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This is Mine!

This is Mine! Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • Gameplay
    • 1) Opening Boxes
    • 2) Negotiation
    • 3) New Choice, New Negotiation
    • 4) Last Pick, End of Round
  • Balance Card
  • End of the Game
    • Relative Cards
    • Suitcase Cards
  • Scoring
  • Appendix: Inheritance Cards
    • Suitcase
    • Ice Skates
    • Musical Instruments
    • TV / Radio
    • Bibelots
    • Records and Turntables
    • Bottles
    • Relatives

Components

  • 72 Inheritance Cards, divided into: 9 Bibelots, 3 Suitcases, 10 Bottles, 9 Ice Skates, 4 Turntables, 3 Radios, 3 TVs, 11 Relatives, 11 Records, 9 Musical Instruments
  • 24 cardboard Coins (16x 1$ and 8x 3$)
  • 4 Character Tiles
  • 32 Money Cards (1$)
  • 1 Balance Card
  • 4 Player Aids

Goal of the Game

Get the most money by making good choices when sharing Uncle Howard's inheritance.

Setup

  1. Deal 5 Money Cards (1$) to each player. Set the remaining cards aside. Each player places their Money Cards (1$) in front of him on the table, creating their supply.
  2. Separate the Inheritance Cards according to the number of players (by the player-count dots on the cards):
    • In 2 players, use only the cards with one dot.
    • In 3 players, add the cards with three dots.
    • In 4 players, add the cards with three dots and four dots.
  3. Shuffle the Inheritance Cards and create a Draw Deck in the center of the table. Important: in 2 players, randomly remove 5 cards from the game, without revealing them.
  4. Give a Player Aid to each player. Return unused cards to the box.
  5. Place the Balance Card and Money Coins next to the Draw Deck.
  6. Each player chooses a Character Tile for themselves and places it next to their Money Cards with the side "This is mine!" face up.
  7. The person who suggested playing This is Mine! starts the game and will be the Leader of the first round.

Gameplay

The game is played through eight rounds, each one corresponding to the division of a part of the inheritance that takes place as follows:

1) Opening Boxes

The Leader draws and reveals Inheritance Cards from the deck according to the number of players:

  • In 2 players, reveal 5 cards.
  • In 3 players, reveal 7 cards.
  • In 4 players, reveal 9 cards.

The Leader distributes the revealed cards into lots. The number of lots must be equal to the number of players, and each lot must have at least one card.

2) Negotiation

Important: During the negotiation, the Leader and the other players use their Character Tiles to indicate the interest in the lots. The Character Tile has two sides: "This is mine!" and "Got it!".

The Leader chooses one of the lots and places his Character Tile next to the chosen lot, with the side "This is mine!" face up. In this way, the Leader is proposing to be the owner of this lot of cards.

In clockwise order, the other players must, one at a time, accept or decline the Leader's choice. The player to the left of the Leader must say if he accepts or not the Leader taking the chosen lot. If accepted, the next player clockwise must say if he accepts or not. If this one also accepts, the next one must manifest, and so on.

If all players accept: The Leader collects the cards from the chosen lot into their hand and flips the Character Tile, leaving the "Got it!" side face-up, showing that they will no longer participate in this round. The player to the left becomes the new Leader, and chooses another lot. (See "New Choice, New Negotiation" below.)

If a player does not accept: If a player does not accept the Leader's proposal, they must place a Money Card (1$) from their supply in one of the lots not chosen by the Leader. Then, the player places their Character Tile next to the lot chosen by the Leader, with the "This is mine!" side face-up, and becomes the new Leader. The previous Leader's Character Tile is returned to its owner. Negotiation resumes, this time with the new Leader. If another player refuses the proposal of the new Leader, the same procedure is performed: the player places a Money Card in one of the other lots and places their Character Tile next to the disputed lot, returning the Character Tile that was there to its owner.

Note that the claimed lot remains the same. That is, until all players agree in sequence, the disputed lot cannot be changed or exchanged for another lot.

Important: To refuse the Leader's proposal, the player must have at least one Money Card (1$) in their supply to add to one of the out-of-dispute lots. If you don't have Money Cards, the player cannot refuse the Leader's proposal.

Negotiation continues until all players accept in sequence that the Leader keeps the disputed lot.

3) New Choice, New Negotiation

The player to the left of the Leader who just got the lot chooses a new lot from those still available in the center of the table and places their Character Tile next to the lot, with the "This is mine!" side face-up. A new Negotiation starts.

Important: Players who have already collected lots in this round no longer participate in negotiations. That is, each player can collect only one lot of Inheritance Cards per round.

4) Last Pick, End of Round

When there are only two lots of cards in the center of the table, the last negotiation of the round takes place between the two players who have not yet collected a lot in the round. Once a player takes one of the lots, the last remaining lot on the table goes to the remaining player. Because he is the only one who still has the Character Tile facing up, this player will be the first Leader of the next round.

Before starting a new round, all players must turn over their Character Tiles, leaving the "This is mine!" side face up.

Important: The Inheritance Cards that are collected throughout the game remain in the players' hands and are hidden information. Only the Money Cards (1$) should remain on the table, in each player's personal supplies.

Balance Card

Uncle Howard always believed that everyone should have the same opportunities. To prevent the game from becoming unfair, he created the Balance Card. It should remain in play at all times, next to the Draw Deck, to remind players of the option it offers.

If a player doesn't have any Money Cards (1$) or feels that they don't have enough cards to be able to negotiate, he can request a redistribution of the Balance Card. Redistribution can be requested by any player. However, it can only be requested between two rounds. That is, after a round has ended and before the next round begins, never during a round.

During the redistribution, the players who have the most Money Cards must give the extra cards to the players who have the fewest, so that at the end of the distribution everyone has the same amount of Money Cards. After that, players receive a 1$ Coin for each Money Card they handed to their opponents.

Important: At the beginning, players have 5 Money Cards. Throughout the game, the amount of Money Cards increases thanks to the Suitcase Cards (see Appendix). Therefore, the result of the division can be higher, according to the amount of Suitcase Cards that came into play.

End of the Game

The game ends at the end of round 8, when the cards of the Draw Deck are completely divided by the players. Before the players' final amount of money is scored, two types of cards must be resolved: the Relative Cards and the Suitcase Cards.

Relative Cards

Other relatives showed up while the division was happening and ended up taking items that were with the nephews. Therefore, before scoring, players with Relative Cards in their hand must discard one Object Card for each Relative Card they have. The players do this simultaneously and reveal the discarded cards at the same time.

Suitcase Cards

Uncle Howard's suitcases may contain the most diverse surprises. Even he couldn't remember what they kept. Before scoring, players must decide which of their other Inheritance Cards each Suitcase Card will copy. (See more about using the Suitcase in the Appendix.) The players do this and reveal their decisions simultaneously.

Scoring

Each player counts his final amount of money by adding up:

  • The total value of your Money Cards (1$)
  • The total value of your Coins (1$ and 3$)
  • The value you get from your Inheritance Cards

The player with the most points is the winner. In case of a tie, the tied player with the lowest value obtained from their Inheritance Cards wins. If there is still a tie, the tied players share the victory. After all, they are all related!

Appendix: Inheritance Cards

There are two types of Inheritance Cards: Object Cards and Relative Cards. Object Cards only have their value counted at the end of the game. Relative Cards have no value and force the player to discard cards at the end of the game.

Suitcase

This card has two effects, one immediate and the other at the end of the game.

  • Immediate Effect: When you reveal this card from the Draw Deck, deal one Money Card (1$) from the Money Card pile to each player.
  • End-of-game Effect: Immediately before the end game scoring, this card can copy any card from your hand except TV and Radio.

Ice Skates

At the end of the game, each pair of ice skates (two cards) is worth 5$. One Skate Card alone is not worth any points.

Musical Instruments

At the end of the game, each trio of Musical Instruments (three cards) is worth 10$. One or two cards are not worth any points.

TV / Radio

At the end of the game, each of these cards is worth 3$. Additionally, each pair of a TV and a Radio is worth a 2$ bonus.

Bibelots

At the end of the game, the player receives money according to the table indicated on the card. If the player does not have any bibelot, he loses 3$. If you have only one knickknack, you get nothing. If you have 2, 3, or 4 bibelots, you get 3$, 7$, or 12$, respectively.

Records and Turntables

At the end of the game, each record alone is worth 2$. However, record groups with a turntable are worth money at the following rate:

  • 1 turntable with 1 record is worth 4$
  • 1 turntable with 2 records is worth 8$
  • 1 turntable with 3 records is worth 12$

Each record can form a group with only one turntable.

Important: The records that form groups with turntables no longer provide their 2$; the player only receives the value for the group.

Bottles

At the end of the game, the players who own bottles compare their collections. Whoever has the most bottles gets 12$, the second place gets 6$, and the third place gets 3$. In case of a tie, each of the tied players receives the full value of the tied position and the next position is skipped.

Important: In games with fewer than 3 players, the last place doesn't get any points.

Relatives

At the end of the game, each relative forces the player to discard a card from his collection. The cards are discarded before the score is calculated. The players simultaneously choose which cards will be discarded and reveal at the same time.