THE OBJECT OF THE LANDLORD'S GAME.
The object of the game is to get as much wealth as possible, and the player
who has the most in cash, cards and houses at the end of the game is the
winner or millionaire. Every card and every house counts the holder or
owner 100 at the end of the game.
RULES.
RULE
1. Buying Titles to Lots. --- Shuffle
the green cards and deal out one around, to the left, until 24 have been
dealt, then place the remainder of the pack on the board. These green cards
represent Title Deeds to Lots, Charters for Franchises, and (one) Broker's
License. The original sale price of each card is marked on the card itself
as well as on the corresponding board space after the words "For Sale."
Each player has the privilege or option of buying any or all of the cards
which have been dealt to him, the sale price of the cards being paid into
the PUBLIC TREASURY. Cards not purchased must be returned to the
pack. The players own the spaces on the board corresponding to the
cards they hold. As one generally needs between $50 and $75 to pay
expenses around the board, or until he has earned his wages, it is always
advisable for him to take this into consideration when purchasing cards.
After
the game has begun the sale prices of all cards then in use by the players
are regulated by the demand, but no card can be bought from the pack
for less than the original sale price, although these cards may be
bid
up as high as the players please.
RULE
2. How to Move Checkers. ---
The players place their checkers upon MOTHER EARTH, the beginning point.
Then the first player throws his dice, and, according to the number
thrown, moves along the first side of the board and follows the rule applying
to the space upon which he has stopped.
Throwing Doubles --- See Rule 17.
When the first player has finished his play, the next player throws his
dice, and moves; then the third player, and so on.
If a player is on any of the spaces between the Chances he may move
in
either direction. Bear this well in mind as it is sometimes more
desirable to make a backward move than a forward one.
NOTE:
- The number of the rule applying
to each space is printed in the corner or inside edge of that space.
The numbers on the outside of the spaces are placed there for the convenience
of the player in moving. For instance, if he throws a 6 he moves to the
6th space, THE PIKE. If his next throw is an 8 he adds 6 and 8, which
are 14, and moves to the 14th space, which is BEGGARMAN”S COURT, and so
on adding or subtracting according to whether his move be forward or backward.
RULE
3. Wages. --- When a player
reaches or passes the beginning point, MOTHER EARTH, he is supposed to
have performed a certain amount of labor worth $100. This amount his "wages,"
is paid to him from MICELLANEOUS pile.
In all money
transactions between any individual player and the board, the next player
to the left may act as representative for the board, paying wages, making
change, etc., before such next player makes his own throw.
RULE
4. Taxes. -- the blue spaces; FOOD, FUEL, SHELTER, and
CLOTHING, represent the absolute Necessities of life and window player
stops upon one of these spaces he pays $10 taxes into PUBLIC TREASURY.
RULE
5. D. F. Hogg's Game Preserves and Lord Blueblood's Estaterepresent
property held out of use, and when a player's move brings him upon one
of these spaces he is "trespassing" and must go to JAIL -- that is, put
his checker on the JAIL space.
RULE
6. Jail. --- A player in JAIL must remain there until
next turn. Then he may come out upon paying into the PUBLIC TREASURY
a fine of $50, or if he throws a double (which is called "serving his time")
he may come out without paying the fine. If he does not pay the fine
or throw a double he must wait until his next turn. He cannot, however,
miss more than three turns if he has sufficient property on which to realize
the amount of his fine. When he does come out of JAIL he must begin
to count is move on the space immediately in front of the JAIL (Shelter).his
RULE
7. Land Rent. --- When a player stops upon a lot owned
by another player, he must pay the land rent to the owner. If he
stops upon one of his own lots he pays nothing. If the lot is not
yet owned by any of the players, it is "For Sale" and the player stopping
upon it may purchase it at the original sale price, provided no other
player bids more for it. If the player who has stopped upon it
is willing to pay the highest price bid, he has the first option.
If he cannot or does not want to pay the highest price bid, then the player
bidding the highest price must take the lot at the price he has bid for
it. If the first player does not by a lot and some other player does,
the first player pays the land rent to the purchaser. If no player
buys it the land rent is paid into the PUBLIC TREASURY. If the lot
is thought the purchaser or takes the corresponding Title Deed card from
the pack.
RULE
8. Speculation. --- This space represents all speculation
other than land speculation. If a player's throw would bring him
to this space he may refuse to move -- remaining where he is -- and the
next player proceeds. If he elects to play, the ownership of Speculation
card for Broker's License is determined as are Title Deeds under Rule 7.
Ownership of card being settled, the player pays $10 "ante" into the MISCELLANEOUS
pile; then he throws his dice again, and if he throws a double, he wins
$100; an 11, $90; a 10, $80; 9, $70; 8, $60; 7, $50; 6, $40; 5, $30; and
pays 10 percent of his winnings to holder of the Speculation card, or to
MISCELLANEOUS pile if no one has purchased the card. If a 3 or 4
is thrown the Broker is supposed to be caught in a "skin game," -- the
speculator wins nothing and the Broker or holder of Speculation card (if
it is held by any of the players) goes to JAIL and a card is returned to
the pack.
Winnings
are taken from MISCELLANEOUS pile.
RULE
9. Franchises. --- The yellow spaces -- SOAKUM LIGHTING
SYSTEM and SLAMBANG TROLLEY, and pink spaces: -- RAILROADS, represent public
utilities owned by private parties. When a player stops upon one
of these franchise spaces he must pay $5 to the owner. If the franchise
is not yet owned by any of the players is for sale and the player stopping
upon it may purchase it at the original sale price, $50, provided no other
player bids more for it. If the player stopping upon it is willing
to pay the highest price bid, he has the first option. If he cannot
or does not want to pay the highest price bid, then the player bidding
the highest price must take the franchise at the price he has bid.
If the first player does not buy the franchise and some other player does,
the first player pays to the purchaser the amount the space calls for.
If no player buys it, the amount is paid into the PUBLIC TREASURY.
It is space is bought the purchaser takes the corresponding card from the
pack and keeps it.
MUNICIPAL
CINCH -- If a player owns both SOAKUM LIGHTING SYSTEM and SLAMBANG TROLLEY
he has a "municipal cinch," raises the rates, and collects $25 instead
of $5 from every other player stopping upon one of these spaces.
MONOPOLY.
--- If one player owns 2 railroads, he charges $10 fare; if 3, he charges
$20; 4, $50.
TRUST.
--- If two players owned all of the RAILROADS between them, they may at
any time pool their railroad interests and form a Trust, charging the other
players $40 for each RAILROAD space and dividing profits.
RULE
10. --- CENTRAL PARK is supposed to be maintained by public
funds, and therefore a player may stop in it without paying anything.
RULE
11. --- Chances. ---
If a player stops upon one of the CHANCE spaces he draws a card from the
red pack and follows directions on same. In each case the card drawn
is returned to the pack.
RULE
12. Poor House. --- If at any time a player has not enough
money to pay his expenses, and cannot borrow any (see Rule 16) or cannot
sell or mortgage any of his property, he must go to the POOR HOUSE, where
he remains until his next turn. Then he throws again and moves out
if he can afford to make the move.
RULE
13. Luxury. --- If it player's throw brings him
upon LUXURY, he pays $75 into the MISCELLANEOUS pile and draws a purple
card. This card, with the name of his luxury upon it, he keeps, and
it counts him 100 at the end of the game. He may, however, sell the
card at any time if he so desires.
The player
may purchase the luxury or not, as he chooses or can afford, but if he
does not purchase it he moves backward from the space last occupied by
him. Example: If he is on MADISON SQUARE and throws a 6 a forward
move would take him to LUXURY. If he has less than $75 he cannot
afford the luxury (unless he borrows) and therefore he moves backward 6
spaces from MADISON SQUARE, which would take him to, SLAMBANG TROLLEY.
But whether his move be forward or backward he must pay whatever is called
for by the space upon which he stops.
RULE
14. Improvements. --- If a player so desires, and
can afford it, he may, in his turn, improve any of his lots by the erection
of a house thereon. To do this he pays $100 into the MISCELLANEOUS
pile and takes therefrom a house corresponding to the color of his checker,
which house he places upon the lot he desires to improve. One or
more houses may be erected upon the same lot, the owner collecting $10
for each house, in addition to the land rent.
RULE
15. The checkers of two or more players may occupy the same space,
each paying whatever the space calls for.
RULE
16. Borrowing. --- One player may borrow from
another. If demanded he must give the mortgage on his property or
his wages, making the best bargain he can as to terms of repayment, rate
of interest, etc. These transactions must be kept track of by the
players making them. This can easily be done by making notes on a
tablet.
RULE
17. Throwing Doubles. --- If a player is in JAIL
and throws a double he is supposed to have served his time and may come
out without the payment of a fine.
Throwing a double also means
getting an "official pass" on the railroad, and the player throwing it
may jump the nine spaces between the next two corners. If his count
is exhausted, however, upon reaching or before reaching a corner, he cannot
use his "pass." If he does not choose to use his pass the need not
do so, but simply moves straight a head without jumping any spaces.
Sometimes his pass may take him to JAIL or some high-priced or otherwise
undesirable space, whereas his straight move may take him to a desirable
one. He may take his choice.
A double,
when a player is speculating, wins $100.
RULE
18. Emergencies. --- Should any emergency
arise which is not covered by the foregoing rules, the matter must be settled
among the players. Players may do anything which suggests itself
to them provided that what they do does not conflict with the rules, just
as a person may be anything he pleases which does not violate the law.
He may squeeze to the utmost and the victim has no protection.
RULE
19. End of Game. --- The game ends when one player
has received his wages five times.
Players
may, however, prolong the game at their own pleasure, having no arbitrary
stopping point and continuing the game until the convenience or the inclination
of the players suggests a cessation. Then they may agree to stop,
say, at the next double thrown by any of the players.
SUGGESTIONS
All cards
in use by the players may be bought, sold, mortgage or traded at the pleasure
of the players. If one player has three railroads it is greatly to
his advantage to own the 4th as he would then have the monopoly, and it
is therefore sometimes advisable, according to the stage of the game, for
him to offer even as high as $150 or more for it, although the card itself
would count him only 100 at the end of a game. In the same way, a
player may seek to buy up all the lots in a certain locality, as the more
he owns in a bunch the more chances he has of renting. Or a player
may, upon observing another player's object, try to forestall it by buying
the certain desirable card thus keeping it out of his opponent's hand,
or making the opponent pay dearly for it.
-- -- --
FOR ADVANCED AND SCIENTIFIC PLAYERS.
When players
have become thoroughly familiar with the rules and principles of the game
they will readily perceive that if the game be continued long enough the
inevitable result will be that one player will own everything on the board.
Under the ordinary rules, however, two or three sittings would probably
be necessary to reach this end; therefore it is suggested that in order
to arrive more quickly at a decisive point, the following rules be observed:
When 10
houses have been erected -- whether by one or more players -- taxes (blue
spaces) are doubled (20): when twenty-five houses have been erected taxes
are again doubled ($40), which is the limit.
Players
will note that the railroads divide each side of the board into two sections,
making eight sections on the entire board. When
all the lots in
any one section have been improved with at least one house each the
land rent on every lot in that section is doubled. When the lots
in any one section have been improved with two houses each the land rent
is the end doubled; and three houses doubles it again.
For purposes of
the game the number of houses that may be erected on each lot is limited
to three. The house rent remains fast before -- $10 for each house
in addition to the land rent.
TAX TABLE
When number of Houses
on board is
Taxes are:
10
$20.
25 or more
40.
0 houses 1 houses
2 houses 3 houses
Land Rent
$ 2.
$ 4.
$ 8.
$ 16.
"
"
4.
8.
16.
32.
"
"
6.
12.
24.
48.
"
"
8.
16.
32.
64.
"
"
10.
20.
40.
80.
"
"
12.
24.
48.
96.
"
"
14.
28.
56.
112.
"
"
16.
32.
64.
128.
"
"
18.
36.
72.
144.
"
"
20.
40.
80.
160.
"
"
22.
44.
88.
176.