Monopoly Junior Super Mario Edition Board Game Instructions

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MONOPOLY Junior Super Mario Edition Board Game Instructions | Manualzz
CONTINUED
GO
When you pass or land on
the GO space, collect
x2 from the Bank.
Chance
Take the top card from the
Chance deck and do what
it says.
If the card tells you to pay
another player or the Bank,
but you don’t have enough
coins to pay in full, pay
what you can.
Put the card at the bottom
of the deck when done.
Just Visiting
Don’t worry! If you
land here, you’re
not in Time Out.
You’re just visiting!
Free Parking
Nothing happens
here! Just wait
until your
next turn.
F48170000_MN_Jr_SuperMario_I.indd 1
Go to Time Out
If you have no coins, you
don’t go to Time Out! Instead,
stay on the Go to Time Out
space and end your turn.
If you have coins, move
your token to the In Time Out
space! Do not collect
x2 for passing GO. Do
not use your power-up die
roll or press the Coin Sound
Unit. Your turn is over.
You can still collect rent while
In Time Out.
How do I get out of
Time Out?
At the beginning of your next
turn, you can:
• use a Get Out of Time Out
Free card if you have one
x1 to the Bank.
• or pay
Then roll both dice and take
your turn.
THE END OF THE GAME
The game ends when the last property has been bought.
Then each player counts up their coins.
The player with the most coins wins!
If there is a tie, the tied player with the most properties wins!
PLAY THE ADVANCED GAME!
Once you’ve mastered the standard rules, try playing this way:
• If you don’t have enough coins to pay rent or a Chance card
fee in full, pay what you can in coins, then:
º If you owe another player, choose one of your properties
to give to them.
º If you owe the Bank, choose one of your properties to go
back to the Bank.
• If you still can’t pay, then you are bankrupt and the game ends.
Every player counts up their coins to see who wins!
PLAYING WITHOUT SOUND?
On your turn, roll both dice, and move your token according to
the numbered die as normal.
Then check what you rolled with the power-up die:
• If you rolled
, roll the numbered die again!
º If you roll
or
, collect
x1 from the Bank.
º If you roll
or
, collect
x2 from the Bank.
º If you roll
or
, collect
x3 from the Bank.
• If you rolled
700 x 161 mm, 4C2S Folded to 175 x 161
1.5V
AAA / LR03
, nothing happens.
x2
c Fast-Dealing Property Trading Game c
®
BRAND
THE BOARD SPACES
NOT INCLUDED
IMPORTANT: BATTERY INFORMATION
Retain this information for future reference. Batteries should be replaced by an adult.
AAA
AAA
CAUTION:
As with all small batteries, the batteries used with this product should be kept away from small children who still put things
in their mouths. If they are swallowed, promptly seek medical attention or contact your local emergency services.
TO AVOID BATTERY LEAKAGE
1. Always follow the instructions carefully. Use only batteries specified and be sure to insert them correctly by matching the + and – polarity markings.
2. Do not mix old batteries and new batteries or standard (carbon-zinc) with alkaline batteries.
3. Remove exhausted or dead batteries from the product.
4. Remove batteries if product is not to be played with for a long time.
5. Do not short-circuit the supply terminals.
6. RECHARGEABLE BATTERIES: Do not mix these with any other types of batteries. Always remove from the product before recharging. Recharge batteries under adult supervision. DO NOT RECHARGE OTHER TYPES OF BATTERIES.
Should this product cause, or be affected by, local electrical interference, move it away from other electrical equipment. Reset (switching off and back on again or removing and re-inserting batteries) if necessary.
FCC STATEMENT
This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions: (1) This device may
not cause harmful interference, and (2) this device must accept any interference received, including interference that may
cause undesired operation.
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15
of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential
installation. This equipment generates, uses and can radiate radio frequency energy, and, if not installed and used in
accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee
that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or
television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct
the interference by one or more of the following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and the receiver.
• Consult the dealer or an experienced radio/TV technician for help.
CAUTION: Changes or modifications to this unit not expressly approved by the party responsible for compliance could void the
user’s authority to operate the equipment.
CAN ICES-3 (B)/NMB-3(B)
DÉCLARATION DE LA FEDERAL COMMUNICATIONS COMMISSION
Cet équipement est conforme à la Section 15 des règlements de la FCC. Son fonctionnement est soumis aux deux conditions
suivantes : [1] Cet équipement ne peut causer d’interférence nuisible ; [2] cet équipement doit pouvoir fonctionner même s’il
capte de l’interférence, incluant celle pouvant provoquer un fonctionnement indésirable.
NOTE : Cet équipement a été testé et est conforme aux limites d’un instrument numérique de classe B de la Section 15 des
règlements de la FCC. Ces limites ont été établies pour assurer une protection raisonnable contre les brouillages préjudiciables
dans une installation résidentielle. Cet équipement produit, utilise et peut rayonner des fréquences radioélectriques et, s’il
n’est pas monté et utilisé conformément aux instructions, peut créer un brouillage préjudiciable aux radiocommunications.
Cependant, ces limites ne garantissent pas qu’il n’y aura pas d’interférence dans une installation particulière. Si ce jouet
produit un brouillage préjudiciable aux transmissions télévisuelles ou radiophoniques, ce qui peut se déceler à la mise en
marche et à l’arrêt du jouet, l’usager devrait corriger la situation en suivant une ou plusieurs des mesures suivantes :
• réorienter ou replacer l’antenne de réception ;
• augmenter la distance entre l’équipement et le récepteur ;
• demander l’aide d’un marchand ou d’un technicien en radio et télévision.
ATTENTION : Toute modification ou altération apportée à cet appareil, sans autorisation expresse de la partie responsable de
sa conformité, peut révoquer à l’utilisateur son droit de l’utiliser.
TM & © 2022 Nintendo. All Rights Reserved.
The HASBRO GAMING and MONOPOLY names and logos, the distinctive design of the gameboard, the four corner squares, the MR. MONOPOLY name and character, as well
as each of the distinctive elements of the board and playing pieces are trademarks of Hasbro, Inc. for its property trading game and game equipment. © 1935, 2022 Hasbro.
TM & ® denote U.S. Trademarks.
Hasbro, Pawtucket, RI 02861-1059 USA.
Consumer contact:
PN00079400
US/Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL. 1-800-255-5516.
Australia consumer service: https://consumercare.hasbro.com/en-au
PARENTS: www.monopoly.com
New Zealand consumer service: https://consumercare.hasbro.com/en-nz
CONTENTS
Gameboard
4 Cardboard Character Tokens (with plastic bases)
4 Character Cards • Coin Sound Unit • 20 Chance Cards
48 Sold Signs (12 for each token) • Power-up Die
Numbered Die • 90 Cardboard Coins • Label Sheet
5+
F4817
2-4
ADULT ASSEMBLY
REQUIRED.
HAZARD–Small parts.
WARNING: CHOKING
Not for children under 3 years.
5/5/22 2:23 PM
THE FIRST TIME YOU PLAY
1. Punch out the character tokens, sold signs,
and coins from the cardboard.
2. Place the character tokens on
their plastic bases.
3. Apply one label to each side of the
power-up die in any arrangement.
4. Insert batteries (not included)
into the Coin Sound Unit. See
battery info on back page
SET IT UP!
1. Choose someone to be the
Banker. They’re in charge of the
Bank’s money!
Banker, give each player
coins depending on the number
of players:
2 players =
x20 each
3 players =
x18 each
4 players =
x16 each
The Banker can play too but must
keep their coins separate from
the Bank.
2. Each player takes:
HOW TO WIN
Move around the board exploring
the Mushroom Kingdom, buying
properties, and collecting coins.
Roll the power-up die and press
the Coin Sound Unit for a surprise!
The game ends when all the
properties have been bought.
Then the player with the
most coins wins!
F48170000_MN_Jr_SuperMario_I.indd 2
• A token—put yours on GO.
• The matching character card
(they’re in the Chance deck!).
3. Shuffle the Chance cards, and place
them facedown here.
4. Put the Coin Sound Unit and
the dice by the gameboard.
PLAY!
THE BOARD SPACES
The youngest player goes first, and play
moves to the left.
PROPERTIES
Who goes first?
There is one type of property:
levels, which come in color sets.
On your turn
1. Roll both dice.
2. Move your token clockwise the number
of spaces shown on the numbered die.
3. Where did you land? Follow the rules
of that space!
See THE BOARD SPACES.
Unowned Properties
When you land on an unowned property, you must buy it!
1. Pay the Bank the amount shown on the space.
2. Put one of your sold signs on that space!
If you don’t have enough coins to buy the property, do nothing.
4. What did you roll with the power-up die?
Press the Coin Sound Unit.
Count the number of “pings”
you hear, and collect that
many coins from the Bank!
Owned Properties
Sorry, nothing
happens—you don’t
get to press the Coin
Sound Unit this time!
If you own both properties of the same color, collect two times the rent whenever
another player lands on one of those properties!
If you land on a property someone else owns, pay that player the amount shown
on the space.
If you don’t have enough coins to pay the rent in full, pay them what you can!
If you land on your own property, do nothing.
Collect more coins with color sets!
5. Your turn is over. Pass the dice
to the left!
• The 12 matching sold signs.
700 x 161 mm, 4C2S Folded to 175 x 161
5/5/22 2:23 PM

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Key Features

  • Super Mario Theme
  • Simplified Gameplay
  • Coin Sound Unit
  • Character Tokens
  • Property Sets
  • Chance Cards
  • Coin Collection

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Frequently Answers and Questions

How do I win the game?
The game ends when all the properties have been bought. The player with the most coins wins!
What happens if I land on a property that someone else owns?
You must pay that player the rent amount shown on the space. If you don't have enough coins, you must pay what you can.
What happens if I land on an unowned property?
You must buy it! Pay the Bank the amount shown on the space and place one of your sold signs on the property.
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