CFast-Dealing Property Trading Game C

CFast-Dealing Property Trading Game C
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Original MONOPOLY ® Game Rules
plus Special Rules for
THE LORD OF THE RINGS TRILOGY EDITION.
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OPOLY
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Take an adventure through Middle-earth...
CONTENTS
Game board,
7 Collectible
Lord of the Rings tokens,
28 Title Deed cards,
16 EVIL cards, 16 GOOD
cards, Power Currency,
32 Houses renamed
Strongholds, 12 Hotels
renamed Fortresses,
2 Dice.
with unforgettable game play that takes you from Bag End
to Mount Doom. Set forth on your quest to control it all, but first
you will need to know the basic game rules along with custom
THE LORD OF THE RINGS TRILOGY EDITION rules.
If you have never played the original MONOPOLY game,
refer to the original rules beginning on the next page.
Then turn back to the Set It Up! section to
learn about the extra features of
THE LORD OF THE RINGS TRILOGY EDITION.
If you are already an experienced MONOPOLY player
and want a faster game, try the rules on the back page!
HERE'S HOW TO
HOW DO I WIN?
Be the only player left in the game after
everyone else has gone bankrupt.
Do this by: buying properties and
charging other players rent for landing
on them.
Collect groups of properties to increase
the rent, then build Strongholds and
Fortresses to really boost your income.
WHO GOES FIRST?
W HERE DID
YOU LA ND?
Each player rolls the two dice.
The highest roller takes the first turn.
1. AN UNOWNED location
There are three types of locations:
LOCATIONS
mounts
WIZARD
STAFFS
You can buy the location you land on for the listed
price on the board space. Pay the Bank, then take the
Title Deed card that matches the location and place it
near you, face up.
ON YOUR TURN
1. Roll the two dice.
2. Move your token clockwise around the
3.
4.
board the number of spaces shown on
the dice.
You will need to take action depending on
which space you land on.
See Where Did You Land? below.
If your move
took you onto or past
the GO space,
collect $200
from the Bank.
If you don’t want to pay the
listed price, the location goes
up for auction.
When buying location you
should plan to acquire groups.
For example:
if you buy a green location, you
should try to get the other two green
locations during the game. Owning
groups earns you more rent when
other players land on them and lets
you build on your locations for
even bigger profits.
5.
6.
If you r
again a
(steps 1
Watch
doubles
same tu
Go to J
When y
action,
on you
2. A LOC
If you lan
them as sh
location is
the owner
rolls the d
Location
The rent f
matching
all locatio
mortgaged
Fortresses
Title Deed
W TO PLAY
5.
d the
on
ding on
you
wo green
. Owning
nt when
m and lets
ons for
6.
If you rolled a double, roll the dice
again and take another move
(steps 1-4).
Watch out! If you roll
doubles 3 times on the
same turn, you must
Go to Jail.
When you finish your move and
action, pass the dice to the player
on your left.
2. A LOCATION OWNED BY ANOTHER PLAYER
If you land on another player’s location you must pay rent to
them as shown on the Title Deed card. You do not pay rent if the
location is mortgaged (its Title Deed is face down). Important:
the owner must ask you for the rent before the player to your left
rolls the dice. If they forget to ask, you don’t have to pay!
Locations
The rent for an unimproved location is printed on the
matching Title Deed card. This is doubled if the owner owns
all locations in its color group and none of them are
mortgaged. If the location is improved with Strongholds or
Fortresses, the rent will be much higher – as shown on the
Title Deed card.
HELP !
I' M IN DEBT!
If you ever owe the Bank or another player more
cash than you have, try to raise the money by
selling Strongholds and Fortresses and/or
mortgaging properties.
If you still owe more than you have, you are
BANKRUPT and out of the game!
• Pay whatever money you were able to raise.
• If the debt is to another player – give them all
your mortgaged properties and any Get Out of
Jail Free cards. The player must pay 10%
interest on each mortgaged property, even if
they don’t want to pay off the mortgage yet.
• If your debt is to the Bank – all your mortgaged
properties must be put up for auction.
These are sold unmortgaged (face up).
Return any Get Out of Jail Free cards to the
bottom of the appropriate piles.
Mounts
Rent depends on how many Mounts the other
player owns.
1
2
3
4
Rent:
$25
$50
$100
$200
The Wizard Staffs
Roll the dice and multiply the result by
4 – this is the rent you must pay.
If the owning player owns both the Staff of
Gandalf & the Staff of Saruman, multiply the
result by 10!
D
You can d
your turn
1. COLLECT
If another p
properties,
Title Deed –
2. AUCTIO
The Banker
• A player
property
buy it fo
• A player
over all h
which ar
• There is
and mor
Strongho
3.
EVIL a
Take the top
follow the i
return it fac
If it is a Get
you need to
4. o
If y
mu
more
y
se.
m all
Out of
n if
et.
tgaged
e
ther
00
he result by
pay.
both the Staff of
uman, multiply the
DON'T WAIT FOR TH
You can do the following even when it isn’t
your turn – even if you’re in Jail!
1. COLLECT RENT
If another player lands on one of your unmortgaged
properties, you can demand rent from them as shown on the
Title Deed – see Property Owned by Another Player below.
2. AUCTION
The Banker holds an auction when…
• A player lands on an unowned
property and decides not to
buy it for the listed price.
• A player goes bankrupt and turns
over all his or her mortgaged properties to the Bank,
which are auctioned unmortgaged (face up).
• There is a Stronghold/Fortress shortage
and more than one player wants to buy the same
Stronghold(s)/Fortress(s).
3.
EVIL and GOOD
Take the top card from the appropriate pile,
follow the instructions on it immediately, then
return it face down to the bottom of the pile.
If it is a Get Out of Jail Free card, keep it until
you need to use it or sell it to another player.
4. obstacles
If you land on one of these spaces, you
must pay the Bank the amount shown.
Auction bids can only be made in cash. Any player can start
the bidding for as little as $1. If no one makes a higher bid,
the last player to bid must buy the property.
3. BUILD
When you own all the locations in a color group, you can
buy Strongholds/Fortresses from the Bank and put them
on any of those locations.
i The listed price of each Stronghold is
shown on the location Title Deed.
ii You must build evenly. You cannot build a second
Stronghold on a location until you have built one on
each location of its color group.
iii You can have a maximum of 4 Strongholds on any
single location.
iv When you have 4 Strongholds on a location, you can
exchange them for a Fortress by paying the listed price
on the Title Deed. You can only have one Fortress per
location and cannot build additional Strongholds on a
location with a Fortress.
5. G O T O J A I L
If you land on this space, you must move
your token to the Jail space
immediately.
Important: You do not collect 200
power for passing GO if you are sent to
Jail. As soon as you are sent to Jail, your
turn ends – pass the dice!
Other ways to end up in Jail…
• Draw an EVIL or GOOD card that
tells you to Go to Jail.
• Roll three doubles in a row on your
turn.
Importan
color grou
Stronghol
Fortresses
sell theirs
are limited
Banker m
4 . SELL S
Buildings
Buildings
bought. Fo
immediate
5. MORT
If you’re l
a debt, you
properties
on a color
mortgage
How do
You’ve go
i Pay $5
as nor
ii Use a
one fro
the ap
iii Wait t
a doub
this ro
you m
spaces
R THE DICE!
player can start
s a higher bid,
oup, you can
nd put them
a second
uilt one on
ds on any
on, you can
he listed price
Fortress per
gholds on a
Important: you cannot build on a location if any location in its
color group is mortgaged.
Stronghold/Fortress shortage? If there are no Strongholds/
Fortresses left in the Bank, you must wait for other players to
sell theirs before you can buy any. If Strongholds/Fortresses
are limited and two or more players wish to buy them, the
Banker must auction them off to the highest bidder.
4 . SELL STRONGHOLDS & FORTRESSES
Buildings can be sold back to the Bank at half the listed price.
Buildings must be sold evenly in the same way that they were
bought. Fortresses are sold for half the listed price and
immediately exchanged for 4 Strongholds.
5. MORTGAGE PROPERTIES
If you’re low on cash or don’t have enough to pay
a debt, you can mortgage any of your unimproved
properties. You must sell all Strongholds/Fortresses
on a color group to the Bank before you can
mortgage one of its locations.
How do I get out of Jail?
You’ve got 3 options…
i Pay $50 at the start of your next turn, then roll and move
as normal.
ii Use a Get Out of Jail Free card if you have one or buy
one from another player. Put the card to the bottom of
the appropriate pile, then roll and move.
iii Wait three turns. On each turn roll the dice; if you get
a double, move out of Jail and around the board using
this roll. If you do not get a double on your third roll,
you must pay $50 to the Bank, then move the number of
spaces rolled.
To mortgage a property turn its Title Deed card face down
and collect the listed value (shown on the back of the card)
from the Bank. To repay a mortgage, pay the listed value
plus 10% to the Bank then turn the card face up. Rent
cannot be collected on mortgaged properties.
6. DO A DEAL
You can do a deal with another player to buy or sell
unimproved property. You must sell all buildings on a
color group to the Bank before you can sell one of its
locations.
Property can be traded for any combination of cash, other
property or Get Out of Jail Free cards. The amount is
decided by the players making the deal.
Mortgaged property can be sold to
another player at any agreed price.
After buying a mortgaged property, you
must either repay it immediately or just
pay 10% of the listed value and keep the card face down; if
you later decide to repay to the bank the mortgage, you
will have to pay the 10% fee again.
k
Remember: your aim is not just to get rich. To win you
must make every other player BANKRUPT!
6. JAIL ''JUST VISITING''
Don’t worry! If you finish your normal
move on the Jail space, nothing
happens. Make sure you put your
token on the JUST VISITING section.
7. FREE PARKING
Relax! Nothing bad
(or good) happens.
8. A PROPERTY THAT YOU OWN
Nothing happens. But you’re not
making any money!
SET IT UP!
Shuffle the EVIL cards
and place face down here.
WHAT'S DIFFERENT?
Houses and hotels
are renamed
Strongholds and Fortresses,
respectively.
The Mounts SHADOWFAX,
GREAT EAGLE, MUMAKIL
ˆ
and FELL BEAST replace the
traditional railroad spaces.
THE BANK
Holds all money and Title
Deeds not owned by players.
Pays salaries and bonuses to players.
Collects taxes and fines from players.
Sells and auctions properties.
Sells Strongholds and Fortresses.
Loans money to players who mortgage their property.
The Bank can never ''go broke''. If the Bank runs out of
money, the Banker may issue as much as needed by
writing on ordinary paper.
A
sa
cards
n here.
Game board spaces
and corresponding
Title Deed cards feature
Middle-earth locations.
All property values are the
same as in the original game.
Each player
starts
the game with
THE BANKER
4x
1x
Choose from six Collectible tokens
designed with The Lord of the
Rings enthusiast in mind. Which
will you be? STING, GANDALF’S
HAT, BILL THE PONY,
ARAGORN’S CROWN, ELVEN
BROOCH OR BOROMIR’S
GONDORIAN HORN?
Place your token on the GO space.
2x
1x
5x
2. You ne
each prope
buy a Fort
value is sti
game is on
3. If you l
using a “G
one; (2) ro
standard r
do so, pay
1x
Shuffle the GOOD cards
and place face down here.
SPEED
RULES fo
There are
1. During
three Title
These are
2x
Choose a player to be the Banker who
will look after the Bank and take
charge of auctions.
It is important that the Banker keeps
their personal funds and properties
separate from the Bank's.
DO
END OF
bankrupt.
on hand; (
board; (3)
value prin
purchase v
including
The most
PLAY
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rules. Th
longer. In
money o
etc. All p
be stored
er
ith
DO YOU LIKE TO PLAY FAST?
SPEED PLAY RULE S
RULES for a SHORT GAME (60-90 minutes)
There are four changed rules for this first Short Game.
1. During PREPARATION, the Banker shuffles then deals
three Title Deed cards to each player.
These are Free. No payment to the Bank is required.
4x
2. You need only three Strongholds (instead of four) on
each property of a complete color group before you may
buy a Fortress. Fortress rent remains the same. The turn-in
value is still one-half of the purchase value, which in this
game is one Stronghold less than in the regular game.
3. If you land in Jail you must exit on your next turn by (1)
using a “Get Out of Jail Free” card if you have (or can buy)
one; (2) rolling doubles; or (3) paying $50. Unlike the
standard rules, you may try to roll doubles and, failing to
do so, pay the $50 on the same turn.
1x
1x
END OF GAME: The game ends when one player goes
bankrupt. The remaining players add up their: (1) Dollars
on hand; (2) properties owned, at the value printed on the
board; (3) any mortgaged properties owned, at one-half the
value printed on the board; (4) Strongholds, counted at the
purchase value; (5) Fortresses, counted at purchase value
including the amount for the three Strongholds turned in.
The most powerful player wins!
PLAY IT RIGHT!
Many players like to devise their own ‘house’ MONOPOLY
rules. This is fine, but such rules often make the game last
longer. In the official rules players may never loan each other
money or trade ‘promises’ not to charge rent in the future,
etc. All penalty fees are payable to the Bank and should not
be stored under the Free Parking space or anywhere else!
THE One RING
TO RULE THEM ALL
OPTIONAL RULES FOR BONUS GAME PLAY
Place The One Ring in Bag End (the first Middle-earth territory).
Every time a player rolls doubles, immediately move The One
Ring to the next Middle-earth territory (these are the spaces that
you can build strongholds and fortresses on, see BUILD in the
Here’s how to play section). For example, The One Ring starts in
Bag End; it will skip the next space as it is an Event card space
and move onto Farmer Maggot’s (Middle-earth territory). The One
Ring will then skip the Seen by the Palantir (non-territory) space,
the Shadowfax (non-territory) space and go onto the Buckleberry
Ferry (the next Middle-earth territory) space.
After you move The One Ring, move your token the amount rolled.
When you land on a territory that The One Ring occupies...
• If the territory is unclaimed, you can claim it for FREE,
as The One Ring gives you great power.
• If the territory is claimed, you must pay DOUBLE the normal
rent to the owner of the territory, as The One Ring corrupts you.
When The One Ring is moved onto Mount Doom (the last space)
the game is immediately over. The player rolling the dice does not
finish his/her move.
Players then add up their: (1) power on hand; (2) territories,
mounts and staffs of the Wizards claimed; (3) any mortgaged
territories claimed, at one-half the value printed on the board; (4)
strongholds, counted at purchase value; (5) fortresses, counted at
purchase value including the value of the strongholds turned in.
The player with the greatest total value, wins.
We will be happy to hear your questions or comments about this game.
Write to: USAOPOLY Customer Service
5607 Palmer Way, Carlsbad, CA 92010
Tel: 1-888-876-7659 (toll free)
Email: [email protected]
USAOPOLY is a trademark of USAopoly, Inc. HASBRO and its logo, the MONOPOLY
name and logo, the distinctive design of the game board, the four corner squares, the MR.
MONOPOLY name and character, as well as each of the distinctive elements of the board
and the playing pieces are trademarks of Hasbro for its property trading game and game
equipment. © 1935, 2012 Hasbro. All rights reserved. ®/™ denotes U.S. trademarks.
© New Line Productions, Inc.. Manufactured by USAOPOLY, Inc. 5607 Palmer Way,
Carlsbad, CA 92010. MADE IN THE USA. DICE MADE IN CHINA
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