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The Rules

BRIEF IDEA OF THE GAME:

 

The idea of the game is to buy and rent or sell properties so profitably that players increase their wealth – the wealthiest becoming the eventual winner. Starting from “GO”, move the tokens around the board according to throw of the dice. When a player’s token lands on a space not already owned, he may buy it from the Bank otherwise it is auctioned off to the highest bidder. The object of owning property is to collect rents from opponents stopping there. Rentals are greatly increased by the erection of Barracks and Ammo Stores, so it is wise to build them on some of your Vehicle and Weapon Sites. To raise more money, Vehicle and Weapon Sites may be mortgaged to the Bank. Training and Combat cards give instructions that must be followed. Sometimes players land in Prison. The game is one of shrewd and amusing trading and excitement.

 

 

 

EQUIPMENT:

 

Playing board, 2 dice, 6 tokens (3 desert and 3 jungle camouflaged soldiers), 32 Ammo Stores, 12 Barracks, card pack (28 Vehicle and Weapon Title Deeds, 16 Training, 16 Combat), 1 money pack (15 x £500, 40 x £100, 15 x £50, 15 x £20, 20 x £10, 15 x £5, 30 x £1), Bankers Tray.

 

 

 

PREPARATION:

 

Place the board on a good-sized table, putting the Training cards and Combat cards face down, stacked separately in the middle of the board. Each player is provided with one token to represent them on their travels around the board. Each player is given £1,500. All other equipment goes to the Bank. One of the players is elected Banker. (See Bank and Banker).

 

 

 

MONEY:

 

Each player is given £1,500 divided as follows: two £500 – four £100 – one £50 – one £20 – two £10 – one £5 – five £1’s.

 

All the remaining money goes to the Bank.

 

 

 

TO START THE GAME:

 

Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner marked “GO”, throws the dice and moves his token in the direction of the arrow the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The tokens remain on the spaces occupied and proceed from that point on the players next turn. One or more tokens may rest on the same space at the same time.

 

According to the space which his token matches, a player may be entitled to buy a Vehicle and Weapon Title Deed or other properties – or be obliged to pay rent (if another owns the property), pay donations, draw a Combat or a Training card, “Go to Prison”, etc.

 

If a player throws doubles he moves his token as usual, the sum of the two dice, and the space thus reached is effective (i.e. The player is subject to any privileges or penalties pertaining to that space). Retaining the dice he throw’s again and moves his token as before, and again, the space thus reached is effective. If, however, he throws three doubles in succession, he does not move his token on his third throw but immediately “goes to Prison” and his turn ends (See Prison).

 

Every time that a players token either lands on or passes ” GO”, while going in the direction of the Arrow, the Banker pays them £200 ‘Salary’.

 

 

 

LANDING ON AN UNOWNED PROPERTY:

 

When a player lands on an unowned property (i.e. On a Vehicle and Weapon square for which no other player holds the Title Deed) whether by a throw of the dice or by a move forced by the draw of a Combat or Training card, a player has the option of buying that property from the Bank at its printed price. If a player elects to buy, he pays the Bank for that property and receives the Title Deed card showing ownership which he places face-up in front of them.

 

If the player declines their option, the Banker must immediately offer this property for sale by auction and must sell it to their highest bidder, accepting money in payment and give the buyer the proper Title Deed card as evidence of ownership. Any player, including the one who declined the option of buying at the printed price, may bid. Bidding may start at any price.

 

 

 

LANDING ON OWNED PROPERTY:

 

When a player lands on owned property either by throw of dice, or by a move forced by a Combat or Training card, the owner collects rent from them in accordance with the list printed on the title deed card applying to it.

 

Note: if the Site contains an Ammo Store or Stores (House), the rent is larger than it would be for an unimproved Site. If Note: if the owner fails to ask for their rent before the next throw the dice no rent may be collected.

 

 

 

ADVANTAGES FOR OWNERS:

 

It is an advantage to hold Title Deeds for all Sites of a complete Colour-Group for example: Reaper and Watchkeeper – or Challenger 2, Warrior and the Scimitar because the owner may then charge double rent for unimproved Sites of that property. (See “Title Deed” cards).

 

Ammo Stores (Houses) can only be built on Sites of a complete Colour-Group owned (see Barracks).

 

The advantage of owning Ammo Stores and Barracks rather than unimproved property is that rentals are very much higher than for unimproved sites and profit the owner immensely.

 

 

 

LANDING ON “COMBAT” OR “TRAINING”:

 

A player takes the top card from the pack indicated and after following the instructions printed thereon, returns to the card face-down to the bottom of the pack. The “Get out of Prison free” card, however, is retained until used. After being used, it is returned to the bottom of the pack. This card may be sold by a player to another player at a price agreeable to both.

 

 

 

LANDING ON A VOLUNTARY DONATION OR CHARITY BUYS NEW PREMISES SPACE:

 

Pay all donations to the Bank.

 

 

 

LANDING ON THE “FREE PARKING” SPACE:

 

When in the ordinary course of play a player’s token reaches this space the player receives no benefits nor incurs any penalty and moves ahead in the usual manner on their next turn.

 

 

 

BANKER:

 

Select as Banker a player who will also make a good auctioneer. If, as is customary the Banker also plays in the game, they must of course keep their personal funds separate from those of the Bank. When more than five persons play, the Banker sometimes elects to act as Banker and Auctioneer.

 

 

 

THE BANK:

 

Leave the banker’s tray in the box base and lay out the money, title deeds, ammo stores, barracks and spare tokens as shown in the diagram:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The bank holds all these components prior to purchase and use by the players.

 

The bank pays salaries and bonuses, sells properties to the players and delivers the proper Title Deed cards therefore, auctions Sites, sells Ammo Stores and Barracks to the players, loans money when required on mortgages of property at the mortgage value which is one half of the Site value printed on the board. The Bank will at any time buy back Ammo Stores and Barracks from building sites at half price.

 

If the Bank runs out of money the Banker must issue I.O.U.’s for whatever amounts are required. (They can be made out on any small pieces of paper available, simply write I.O.U. and then the required amount). These can be exchanged for cash whenever cash is available, otherwise they are simply counted in the assets of the player holding them.

 

Pay to the Bank the price of all properties you buy from it, voluntary donations, fines, money penalties, loans and interest.

 

 

 

PRISON:

 

A player lands in Prison – (1) If their token lands on the space marked “GO TO PRISON”. (2) If they draw a card marked “GO TO PRISON”. (3) If they throw doubles three times in succession.

 

Note: When a player is sent to prison their turn ends there. They cannot collect £200 Salary in that move since, regardless of where their token is or of the path of the board, they must move their token directly into Prison.

 

Visiting Prison: If a player is not “sent to Prison” but in the ordinary course of play reaches that space, they are “Just Visiting”, incurs no penalty, and moves ahead in the usual manner on their next turn.

 

A player gets out of Prison – (1) By throwing doubles on any of their next three turns after landing in Prison. If they succeed in doing this they immediately move forward the number of spaces owned by the double thrown – they also have another throw of the dice. (2) Purchasing a “Get out of Prison free” card from another player, at a price agreeable to both (unless he already owns such a card by having on a previous turn drawn it from Combat or Training). (3) By paying a £50 fine before they throw the dice for either their next or succeeding turn to play. (4) A player must not remain in Prison after their third turn (i.e. not longer than having three turns to play after being sent to Prison).

 

Immediately after throwing the dice for their third turn they must pay a £50 fine unless they throw a double. They then come out and immediately move forward from Prison the number of spaces shown by their throw.

 

A player may buy and erect an Ammo Store, sell or buy property, and collect rentals even though they are in Prison.

 

 

 

AMMO STORES:

 

Ammo Stores can be bought only from the Bank and can only be erected on Sites of a complete Colour-Group which the player owns. (Example: If one player succeeds in owning Challenger 2, Warrior and the Scimitar, i.e. a complete Colour-Group, they may at any period of their ownership buy an Ammo Store or Stores from the Bank to erect thereon.

 

If they buy one Ammo Store, they may put it on any one of these three sites. The next Ammo Store they buy and erect must be put on one of the unoccupied Sites of this or of any other complete Colour-Group they may own. The price they must pay the Bank for each Ammo Store is shown on their Title Deed of the Site. (On the unimproved Sites of their complete Colour-Group they continue collecting double rental from an opponent landing thereon).

 

A player may buy and erect in accordance with the above rules at any time, in their turn, as many Ammo Stores as their judgment and financial standing will allow, but they must build evenly. They cannot erect more than one Ammo Store on any one Site of any Colour-Group until they have built one Store on every Site of that Group. They may then begin on the second row of Ammo Stores and so on up to a limit of four Stores to a Site. They cannot build, for example, three Stores on one Site if they have only one Store on another site of that Group. Similarly, Sites must be maintained evenly – i.e. If Stores have to be sold they must be removed equally from Sites of a Colour-Group. Ammo Stores may not be built on Sites if one of the same Colour-Group is mortgaged.

 

 

 

BARRACKS:

 

A player must have four Ammo Stores on each Site of a complete Colour-Group before they can buy a Barrack. They may then buy a Barrack from the Bank to be erected on any site of that Colour-Group, delivering to the Bank in payment, the four Ammo Stores already on the Site plus the additional cost of the Barracks (£200 for a Barracks on Assault Trooper or Sniper) shown on the Title Deed. (It is very desirable to erect Barracks on account of the very large rental which may be charged. Only one Barracks may be erected on any one Site).

 

 

 

BUILDING SHORTAGE:

 

When the Bank has no Ammo Stores to sell, players wishing to build must wait for some player to return or to sell Stores to the bank before they can build. If there are a limited number of Ammo Stores and Barracks available, and two or more players wish to buy more than the Bank has, the Ammo Stores or Barracks must be sold by auction to the highest bidder.

 

 

 

SELLING PROPERTY:

 

Undeveloped Sites, Garrisons and Utilities (but not buildings thereon) may be sold to any player as a private transaction for any amount that the owner can get. No Site however, can be sold to another player if buildings are standing on any Sites of that Colour-Group. Any buildings so situated must be sold back to the Bank before the owner can sell any Site of that Colour-Group. Mortgaged property cannot be sold to the Bank – only to other players.

 

Ammo Stores and Barracks maybe resold by players to the bank only but this may be done at any time and the Bank will pay one half of the price paid for them.

 

In the case of Barracks, the Bank will pay half the cash price of the Barracks plus half the price of the four Ammo Stores which were given in the purchase of the Barracks.

 

 

 

MORTGAGES:

 

Mortgaging properties can be done through the Bank only. The mortgage value is printed on each Title Deed. The rate of interest is 10 percent, payable when the mortgage is lifted. If any property is transferred which is mortgaged, the new owner may lift the mortgage at once if he wishes, but he must pay 10 percent interest. If he fails to lift the mortgage, he still pays 10 percent interest and if he lifts the mortgage later he pays an additional 10 percent interest as well as the principal.

 

Ammo Stores or Barracks cannot be mortgaged. All buildings on the Site must be sold back to the Bank before any property can be mortgaged. The Bank will pay one half of what was paid for them.

 

In order to rebuild a Ammo Store on mortgaged property the owner must pay the Bank the amount of the mortgage, plus the 10 percent interest charge and buy the Ammo Store back from the Bank at it’s full price.

 

 

 

BANKRUPTCY:

 

A player who is bankrupt, that is, ones who owes more than they can pay, must turn over to their creditor all that he has of value, and retire from the game. In making this settlement, however, if they own Ammo Stores or Barracks, these are returned to the bank in exchange for money, to the extent of half their cost as printed on the Title Deeds, and this cash is given to the creditor. If a bankrupt player turns over to their creditor property that has been mortgaged, the new owner must at once pay the Bank the 10 per cent interest on the loan. At the same time they may at their option lift the mortgage by paying the principal.

 

In case a player is unable to raise money enough to pay their voluntary donations or penalties, even by selling their buildings and mortgaging their property, the Bank will take over all their assets and sell by auction to the highest bidder everything so taken accepting the buildings. The player must then remove their token. The last player left in the game wins.

 

 

 

MISCELLANEOUS:

 

If a player owes more rent than they can pay in cash they may pay his creditor part in cash and part in property. In this case, the creditor will often accept certain property (even if it is mortgaged) at a value far in excess of the printed one so as to obtain additional property for buildings or to block another player from obtaining control of that property.

 

Property owners must watch out for rents due. Do not help players to watch their properties.

 

The bank loans money only on mortgage security. Players may not borrow money or property from each other.

 

 

 

RULES FOR PLAYING THE SHORT GAME:

 

Before commencing, the players stipulate the time at which the game shall end. At the end of the game the richest player is the winner.

 

At the start of the game the Banker shuffles the Title Deed cards and, after having cut them, he deals two cards to each player. The player’s immediately pay to the Bank the price of the property thus dealt to them.

 

The game then proceeds in the usual manner until the agreed finishing time is reached. No further dealings must take place, but if a player is in actual play when the finish is announced, they are allowed to complete their move and any transactions in connection with it. Each player then totals up the values of their possessions: (1) Cash in hand. (2) Building Sites, Utilities or Garrisons owned by them, at the price printed on the board. (3) Mortgaged property at half the price printed on the board. (4) Ammo Stores owned valued at their respective cost prices. (5) Barracks, valued at the cost of five ammo stores.

 

The player with the highest total is the winner.



 

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