What does white business mean in the game millionaire. Millionaire game rules

"Millionaire" is an economic board game that can be played by people of any age. Both adults and children love her. In addition, such board games bring the family together and allow you to spend fun evenings with a friendly company, teach people basic concepts about business, entrepreneurship, and provide knowledge about economic relations.

This board game develops logical thinking, attentiveness, ability to quickly find correct solution, way out of a difficult situation, calculate moves in advance. In the Millionaire board game, the rules of the game may seem complex and confusing at first, but those who have already dealt with other board economic games will quickly get up to speed. If this is your first time encountering such a game, don’t worry, you will very quickly understand how to act.

In the article we will explain to readers in detail what is included in the kit board game"Millionaire", we will tell you the rules of this game, consider the reviews of other players.

Types of "Millionaire"

There are these types of games:

  1. "Millionaire Classic".
  2. "Millionaire De-Lux".
  3. "Millionaire Junior" (for children).
  4. "Millionaire Elite".

The goal of the game is to become a millionaire and ruin the other participants in the competition, but each has differences, which we will gradually consider in the article. Let's start with the first - basic option.

"Classic"

The main goal that players pursue is to reach the top of the rankings, ruin the rest of the players and become the owner more plots. In the board game "Millionaire" you need to become a monopolist. The one who ruined the others and ended up on top becomes the wealthiest player and is the winner. You can still play for a while. Then the goal of the players will be to become the owner of the largest fortune at the end of the game.

How to play?

According to the rules of the game, at least two people take part in the board game “Millionaire”. A maximum of six players can play. Each player has his own role:

  • banker- manages funds, monitors financial flows, transactions, makes payments, controls banking operations so that everything goes correctly and without violations;
  • broker- works on the stock exchange, conducts and controls all transactions with securities, shares, etc.;
  • insurance agent- supervises the issuance of insurance policies, manages the repayment of insurance in crisis situations.

The box with the game contains a square-shaped playing field with 9 sectors marked out on it. These are sectors of the economy. The first 8 industries are represented in the game by 2-3 enterprises. They are located close to each other. The last, 9th branch, is considered the most valuable. It consists of 4 companies, which are located at central points on each side of the playing field.

The game begins by giving each player his initial capital. With this money, the player buys shares and insurance.

Beginning of the game

In the board game "Millionaire", the plot cards are initially laid out according to the branches of the line drawn out. There are 24 of them in the set. There are also packs of “Chance” cards in the amount of 20 pieces, as well as “Movement” cards - also 20 pieces. They are laid out with the inscriptions facing down, the extra ones are put aside for now. First, a player is chosen to be the banker. He distributes seed capital for each person. This is 2000 forfeits, but another 200 is put into the cash register. The board game "Millionaire" begins according to the rules of the game with a square labeled "Start". The order of the move is decided by lot.

Player Actions

The game begins with throwing a pair of dice, chips move from the “Start” cell clockwise, counting the number of cells corresponding to the sum of the numbers on the dice.

If a double is rolled, the player makes another move. But there is one “but”. If you get a double three times in a row, the player is sent to the “Tax Police”. Moving across the field, players' pieces land on enterprise cells. Each one has the cost of the enterprise and the rental rate written on it. Data is also provided on how much taxes you need to pay for this enterprise.

If, after the next roll of the dice, the chip lands on an empty plot, then you can buy it for your use. On this cell is written the value that must be deposited into the general bank. After payment, the card is removed from the cage and the player leaves it in his pack.

If you do not want to buy the plot, then it can be put up for sale. The starting price is chosen at your own discretion. All players can take part in the auction. The player who gave a large amount of money takes the plot.

Stopping at another player's site

If, after the next move, the chips stop on a cell with a plot belonging to another player, then you will have to pay rent for being on someone else's territory. The price is written on this cell. If you own all the existing enterprises in an industry, then you are considered a monopolist. If, as a result of the move, the chip lands on the cell of the monopolist’s enterprise, then the rent will be increased by 2 times. When a player makes a full circle with his moves and goes through the “Start” cell again, he is paid 200 forfeits of circular income.

Surprises along the way

In the board game "Millionaire", according to the rules of the game, there are special cells, upon entering which the player has to perform the action written on the card lying face down. The player does not know in advance what awaits him. This is the main surprise. After all, it can be either pleasant or not very pleasant. Let us consider in detail the meaning of such cells:

  1. "Tax Inspectorate". If you land on such a square, you will have to pay a tax.
  2. "Tax police". Here the player needs to roll the dice three times, waiting for a double to appear. If you don't get a double, you'll have to pay a fine, otherwise you won't leave the police station.
  3. "Jackpot". The player who lands on this cell has the right to play the slot machine. First, a bet is placed. According to the rules of the game, a player in the board game "Millionaire" rolls only one die, but 3 times. After each throw, the chip moves from bottom to top along the column of the slot machine as much as it was dropped. If all the numbers shown match the winning combination, the player receives a bonus. A cash bonus is transferred to him from the bank. But if the numbers do not match, then the bet remains in the cash register.
  4. "Moving". If, as a result of throwing the dice, the card lands on the “Move” cell, then the player turns over the card and reads the task on which cell he needs to move the chips to. If this is the “Start” cell, then the player does not receive any circular income.
  5. "Charity Foundation". If, as a result of moving the card according to the instructions of the “Move” cell, the chip lands on a cell with the inscription “White Business” or “Charitable Fund”, then the player is paid money from the bank from this fund.
  6. There is also a cell called "Black business". When landing on this square, the player flies from it to the “Charity Fund” square, and he will also have to pay a fine of 50 forfeits.
  7. "Chance". If the chip lands on this cell, then the card is turned over. The instructions written on it must be followed by the player. Then the card is hidden at the bottom of the pack. If a player cannot this moment follow the instructions, then the card remains with him until he completes the task.

Branches of enterprises: description

The board game "Millionaire" offers players who have a monopoly in any sector of the economy to build enterprises and branches on plots of land. Their cost is written on the squares of the field, and their price is indicated on the players’ cards.

Purchased extensions are placed on areas of the field that are being built up systematically. First, one branch at a time, then second ones are added, and only then third ones. If a player has built three branches of an enterprise in each industry, then he is already given permission to build the enterprises themselves. In terms of price, the branch and the enterprise are equivalent. But to start construction, all branches must be free. If at least one is pledged to the bank, then the industry is not considered complete. The player ceases to be a monopolist and can no longer build plots in this sector of the economy.

If a player has financial difficulties and wants to sell his buildings to the bank, he must act systematically. You can sell one plot from each industry, then the second, etc. But you should know that the bank buys plots from the player only at half the price of the full cost.

"Millionaire Junior"

How to play the board game "Millionaire" ("Classic")? The rules are described in detail above. Now let's see how the children's version of the game called "Junior" differs. The set includes a playing field in the shape of a square. This is an amusement park. There are 20 “adventure” cards, money of different denominations - 121 banknotes, ticket kiosks - 56 pieces, a die for throwing out numbers, chips - 4 pieces, a description of the rules of the game.

A board game for children has different rules. Let's take a closer look at them.

The goal of the game is to get rich by buying attractions. Money is made by selling entrance tickets. First, let's look at how a player can buy an attraction. Each cell is divided into two equal parts. If, after throwing the dice, your chip lands on one of the halves of the cell, and it is free, no one has bought it yet, then you have the right to purchase it, you just need to pay 10 forfeits to the bank. If the player is able to make a purchase, then he (without looking at the card) pulls out any of his ticket booths and must cover half of the attraction. If the player does not have the funds for such a purchase, then he returns to the “Start” square, and the other player gets a chance. From any part of the playing field, he returns to this square and becomes its owner for free. The board game for children is colorfully designed and is fun to play for children of primary school age. The children learn economic skills that will be useful to them in later life.

"Millionaire Elite"

This is a game for adult players. Differs from classic version The game has the following features:

  1. Promotions have been added, you can purchase insurance for all occasions. In this game, you can get rich not only by buying and selling land, but also through the securities market. The "Elite" has great importance luck factor.
  2. A surprise card "Fortune" appeared. There is step-by-step instruction, which the players must complete. This can affect the course of the game as a whole.
  3. If, when throwing the dice, a chip lands on the “Exchange” cell, you will find out the price of your shares. They may rise, or they may fall to a minimum.
  4. Insurance policies can protect the player. This applies to rent, taxes or auctions. There are short-term and long-term policies. The first ones are valid until one lap is completed. If the player crosses the "Start" cell, the policy ends. But the effect of the latter continues until the occurrence of the insured event.

Brand: Origami
Price: 641 rub.

The board game "Millionaire" is the tradition of "Monopoly" plus modernity. Expand the colorful field of the game “Millionaire Elite” in front of you, and you will encounter exciting rules of doing business and strict laws of survival in competition. The game develops logical and economic thinking, teaches the basics of economics, and increases the general intellectual level.
“Millionaire Elite” differs from the classic version in additional equipment: for the first time, Promotions and Insurance policies for all occasions were added to the traditional set - a playing field, chips, dice, enterprises with branches, banknotes and various event cards. Now replenishing the player’s bank account depends not only on the successful purchase and sale of property, but also on the unpredictable “behavior” of shares on the securities market. Needless to say, in these new conditions the luck factor has increased significantly - which means your favorite game has become even more interesting!
The goal of the future winner is to become a monopolist and ruin the remaining players.
The game can be played by 2 to 6 players. Movement across the field is carried out from the corner cell “Start” clockwise. Along the perimeter of the playing field there are 8 colored “branches”, each of which consists of 2-3 sections. The cell of each plot, which indicates its cost, rent and construction prices, corresponds to a Plot Card with similar information.
Section cards are laid out according to their industries in the corresponding sections. Decks of Chance and Move cards are placed face down in specially designated cells on the playing field. A banker is selected from among the players, who gives the others 2000 forfeits of the initial capital, and also puts 200 forfeits in the “Jackpot” cash register. Players place their pieces on the “Start” square.
Each turn, players take turns rolling two dice and moving their chips by the number of spaces corresponding to the sum of the points rolled. If on the next move the player throws a double (two same numbers on the dice), then he makes another move.
If, as a result of a move, a player stops on a plot that does not belong to any of the players, then he has the right to buy the plot into his own possession. To do this, the player must pay the specified amount to the Bank, after which he removes the card of this site from the field and keeps it for himself.
In case of refusal to purchase the plot, it is put up for auction, in which any player can take part. The starting price of the offered plot is arbitrary. The plot goes to the person who offers the highest price for it. Bidding is also carried out when one of the players stands on the “Auction” square. In this case, the site is selected by three dice rolls.
If, as a result of the next move, a player stops on a site owned by someone else, he must pay the owner of the site the rent indicated on the corresponding cell of the playing field. If the site is in monopoly ownership, that is, all sites of one industry belong to one owner, then the rent is doubled.
Each time a player passes the Start cell on his next move, he is paid a circular income of 200 forfeits. Along with it, in the game “Millionaire Elite” there is also a circular tax: you will have to pay it on all your shares and plots, passing through the “Tax Office” cell.
Once on the “surprise cells”, the player must follow the appropriate instructions:
“Tax Office” - in order not to stand here for three turns, you can pay a fine of 50 forfeits or try to throw out a double.
“Jackpot” – play the slot machine, maybe you’ll be lucky this time!
“Chance” are cards of individual instructions; the player draws it, stopping at the corresponding square. The player may be lucky, for example, the card will exempt him from tax, and vice versa - he will have to pay a fine.
“Fortune” are cards of collective instructions that affect the course of the game as a whole.
The fate of the Shares is decided by rolling the dice. Once on the “Exchange” cell, find out how much the rate has risen or fallen.
Insurance policies protect the player from all sorts of unfavorable situations (taxes, rent, auction). Short-term ones are valid for one circle (until crossing the “Start” cell). Long-term ones are valid until the occurrence of an insured event.
There are 4 types of policies in the game:
- green (short-term, price 100 forfeits, insures against auction);
- blue (short-term, price 200 forfeits, insures against the auction and against one of the unfavorable cases in the “Fortune” card);
- orange (long-term, price 300 forfeits, insures against the auction and against both cases in the “Fortune” card);
- red (long-term, price 500 forfeits, insures against an auction, both cases in the Fortune card and against one unfavorable event - rent or tax). In this case, the player himself decides which event will be insured for him.
Played policies are returned to the Bank.
A player who has a monopoly on the entire industry can build branches and enterprises on the plots. Their price is indicated on the field cells and on the plot cards. The player places the acquired branches and/or enterprises in the appropriate areas of the field. In this case, the plots are built up sequentially: one branch on each, then a second branch, then a third.
If three branches are built in all areas of the industry, the player receives the right to build enterprises. The cost of the enterprise is equal to the cost of the branch. However, if there is at least one mortgaged plot in an industry, the industry is considered incomplete, its owner ceases to be a monopolist, and development of undeveloped plots of this industry is prohibited.
If a player needs money, he can sell his buildings to the Bank or mortgage a plot (or several). At any point in the game, but only before his turn, the player has the right to buy out the pledged plot. Rent There is no charge for players visiting the pledged area. The mortgaged plot cannot be sold or exchanged until the complete bankruptcy of its owner.
Undeveloped plots can become the subject of purchase, sale and exchange between their owners. The terms of these transactions are regulated by the property owners themselves on the basis of mutual benefit. Players can enter into any transactions with each other and contractual relationship. However, no plot can be sold, mortgaged or exchanged if there is at least one building on it.
If a player owes the Bank or other players more than he is able to pay, he gives all the money he has, after which he is declared bankrupt and leaves the game. At the same time, the Bank pays its creditors the remaining amount of the debt. Bankrupt branches and enterprises are returned to the Bank. The Site cards are placed back on the board. The game continues until all players are completely bankrupt, except one, who is declared the winner - a millionaire. You can also play for a while, then the winner is the wealthiest participant at the end of the game (sites, branches and enterprises are converted into money at the purchase price).
Set contents: playing field (480x480 mm), banknotes (100x50 mm), action cards (75x40 mm), chip (20 mm).
Material: plastic, paper, cardboard.
Age: 7+.

Size: px

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Transcript

1 RULES

2 Millionaire-Elite world of real business! GAME CONTENTS 1. Rules of the game... 1 pc. 2. Playing field... 1 pc. 3. Branches pcs. 4. Enterprises pcs. 5. CHANCE cards pcs. FORTUNA pcs. LOTS pcs. 6. Insurance policies: green pieces. blue pcs. orange pcs. red pcs. 4. Shares pcs. 7. Banknotes worth: 1 phant pcs. 5 forfeits pcs. 10 forfeits pcs. 20 forfeits pcs. 50 forfeits pcs. 100 forfeits pcs. 500 forfeits pcs. 8. Player chips... 6 pcs. 9. Cubes... 2 pcs. 10. Box... 1 pc. 2

3 For those for whom the words “manager” or “monopoly” have long become synonymous with excitement, time excitingly spent in cheerful company, no need to explain what it is economic game. But even experts, having discovered these rules, will whistle in surprise. Having collected all the best, tested by generations of players, “MILLIONAIRE” truly opens the doors to you into the world of real business. The taxation system, stocks, insurance policies, auctions - all this has never been brought together on one playing field, in one box. Here is a business model that is as close to life as possible. Will you risk conquering her? Yes? Then go for it! GOAL OF THE GAME To become a monopolist in all industries and ruin the other players. The means of achieving this goal can be divided into primary (rent charged to other players for visiting areas in your own possession) and auxiliary (playing on the stock exchange, successful auctions, Jackpot winnings, favorable cards of CHANCE and FORTUNE, care from taxation). GAME DESCRIPTION The game can involve 2 to 6 players. The playing field is square. Movement across the field is carried out from the corner START cell clockwise. The numbering of the sides (from the first to the fourth) is also done clockwise. Along the perimeter of the playing field there are 8 colored INDUSTRIES, each of which consists of 2 or 3 sections that have their own names. The four central cells of each side constitute a separate ninth branch (central). The cell of each section of the playing field corresponds to a card - 3

4 point of the PLOT indicating its cost, rent for the plot, tax on the plot and the price of the branch. PREPARATION FOR THE GAME SITE cards (26 pieces) are laid out according to their industries on the corresponding sections of the playing field. Decks of cards CHANCE (20 pcs.) and FORTUNA (30 pcs.) are placed face down on specially marked cells on the playing field. Spare cards (10 pcs.) are put aside. Among the players, the following are selected: a banker, an auction owner, a director of an insurance company and a broker. The banker gives each player 2000 forfeits of initial capital, and also puts 200 forfeits in the Jackpot cash register. The owner of the auction manages the auction. The director of the insurance company monitors the correctness of the purchase and return of insurance policies to the BANK. The broker monitors changes in stock prices. Players place their pieces on the START square. The order of moves is determined by lot. PROGRESS OF THE GAME Each turn, players take turns rolling two dice and moving their chips from one area to another by the number of cells corresponding to the amount of points rolled. If on the next move a player rolls a double on the dice, then he makes another move. If three doubles are rolled in a row, the player must go to the TAX INSPECTION. STOPPING AT A “FREE” PLOT If a player, as a result of the next move, stops at a plot that does not belong to any of the players, then he has the right to buy the plot into his own possession. To do this, the player must pay the BANK the amount indicated on the cell of this site, after which he removes the card of this site from the field and keeps it for himself. In case of refusal to purchase a plot, the plot is put up for auction on the AUCTION square. Any player (including those who previously refused to purchase) can take part in the auction. The starting price of the auctioned plot is set by the owner of the auction. The plot goes to the person who offers the highest price for it. 4

5 STOPPING AT A “NO PEOPLE’S” PLOT If a player, as a result of the next move, stops at a plot that is in someone else’s possession, he must pay rent to the owner of the plot. The field cells and cards of each plot indicate the rent that the player must pay if the owner of the plot is not a monopolist of the entire industry (the sole owner of all plots of this industry). The actual rent that the player must pay is calculated from the RENT TABLE located on the playing field. CENTRAL INDUSTRY The cost of any plot of the central industry is 500 forfeits. The rent and taxes from the owners of these plots are written in the RENT and TAX CHARGING TABLES located on the playing field. ATTENTION! The construction of branches and enterprises on the sites of the CENTRAL INDUSTRY IS PROHIBITED! SHARES BUYING AND SELLING Shares can be purchased before the start of the game by going through the START cell at the end of each round of the game, as well as when entering the EXCHANGE cell. You can sell shares to the BANK at any time during the game before your next move. The initial share price is 100 forfeits. GAME ON THE EXCHANGE If, as a result of the next move (or as indicated by the CHANCE card), the player lands on the EXCHANGE cell, he can change the stock price. To do this, he must roll the dice twice in a row. The first roll of the dice determines whether the stock price goes up (“even”) or down (“odd”). The second roll of the die determines how many POINTS from 1 to 6 the stock price has fallen or risen. One POINT is equal to 10 forfeits. New course shares are held until another player lands on the BIRZHA cell or until the corresponding instruction of the FORTUNA card follows. If the price of shares as a result of another game on the stock exchange or according to the instructions of FORTUNE 5 cards

6 becomes zero, then the BANK stops selling shares, and the player has the right to hand over his shares to the BANK. The price of shares cannot fall below zero. While on the EXCHANGE, the player can make no more than two transactions of buying and selling shares, one before and the other after playing on the exchange. Other players can also purchase shares through a player who is on the EXCHANGE, paying him an intermediary percentage agreed upon with him, but each can do this only once, either before playing on the exchange, or after. CIRCULAR INCOME Every time a player passes the START cell in his next move, he is paid a circular income consisting of 200 forfeits and interest on shares. If at this moment the games are not active special instructions FORTUNA cards, then this value is 20% of the current value of all shares in the player’s hands. CIRCLE TAX Each player, when passing the TAX INSPECTION square, is required to pay a circular tax. The circular tax consists of two parts: a tax on each share (10 forfeits) and a tax on plots. The field cells and cards of each plot indicate the tax levied on the owner of an empty plot if he is not a monopolist of the entire industry. The actual tax that the player must pay is calculated from the TAX TABLE located on the playing field. The circular tax is levied on the player, regardless of whether he bypassed the TAX INSPECTION as a result of the next move or landed directly on this cell. “SURPRISE” TAX INSPECTION CELLS If a player lands on a TAX INSPECTION square, he can get out of it by paying a fine of 50 forfeits or rolling a double on the dice in one of the three subsequent moves. If the player does not throw a double the third time, then he can leave the TAX INSPECTION OFFICE in only one way: by paying a fine of 50 forfeits. 6

7 JACKPOT The player who lands on the JACKPOT cell can play the slot machine. To do this, he makes a bet in the Jackpot cashier and rolls the dice three times, once for each “column” of the slot machine, and then moves the chip from bottom to top along the “column” by as many symbols as the number of points rolled on the dice. If the combination drawn on the slot machine matches one of the winning ones, the player receives the corresponding winning amount from the BANK. Winning combinations are located next to the slot machine. If the player loses, the bet remains in the Jackpot box. CHANCE CHANCE cards are cards of individual instructions that relate directly to the player who drew the card. If a player's chip lands on the CHANCE square, its owner removes the top card from the CHANCE deck and follows the instructions indicated on it, after which he places the card at the bottom of the deck. If the instruction cannot be carried out immediately, the player keeps the card until the right moment arrives. If the card instructs you to move to the nearest EXCHANGE, FORTUNA or CHANCE cell (there are several of them on the field), then the player determines the distance of his chip from the nearest of these cells, both in front and behind. After this, the player can move his chip to the selected cell. If the cells are equally distant, the player can move his piece to any of them. FORTUNA FORTUNA cards are cards of collective instructions that are not directly related to the player who drew the card. On FORTUNA cards, the “basket” and “safe” icons indicate: one-time instructions to be carried out once; long-term instructions that must be followed throughout the life of that card, that is, until the next card is drawn from the deck. 7

8 Unlike CHANCE cards, FORTUNE cards are not returned to the deck, but are placed on the WHEEL OF FORTUNE square. If, according to the instructions of the CHANCE card, two FORTUNE cards are laid out on the WHEEL OF FORTUNE and they conflict with each other, preference is given to the card drawn first. TAX EXEMPTION A player who lands on the TAX EXEMPTION square is exempt from paying CIRCLE TAX for one round (one pass through the TAX INSPECTION square). TAX POLICE The player who lands on the TAX POLICE cell is sent to the TAX INSPECTION. In this case, no circular income is paid. AUCTION RULES If a player, during his next move or as directed by the CHANCE card, lands on the AUCTION cell, he must select a plot to be auctioned. To do this, he rolls the dice 3 times. The first roll of the die determines one of the four sides of the playing field. The sides are numbered clockwise from the START cell. If the die rolls between 1 and 4 points, the auctioneer's piece is moved to the center space of the corresponding side. If a 5 or 6 is rolled, the auction is cancelled. The second roll of the die determines one of the two BRANCHES of a given side, lying clockwise ("even") or counterclockwise ("odd") from the central plot. The third roll of the die determines the specific area. If the industry is “double”, the first plot corresponds to the numbers 1, 2, 3, the second 4, 5, 6. If the industry is “triple”, the first plot is 1, 2, second 3, 4, third 5, 6. The card of the plot subject to auction is displayed on the AUCTION cage. Each player can offer any price for this plot. The player who bids the highest price takes the plot. ATTENTION! 8 pledged items cannot be put up for auction

9 lots, lots insured by auction, and lots with at least one building. INSURANCE RULES If desired, the player can purchase short-term or long-term INSURANCE POLICIES from the BANK. Short-term insurance policies are valid until the player next passes the START cell. When passing the START they must be returned to the BANK. Long-term insurance policies are valid until the occurrence of an insured event, after which they are also returned to the BANK. There are 4 types of insurance policies in total. A short-term GREEN insurance policy costs 100 forfeits. This policy insures the player against the auction. If, as a result of the next auction, one of his plots is put up for auction by lot, the player bypasses the auction. If a player's property is put up for auction several times while he owns the insurance policy, the policy insures the player against all of those auctions. A short-term BLUE insurance policy costs 200 forfeits. This policy insures the player both from the auction and from any adverse effect FORTUNA cards. Moreover, if both points on the FORTUNA card are unfavorable for the player, the blue insurance policy insures against only one. A long-term ORANGE insurance policy costs 300 forfeits. This policy insures the player from the auction and from any adverse effect of FORTUNA cards only until the occurrence of the insured event, that is, the moment when the player considers it necessary to use his insurance policy. Moreover, if both points on the FORTUNA card are unfavorable for the player, this policy insures him against both! A long-term RED insurance policy costs 500 forfeits. In addition to the AUCTION and the unfavorable effect of both points of the FORTUNA cards, this policy insures the player against any trouble of unaffordable rent or tax. Owning this policy, the player himself has the right to choose which event is considered insured. After use, the policy is returned by the player to the BANK. 9

10 BRANCHES AND ENTERPRISES A player who has a monopoly on the entire industry can build branches and enterprises on the plots. Their price, ranging from 50 to 200 forfeits per building, is indicated on industry sites and on site cards. The player places acquired branches and/or enterprises on industry sites. In this case, the plots are built up sequentially: first, one branch on each, then a second branch, then a third. If three branches are built in all areas of the industry, the player receives the right to build enterprises. The cost of the enterprise is equal to the cost of the branch. However, if there is at least one mortgaged plot in an industry, the industry is considered incomplete, its owner ceases to be a monopolist, and development of undeveloped plots of this industry is prohibited. If, experiencing financial difficulties, the player decides to sell his buildings to the BANK, he must remove them from the plots evenly: one building from each plot. In this case, the BANK buys buildings from the player for half of their nominal price. PLEDGE RULES If a player needs money, he can pledge a plot (or several), but before that he must sell all buildings from this plot to the BANK for half the cost. After which the BANK pays the owner half the cost of the mortgaged plot. At any point in the game, but only before his turn, the player has the right to buy out the pledged plot. To do this, he must return to the BANK half the cost of the plot plus 10% of its original cost. Players visiting the mortgaged site will not be charged any rent. The mortgaged plot cannot be sold or exchanged until the complete bankruptcy of its owner. TRADE OF PROPERTY Undeveloped plots can become the subject of purchase and sale and exchange between their owners. The conditions of these operations are regulated by the property owners themselves.

11 ties based on mutual benefit. Players can enter into any transactions and contractual relations with each other. However, no plot can be sold, mortgaged or exchanged if there is at least one building on it. END OF THE GAME If a player owes the BANK or other players more than he is able to pay, he gives all the money he has, after which he is declared bankrupt and leaves the game. At the same time, the BANK pays its creditors the remaining part of the debt. Branches and enterprises of the bankrupt are returned to the BANK. SITE cards are placed on the field in their corresponding cells. The game continues until all players are completely bankrupt, except one, who is declared the winner, a millionaire. You can also play for a while, then the winner is the wealthiest participant at the end of the game (sites, branches and enterprises are converted into money at the purchase price). eleven

12 Attention! For children over 3 years old! Shelf-life Unlimited. Developer CJSC FAN Game Manufacturer LLC Publishing House AST 12


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To the question Rules of the board game Classic Millionaire asked by the author Baby sucker the best answer is I'm writing from memory, so I could be slightly wrong. Actually, it wouldn't hurt to take a look at these cards.
But, in general, something like this: there should be two points on the card: 1) something like “cost of construction”; 2) something like “rental price”. So, the first player to enter the field with an enterprise can only buy an “empty plot” by paying the “construction price” (it must be the highest). After this, other players who enter the cell must pay the owner of the cell (enterprise) the “rental price” (it must be lower than the purchase price).
With branches next situation. Enterprises should be divided into groups (for example, there are 3 enterprises in a group). And when one player buys all the “empty plots” of enterprises of one group, he can begin construction. This is done as follows: when a player gets to his “empty plot”, he can first build a “building”, the next time he hits an “enterprise”, then “first branch” - “second branch” - “third branch”. The cost of construction should also be indicated on the card. The rental fee taken from the player who enters your enterprise is taken at the cost of the last built building (indicated on the card). By the way, players cannot build anything on someone else’s cell (empty area).
Also, if my memory serves me correctly, there is a rule: if you have buildings of the same type erected in all enterprises of one group, then the rent doubles (or somehow increases).

Answer from Irina Nemchenko[newbie]
tell me that in the game millionaire is the central industry


Answer from Enesmee Cullen[newbie]
Game contents:
1. Rules of the game - 1 pc. ;
2. Playing field - 1 pc. ;
3. Branches - 24 pcs. ;
4. Enterprises - 12 pcs. ;
5. Cubes - 2 pcs. ;
6. Player chips - 6 pcs. ;
7. Cards: CHANCE - 20 pcs. , MOVEMENT - 20 pcs. , AREAS - 24 pcs. ;
8. Banknotes worth: 1 phant - 48 pcs. , 5 forfeits - 48 pcs. , 10 forfeits - 48 pcs. , 20 forfeits - 48 pcs. , 50 forfeits - 48 pcs. , 100 forfeits - 48 pcs. , 500 forfeits - 48 pcs. ;
9. Box - 1 pc.
Is it easy to be a modern businessman? Open up the colorful field of the game “MILLIONAIRE” classic, and you will meet the exciting rules of “honest” and “shady” business, the strict laws of survival in competition. “MILLIONAIRE” classic is the traditions of “Monopoly” and “Manager” plus modernity. This is a game for millionaires of the third millennium.
OBJECTIVE OF THE GAME: Become a monopolist and ruin the rest of the players.
GAME DESCRIPTION:
The game can be played by 2 to 6 players. The playing field is a square. Movement across the field is carried out from the corner START cell clockwise. The numbering of the sides (from the first to the fourth) is also done clockwise. Along the perimeter of the playing field there are 8 colored INDUSTRIES, each of which consists of 3 sections that have their own names. The cell of each plot of the playing field indicating the cost of the plot, the rent for the plot and the price of the building corresponds to a PLOT card with similar information.
PREPARATION FOR THE GAME:
- SITE cards (24 pieces) are laid out according to their industries on the corresponding sections of the playing field;
- Decks of cards CHANCE (20 pcs.) and MOVE (20 pcs.) are placed face down on specially designated cells of the playing field. Spare cards (20 pcs.) are set aside;
- A banker is selected from among the players, who gives all players 2,000 forfeits of the initial capital, and also puts 200 forfeits in the “Jackpot” cash desk. ;
- Players place their pieces on the START square. ;
- The order of moves is determined by lot.
PROGRESS OF THE GAME:
Each turn, players take turns rolling two dice and moving their chips by the number of spaces corresponding to the sum of the points rolled. If on the next move the player rolls a double (two identical numbers on the dice), then he makes another move. If three doubles are rolled in a row, the player is sent to the TAX INSPECTION.


” (as it turned out later, there is also a “de Luxe” option).
This is a variation on the Monopoly theme, anyone who played it knows.
In my childhood, the “Manager” game, similar to both of the above, was still popular.

We all started playing together and got a little confused. The need to buy companies and then receive rent for them was clear. But in this version - “Millionaire” - there is also added the purchase of shares (and changes in the price of shares during the game), playing on the stock exchange, auctions, jackpot (playing on the “one-armed bandit”), “chance” and “fortune” cards, taxes, fines, insurance policies, trades, and what-have-you. It will take time to learn all the rules. But this is actually great - because we have long been tired of simple board games. We play chess and “Scrabble” (the world analogue of the Russian “Erudite”) more and more often.

“Monopoly” is on sale here, but only in Greek and costs a lot of money. They didn't even find it in English. However, like most other board games.

Since I regularly receive requests for game rules, I post them below. This is a scan.

===============================================

For those for whom the words “manager” or “monopoly” have long become synonymous
excitement, time excitingly spent in a cheerful company, not
It’s worth explaining what an economic game is. But experts, having discovered
These rules will whistle in surprise. Having collected all the best,
tested by generations of players, “MILLIONAIRE elit” is truly
opens your doors to the world of real business. System
taxes, shares, insurance policies, auctions - all this
never before have we gathered together on one playing field, in one
box. Here is a business model that is as close to life as possible.
Will you risk conquering her? Yes? Then go for it! GOAL OF THE GAME Become a monopolist
all industries and ruin the remaining players. The means to achieve this
purposes can be divided into main ones (rent collected from others
players for visiting areas located in your own
possession) and auxiliary (playing on the stock exchange, successful auctions,
winnings in the “Jackpot”, favorable cards of CHANCE and FORTUNE, avoiding
taxation). GAME DESCRIPTION The game can involve from 2 to 6
ty players. The playing field is a square. Movement across the field is carried out from
corner cell START clockwise. Numbering of sides (from first
to the fourth) is also done clockwise. Along the perimeter
The playing field contains 8 colored BRANCHES, each of which
consists of 2 or 3 sections that have their own names. Four
the central cells of each side constitute a separate ninth branch
(central). The cell of each section of the playing field corresponds to a card
3

point of the PLOT indicating its cost, rent for the plot,
site tax and branch price. PREPARATION FOR THE GAME SITE Cards
(26 pieces) are laid out according to their industries in the corresponding areas
playing field. Decks of cards CHANCE (20 pcs.) and FORTUNA (30 pcs.) times
are placed on specially marked squares on the playing field
"shirts" up. Spare cards (10 pcs.) are put aside. Among
players are selected: banker, auction owner, insurance director
companies and broker. The banker gives each player 2000 forfeits
initial capital, and also puts 200 forfeits into the “Jackpot” cash register.
The owner of the auction manages the auction. Director of an insurance company
monitors the correctness of the purchase and return of insurance to the BANK
policies. The broker monitors changes in stock prices. Players
place their chips on the START square. The order of moves is determined
by lot. PROGRESS OF THE GAME Each turn, players take turns rolling two dice and
move their chips from one area to another by the number of cells,
corresponding to the sum of the dropped points. If the player's next move
rolls a double on the dice, he makes another move. If they fall out
three doubles in a row, the player must go to the TAX INSPECTION.
STOPPING AT A “FREE” AREA If a player, as a result of another
move stopped on a site that does not belong to any of the players, then he
has the right to buy a plot of land into his own possession. To do this the player must
pay to the BANK the amount indicated on the square of this plot, after which
he removes the card of this section from the field and keeps it for himself. When
refusal to purchase the plot, the plot is put up for auction at
cage AUCTION. Any player (including those who previously refused
purchases) can take part in the auction. Starting price of the exhibited
plot is appointed by the owner of the auction. The plot goes to the one who
will offer the highest price for it.

STOPPING AT ANOTHER'S SITE If the player as a result of the next move
stopped at a site that is in someone else's possession, he must register
pay rent to the owner of the plot. On field cells and cards
Each plot is marked with a rent that the player must pay in
in the event that the owner of the site is not a monopolist of the entire industry
(the sole owner of all areas of this industry). Real rent,
which the player must pay is calculated according to the ACCRUAL TABLE
RENT located on the playing field. CENTRAL INDUSTRY Cost
any section of the central industry - 500 forfeits. Rent and
the tax from the owners of these plots is written in the RENT CHARGING TABLES
and TAX ACCRUALS located on the playing field. ATTENTION! Construction
branches and enterprises in the CENTRAL INDUSTRY areas are PROHIBITED!
STOCK

Shares can be purchased before the start of the game by going through the START cell
at the end of each round of the game, as well as when hitting the EXCHANGE cell.
You can sell shares to the BANK at any time during the game before your next
on the move. The initial price of the share is 100 forfeits. GAME ON THE EXCHANGE
If as a result of the next move (or according to the instructions of the card
CHANCE), the player lands on the EXCHANGE cell, he can change the stock price. For
To do this, he must roll the dice twice in a row. First dice roll
determines whether the stock price increases (“even”) or decreases (“odd”).
The second roll of the die determines how many POINTS - from 1 to 6 - fell
or the stock price has risen. One POINT is equal to 10 forfeits. New stock price
lasts until another player lands on the BIR ZHA cell or
until the corresponding instruction of the FORTUNA card follows. If
share price as a result of the next game on the stock exchange or as directed
FORTUNA cards 5

becomes equal to zero, then the BANK stops selling shares, and the player has
the right to surrender your shares to the BANK. The stock price will fall below zero
can not. While on the EXCHANGE, a player can make no more than two
transactions of purchase and sale of shares - one before, and the other after the game on the stock exchange.
Other players can also purchase shares through the player,
found himself on the EXCHANGE, having paid him the agreed amount
intermediary percentage, but everyone can do this only one at a time
once, either before playing on the stock exchange or after. CIRCULAR INCOME Every time,
when a player passes the START cell on his next move, he is paid
circular income consisting of 200 forfeits and interest on shares. If in
At this point in the game, the special instructions of the FORTUNE cards do not apply, then this
the value is 20% of the current value of all shares held
in the player's hands. CIRCLE TAX Each player passing a square
TAX INSPECTORATE is required to pay a circular tax. Circular tax
consists of two parts: a tax on each share (10 forfeits) and a tax on
plots. The tax is indicated on the field cells and cards of each plot,
levied on the owner of an empty plot if he does not
is a monopolist of the entire industry. The real tax that should
pay the player, calculated according to the TABLE FOR TAX ACCOUNTS,
located on the playing field. A circle tax is charged to the player outside
depending on whether, as a result of the next move, he passed the TAX
INSPECTION or hit this cell directly. “SURPRISE”
CELLS

If a player lands on the TAX INSPECTION square, he can leave it by
by paying a fine of 50 forfeits or throwing a double on the dice in one of three
subsequent moves. If the player does not throw a double the third time, then
he can leave the TAX INSPECTION in only one way: by paying
fine 50 forfeits.

The player who lands on the JACKPOT cell can play the slot machine.
To do this, he places a bet in the “Jackpot” box and rolls the dice three times
- once for each “column” of the slot machine, and then
moves the chip from bottom to top along the “column” by as many symbols as
how many points are rolled on the dice? If the number dropped on the
slot machine combination with one of the winning ones, the player receives from
BANK the corresponding winning amount. Winning combinations
located next to the slot machine. If the player loses, the bet
remains in the “Jackpot” box office.

CHANCE cards are cards of individual instructions related to
directly to the player who pulled out the card. If the chip
player lands on the CHANCE square, its owner removes the top card from
deck CHANCE and follows the instructions indicated on it, after which he places
card to the bottom of the deck. If the instruction cannot be carried out immediately,
The player keeps the card until the right moment arrives.
If the card instructs you to move to the nearest EXCHANGE square,
FORTUNE or CHANCE (there are several of them on the field), then the player determines
the distance of one’s piece from the nearest of such cells, both in front and
and behind. After this, the player can move his chip to the chosen
cell. If the cells are equally distant, the player can move his
chip for any of them.

FORTUNA cards are cards of collective instructions, not
relating directly to the player who drew the card. On
FORTUNA cards are marked with the “basket” and “safe” icons: one-time
instructions to be executed once; long term instructions
subject to fulfillment throughout the entire validity period of this
cards, that is, until the moment when a card is drawn from the deck
next card. 7

Unlike CHANCE cards, FORTUNA cards are not returned to
deck, and laid out on the WHEEL OF FORTUNE square. If as directed
cards CHANCE on the WHEEL OF FORTUNE you put two FORTUNE cards and they
conflict with each other, preference is given to the card,
pulled out first. TAX EXEMPTION A player who lands on a square
TAX EXEMPTION, exempt from paying CIRCLE TAX on
one circle (one passage of the TAX INSPECTION cell). TAX
POLICE A player who lands on the TAX POLICE cell is sent to
TAX INSPECTION. In this case, no circular income is paid. RULES
AUCTION If the player takes his next turn or at the direction of the CHANCE card
lands on the AUCTION square, he must choose a plot to be put up for sale
bargaining. To do this, he rolls the dice 3 times. First dice roll
determines one of the four sides of the playing field. Numbering of sides - from
START cells clockwise. If the die rolls from 1 to 4
points, the auctioneer's chip is transferred to the central area
the relevant party. If a 5 or 6 is rolled, the auction is cancelled.
The second die roll determines one of the two BRANCHES of that side,
lying clockwise (“even”) or counterclockwise (“odd”) from
central area. The third roll of the die determines the specific
plot. If the industry is “double”, the first section corresponds to the numbers
1, 2, 3, the second - 4, 5, 6. If the industry is “triple” - the first section -
1, 2, second - 3, 4, third - 5, 6. Card of the area to be
auction, placed on the AUCTION square. Each player can
offer any price for this plot. The player who nominated the most
high price, takes the plot. ATTENTION! Cannot be auctioned
pledged 8 exposed

plots, plots insured from the auction, and plots on which
there is at least one building. INSURANCE RULES If desired, the player
can purchase short-term or long-term INSURANCE from the BANK
POLICIES. Short-term insurance policies are valid until the next
the player passes the START cell. When passing the START they must
be returned to the BANK. Long-term insurance policies are valid until
occurrence of an insured event, after which they also return to the BANK.
There are 4 types of insurance policies in total. Short-term
A GREEN insurance policy costs 100 forfeits. This policy insures the player
from the auction. If, as a result of the next auction, the auction draws lots
one of his plots is put up, the player bypasses the auction. If during the time
possession of an insurance policy, the player's plots are exposed several times
to an auction, the policy insures the player against all these auctions.
A short-term BLUE insurance policy costs 200 forfeits. This policy
insures the player both from the auction and from any adverse action
FORTUNA cards. Moreover, if both points are on the FORTUNA card
unfavorable for the player, the blue insurance policy only insures against
one. A long-term ORANGE insurance policy costs 300 forfeits.
This policy insures the player from the auction and from any adverse
the validity of FORTUNA cards only until the occurrence of an insured event, then
there is a moment when the player deems it necessary to use his
insurance policy. Moreover, if on the FORTUNE card both points
unfavorable for the player, this policy insures him against both!
A long-term RED insurance policy costs 500 forfeits. Besides
AUCTION and the unfavorable effect of both points of the FORTUNE cards,
this policy insures the player against any trouble - unbearable
rent or tax. Owning this policy, the player himself has the right to choose
which event is considered insured? The policy is returned after use
BANK player. 9

BRANCHES AND ENTERPRISES A player who has a monopoly on an entire industry can
build branches and enterprises on the sites. Their prices range from 50 to
200 forfeits for one building, indicated on industry sites and on maps
plot points. Acquired subsidiaries and/or enterprises player
placed at industry sites. At the same time, the plots are being built up
sequentially: first one branch at each, then the second
branch, then - to the third. If all areas of the industry are built
three branches each, the player receives the right to build enterprises. Price
enterprise is equal to the cost of the branch. However, if the industry is
at least one mortgaged plot, the industry is considered incomplete, its
the owner ceases to be a monopoly, and the development of unmortgaged
areas of this industry is prohibited. If, experiencing financial
difficulties, the player decided to sell his buildings to the BANK, he must
remove them from the plots evenly: one building from each
plot. In this case, the BANK buys buildings from the player for half of their
nominal price. DEPOSIT RULES If a player needs money, he
can lay down a plot (or several), but before that he must
sell all buildings from this site to the BANK for half the cost.
After which the BANK pays the owner half the value of the pledged
plot. At any time during the game, but only before his turn, the player has
the right to purchase the mortgaged land. To do this, he must return to the BANK
half the cost of the plot plus 10% of its original cost.
Players visiting the mortgaged site will not be charged any rent.
The mortgaged plot can neither be sold nor exchanged until it is completely
bankruptcy of its owner. PROPERTY TRADE Undeveloped
plots can become the subject of purchase, sale and exchange between them
owners. The terms of these transactions are regulated by the owners themselves
ownership based on mutual benefit. Players can join each other
friend in any transactions and contractual relations. However, no plot
cannot be sold, pledged or exchanged if it has at least
one building. END OF THE GAME If the player owes the BANK or others
players more than he is able to pay, he gives all available
he has money, after which he is declared bankrupt and leaves the game. At
In this case, the BANK pays its creditors the remaining balance of the debt.
Branches and enterprises of the bankrupt are returned to the BANK. SITE cards
are placed on the field in the cells corresponding to them. Game continues
until the complete bankruptcy of all players except one, who
is declared the winner - a millionaire. You can also play against the clock
then the winner is the wealthiest one at the end
game participant (sites, branches and enterprises are converted into money according to
purchase price).


Created: 06/22/2009 10:55 at 10:55 is located in sections.


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Comments on “Millionaire Elite”

  1. redline says:

    “Monopoly”, in my opinion, always and everywhere costs a lot of money. As far as I understand, the game itself and all of it graphic elements are patented and a royalty is paid for each copy sold. That's why it turns out that way. Analogues such as “Manager” are cheaper.

  2. speaks:

    Apparently.

  3. Alexander Zigar says:

    How about ordering online? anything is possible

    on some Amazon.co.uk

  4. speaks:

    Yes, there was no particular desire before.
    Plus, with Amazon.com, as with other sites, delivery to the island is expensive. It's delivery.

  5. Alexander Zigar says:

    oh, I don’t know, postage should be cheap

    It was not in vain that I spoke about co.uk, because... .com - American and delivery accordingly

    I even bought small things there (DVD, photo bag), delivery by regular mail was cheap, 2-4 pounds,
    sometimes free, but free delivery by post only in the UK

  6. speaks:

    Yes, that's the whole point. She's the most expensive of all.
    I found only a couple of stores with free postal delivery, but they sell electronics.

  7. Alexander says:

    Please send a copy of the rules by e-mail! The rules have been sown, but I want to play!

  8. speaks:
  9. Paul says:

    Can you also send me hgfdbkf for soap, otherwise they’ve gathered with the people and there are no rules.

  10. speaks:

    Sent.

  11. Angelica says:

    Hello! We bought the game yesterday, but we still couldn’t fully understand the rules! The rules are too short! Half of the words and phrases are not clear, and there are no descriptions of them! Debates arose! Do you have more detailed rules? I will be very grateful! Thank you in advance! [email protected]

  12. speaks:

    I sent it too.

  13. olga says:

    Please excuse me, we have the same problem. There is a game, but there are no rules. We looked all over the Internet and can’t find it. Could you send it to us too??? PLEASE!!

  14. olga says:
  15. speaks:

    I sent it too.

  16. Mikhail says:

    Hello Andrey)))

    Sorry for the interruption...

    Could you send me the Rules of the game....Thank you in advance
    [email protected]

  17. speaks:

    Greetings.
    I sent it too.

  18. Margarita says:

    Hello, Andrey)))

    Sorry for interrupting

    Could you send me the Rules of the game...?
    Thanks in advance

  19. speaks:

    I sent it too.

  20. Evgenia Litvinova says:

    Hello! I have the same problem (we bought the game and the rules are written in very multiples, we can’t figure it out! Could you send it to me too? Thanks in advance!

  21. Evgenia Litvinova says:
  22. speaks:

    I also sent it to the specified soap.

  23. Sergey says:

    Hello! Andrey, if you don’t mind sending me the rules, thanks in advance!

  24. speaks:

    I also sent it via email.

  25. Shvets Valeria says:

    please send me the rules of this game. thanks in advance….