buildings" below).
Players must have enough cash on hand for their bid. Each player may start an auction with a minimum bid of $1. If no other player bids higher, the player who bid last must buy the property.
3) Build
As soon as you own all the characters of a color group, you may buy houses from the Bank and place them on the characters of that color group.
a) The regular price of each house is printed on the Title Deed card of the character.
b) You must build evenly: a house must stand on every character of the color group before you build a second house on any one of them, and so on.
c) No more than 4 houses may stand on any one character.
d) When a character has 4 houses, you may exchange them for a hotel. To do so, return the four houses and pay the regular price of the hotel (see the Title Deed card). Only 1 hotel may stand on a character; no further houses are permitted on that character.
Important: You may not build on a character if any character of that color group is mortgaged.
Shortage of Buildings: If the Bank has no more buildings, you must wait until other players return their houses to the Bank. If only a few buildings remain but several players want to build, the Banker auctions the buildings to the highest bidder.
4) Sell Buildings
You may sell your buildings back to the Bank at half price. Houses must be returned as evenly as they were bought. For a hotel, you receive from the Bank the four houses that were originally exchanged for it, plus half the regular price of the hotel.
5) Take a Mortgage
If you no longer have much cash, or cannot settle your debts, you may take out a mortgage on each of your properties.
Important: Before you mortgage a character, all buildings of its color group must have been sold back to the Bank.
To take out the mortgage, turn the Title Deed card over to its back and have the Bank pay you the mortgage amount printed there.
When you later lift the mortgage, pay the Bank the mortgage amount plus 10% interest. Then turn the Title Deed card face up again. While a property is mortgaged, no rent may be charged for it.
6) Trade
Players may trade their unbuilt properties with one another, i.e. buy and sell them. Before a character changes owner, all buildings of its color group must have been sold back to the Bank.
Properties may be traded between players in these ways: sold for cash, exchanged for other properties, or exchanged for Get Out of Jail Free cards. The players agree the amounts or values themselves.
Mortgaged properties may be sold between players at prices the players agree. After you have acquired a mortgaged property, you must either lift the mortgage immediately, or pay the Bank 10% of the mortgage amount and leave the Title Deed card face down. If you later lift that mortgage, you must pay another 10% in interest.
Remember: your goal is not only to become incredibly rich, but you must drive all other players into bankruptcy to win!
Quicker Game
Rules for a short game (60–90 minutes). If you already know MONOPOLY and want to try a faster variant, play with these rules. There are 4 special rules for a shortened game:
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During SETUP, the Banker shuffles the Title Deed cards and deals three to each player. These Title Deed cards are free; the Bank receives no money for them.
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You only need three houses (instead of four) on each property of a color group before you may buy a hotel. The rent with houses remains as stated on the Title Deed card. The Bank's buy-back price is still half the purchase price, which in this game is lower by the amount of one house than in the regular game.
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If you land in jail, you must leave it on your next turn by (1.) playing a Get Out of Jail Free card, (2.) rolling doubles, or (3.) paying $50. Unlike the standard game, you may first try to roll doubles, but if that fails you must then, in the same turn, pay $50 and move forward by the number you rolled.
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GAME END: The game ends when a player goes bankrupt. The remaining players add up their assets: (1) cash; (2) property at its purchase price; (3) mortgaged property at half its purchase price; (4) houses at their respective purchase price; (5) hotels at their purchase price (i.e. three houses plus the price of the hotel).
The wealthiest player wins!