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FOR 2 TO 4 PLAYERS • AGES 8+
CONTENTS: Game Pod, Gameboard,
4 Houses, Score Pad, 11 Dice
OBJECT: Be the first player to earn $15,000
by collecting color groups.
On each turn, you’ll roll the dice one or
more times trying to collect money by
completing color groups. The trick is to
know when to stop rolling: if you roll all 3
Go to Jail dice, you’ll lose everything you’ve
collected during your turn!
SETUP
Place the circular gameboard in the
center of the play area, with the dice and
houses nearby.
Each player takes a score sheet and a pencil
(not included) and writes his or her name
at the top of the sheet.
STARTING A GAME
Decide who will go first. Play will then
continue clockwise.
On Your Turn
1. Roll the dice. Place the house/hotel
die aside. Roll all of the remaining dice.
Then do the following, depending on what
dice you rolled:
The Policeman: Place any
Policeman dice on a matching
Go to Jail gameboard square. If
you roll all 3 Policemen, your
turn is immediately over!
GO: You collect $200. Enter
$200 on your score sheet.
2. Place dice in color groups. Now look
at the remaining dice that you rolled, and
decide which color groups you want to
collect. Here are your options:
Properties: These are the
solid-color squares. Each
property is worth a certain
dollar value if you roll enough
dice to complete the group. After you
complete a property, you may try to build
houses and even a hotel there! For
example, if you complete the blue group,
you’ll earn $1000.
Hints: The more valuable the color group,
the less frequently that color appears on
the dice, so the harder it is to roll. Also,
placing dice for one color group on the
gameboard may limit your chances of
completing another color group!
Railroads: These four gray
squares are worth $2500 if you
roll enough dice to complete
the group.
Utilities: These two black
squares are worth $800 if you
roll enough dice to complete
the group.
After deciding which group(s) you want to
collect, place the dice on their matching
squares. Think carefully! After you place a
die, it can’t be moved or removed.
Chance: These act as wild dice:
you may place a Chance die on
a square in any color group.
Only one Chance is allowed
per color group.
Blanks: If you roll a blank, it is
worth nothing and may not be
substituted for anything else.
3. Roll again or end your turn. You can
roll the dice as many times as you want.
Rolling the dice increases your chances of
collecting color groups, but it also increases
your chances of going to jail and losing all
of your money!
After placing any dice on the gameboard,
decide if you want to roll the remaining
dice. Hint: Before deciding, you may want
to check the sides of the remaining dice to
see if the odds of rolling what you want are
high enough to risk another roll.
If you decide to roll again, follow steps
1 through 3 again.
If you decide to end your turn, tally and
record your score for that turn (see
Scoring, on other side). Remove all dice
from the gameboard. Your turn is over.
Going to Jail
If you fill all 3 of the
Go to Jail squares
with Policemen
dice, your turn
immediately ends.
Remove all of
the dice from the
gameboard. You do not score anything
for this turn. Remove any score that you
previously entered for that turn (such as
$200 for rolling GO).
®
®
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