"BOARD GAME"
The present invention relates to a board game in which chance plays only a minor part, and in which foresight and careful planning are required, which test the skills of the player.
The well-known board game "Monopoly" is essentially a game of chance in which the players are in psuedo financial competition with each other and in which the winner is the player who remains financial whilst reducing all other players to bankruptcy.
The game of "Monopoly" is played on a board marked with discrete areas in sequence on a continuous looped pathway along which playing pieces representative of each player are moved by a distance determined by the throw of a dice. Many of the discrete areas represent pieces of real estate which the player whose playing piece lands on that area may purchase, if it has not already been purchased by another player, and which subject to the rules of the game he may develop and in respect of which'"' he may charge rent from any player whose playing piece thereafter happens to land on the area concerned. At the start of play each player is issued with a sum of money and usually receives further money each time his playing piece completes a circuit of the board. In the game of "Monopoly" a few of the discrete areas do not represent pieces of property but may arbitrarily indicate a benefit or a forfeit applicable to the player whose playing piece lands on one or other of those discrete areas. Thus to some degree then the game of "Monopoly" simulates financial or economic competition between the players.
By comparison the present invention aims at providing
< a much higher degree of stimulation by providing a game of strategy and skill, with chance playing only a minor part in the fortunes of a player. In its preferred embodiments, games in accordance with the invention bring into simulation more of the factors affecting the economic
and social life of a community, requiring foresight and planning if a player is to succeed.
It is therefore an object of the present invention to provide a game of strategy and skill in which chance plays only a minor part, and requiring foresight and careful planning by players of the game.
It is another object of this invention to provide playing apparatus for the said game, inclusive of a playing surface or board, playing cards, playing pieces and dice. It is a further object of this invention to provide a method of playing a game of the above-referenced type.
The present invention consists in apparatus for playing a game wherein players compete by affecting financial transactions relating to the development of real property, comprising printed script to represent money, a playing surface displaying a plurality of distinct regions, each of which is divided into a plurality of subdivisions, at least one track of indicator segments, each segment being indicative of'one of a number of available transactions, means for randomly determining how a subdivision may be zoned, and a plurality of playing pieces each indicative of a player and able to be advanced along said track by the number of segments indicated by the operation of a random number generating means and to thereby determine what transaction becomes available to that player and wherein development by construction of a building on a subdivision, represented by placing a building token thereon, is dependent on the zoning of the subdivision.
These and other objects and advantages of the invention will be apparent from the following disclosure of the invention, with reference to a preferred embodiment thereof relating to a real estate game, provisionally entitled "Developer", in which a player with foresight and
careful planning may acquire large areas of land and in the course of the game develop the tracts into highly profitable regions, returning substantial rents. All of this is gained by the principle of doublinα, which will be explained in detail below. EQUIPMENT
Folding board or other playing surface
A pack of Millionaires Club cards
A pack of Speculate to Accumulate Cards
Six playing pieces and correspondingly coloured ownership counters
Printed script to represent money
One Zoning die
Two dice
Houses, Factories, Warehouses, Parks, Shopping Malls,
Bridges, Office Blocks, Railways and Zoning Tiles.
An example of the playing board is illustrated in Figure 1. The playing surface 10 comprises a central, area 11 which represents a fictitious region. The* area is divided into nine suburbs 12, the names of which are, Maintown, Downtown, Railside, The Heiαhts, The Annexe, Southend,
Eastend, Westend and The Islands. Note that The Islands are generally surrounded by water. hese are further divided into sub-divisions 13. There are 133 sub-divisions distributed between the nine suburbs, each of which is priced at $50,000. Around the outside edge of the board is an area 14 divided into 44 squares 15. The explanation of these squares is as follows:- THE START/RENTS RECEIVED/TAXTIME SQUARE, 16,
As its name implies, is where the game begins. All players after selecting their playing piece place it on the Start Square. The Treasurer then pays each player $1,000,000. All players then throw the dice, and the player with the highest number begins. He begins by selecting five sub-divisions anywhere on the board and
places one of his own ownership counters on each. All players then follow suit, commencing with the player on the left. The Treasurer then throws the zoning dice to see what each sub-division will be zoned. Having completed this move, the player who threw the highest number then throws again and moves the number of squares indicated. If a player throws a double, he may have another turn. In the course of the game, players will pass this square several times. On doing so, a player is required to do two things. Firstly, he is required to pay tax on any cash that he has in hand - 10% if under $1,000.00; 50% if $1,000.00 or over. All tax paid is rounded off to the nearest $10,000.
Secondly, he is required to receive his rentals. The amount of rent is calculated by adding up all of the rents due from each building owned, (the values of which are shown in Table 1) . It is usual practice to keep a note of how much is due each time a player passes this square, and to add new acquisitions and subtract disposals where necessary. Tax Payable and Rents Received are due whether the player lands on the square or passes it. The only reason for a player not to pay tax, is if he holds a Tax Exemption Certificate, that he would have picked up from the Millionaires Club. This, and if the player holds more than one, must be handed in when passing the square. A player may not hold onto a Tax Exemption Certificate for a future turn.
FOR SALE - $50,000. A SUB-DIVISION IN "X" SQUARES, 17, WHERE "X" REPRESENTS THE NAME OF A SUBURB
A player landing on one of these squares may purchase a sub-division in the suburb named. Since all unowned land is considered to be farmland, on purchasinσ a sub-division, the player must zone it. All property that is owned by players must have a Zoning Tile attached to it. If deciding to buy a sub-division, the player must
first pay his $50,000 to the Treasurer and place his ownership counter on the sub-division of his choice. Then, and only then, will the Treasurer throw the Zoning Dice and give the relevant Zoning Tile.
If the player landing on this square decides not to purchase the sub-division then the opportunity passes to the player on the left, and so on, until sold, or it returns to the original player and is then passed into the Treasurer as unsold. If all the subdivisions are sold in a particular area, a player may purchase in an adjacent suburb. In the case of The Islands being all sold, a player may purchase anywhere. COUNCIL - REZONE ONE PROPERTY SQUARES 18
A player landing on one of these squares has the opportunity to change the existing zoning area of one of his sub-divisions by one of three methods:-
1. He may choose to hand in the Zoning Tile to the Treasury and replace it with a new Zoning Tile of his choice
2. He may interchange two existing Zoning Tiles of his own between each other. A player is not forced to rezone when landing on this square; or
3. He may auction the right to rezone between other players.
SPECULATE TO ACCUMULATE SQUARES 19
A player landing on one of these squares is required to pick up a card from the Speculate pile, but only if the player owns warehouses. The player then reads the instructions on the card and follows them. A player with no warehouses disregards the square - it is simply a resting place. MILLIONAIRES CLUB SQUARES 20
A player landing on one of these squares may only pick up a card if he owns a building worth $1,000,000 or more (i.e. a factory or office block). If he does not own
a building of this value, he receives $100,000 as a charitable donation from the Treasury. If a player does own the necessary wealth requirements, then he selects a card from the top of the Millionaires Club pile, reads the instructions carefully and follows them. After followinq the directions, the card must then be returned to the bottom of the pile, face up.
When all of the Millionaires Club and Speculate To Accumulate cards have been used, they are reshuffled, turned face down and reused. HALF PRICE SALE SQUARE 21
The player landing on this square is entitled to buy from the Treasury any one building for half its normal listed price (e.g. a single warehouse for $25,000 instead of the usual $50,000 or a single office block for $1,000,000 instead of the usual $2,000,000). The owner may at a later date decide to sell back to the Treasury and will, of course, receive the usual half price that any building is wO'rthv GO STRAIGHT TO TAXTI E SQUARE 22
A player landing on this square is required to go straight to the Taxtime square and immediately pay tax and receive his rents due. REZONE THREE PROPERTIES SQUARE 23.
The player landing on this square is required to rezone three sub-divisions. If the player has no undeveloped sub-divisions, then he must demolish existing buildings (and receive half the paid price from the Treasury) and rezone the sub-divisions. When rezoning the ' three sub-divisions, the player may not, as in the case of Council squares, swap between properties, but can only exchange the Zoning Tiles with the Treasury. EXPLANATION OF ZONES
As indicated above all sub-divisions that are owned by players, must have a Zoning tile attached to them, for
which the Treasurer is responsible. The Zoning Dice, thrown by the Treasurer, has Zone 1, Zone 2, Zone 3 and "Choose Your Own" indicated on it, and have the following meanings:-
Zone 1 - Residential. Any sub-division with a Zone 1 attached to it is suitable only for the development of housing. Only one house may be purchased from the Treasury for the subdivision and any further development of that sub-division is brought about by adjacent development.
Zone 2 - Commercial. A sub-division with this zoning is suitable for either a single shopping mall or a single office block to be built on it. A player may not build both on the same sub-division. Any further development of that sub-division is brought about by adjacent development.
Zone 3 - Industrial. The player with a sub-division of this zoning may choose to build either warehouses, (this entitles the player to pick up a Speculate card) or a single factory. A player may not build both on the same sub-division. Any further development of that sub-division is brought about by adjacent development. REASONS FOR CHOOSING CERTAIN ZONES
As indicated above, the game works on the principle of doubling (wherein doubling refers to the doubling of assets and therefore increases rents received) . Of the buildings available, to a player, only the following may be doubled:-
Houses - Zone 1 - Residential
Offices - Zone 2 Commercial
Factories - Zone 3 - Industrial
Shopping malls and warehouses cannot be doubled. Houses are doubled by the construction of a shoppinσ mall adjacent to them, however they may only be doubled twice, giving a maximum of four houses per Zone 1 sub-division. Houses that are to be doubled must exist prior to the
building of the Shopping Mall. Houses that are built after the Shopping Mall do not benefit from doublinq. For a developed Zone 1 Residential to take advantage of a Shopping Mall, it must touch one of the boundaries of the Zone 2 Commercial sub-division where the shopping mall is intended to be built. Where houses are separated from the Shopping Mall by a body of water, these may also be doubled by the construction of a bridqe or bridges (see BRIDGES) . Should at any stage of the game the Shopping Mall be demolished, the former benefits received are reversed (i.e. number of houses are automatically halved and returned to the Treasury) .
An office block may only be doubled by the construction of another office block on an adjacent Zone 2 Commercial sub-division and it is only the pre-existing office block which is doubled. The new building can be doubled by further construction of office blocks adjacent to it. The maximum number of office blocks on any Zone 2 Commercial sub-division is two.
Factories can only be doubled where they are connected by railway to either another factory or a warehouse(s) . However, the two developed Zone 3 Industrial sub-divisions must be at least one sub-division apart. The railway must touch the border of each sub-division and must be either vertical or horizontal to that border. Railway sections may be purchased from the Treasury (see RAILWAYS). Warehouses may not be joined together by railways. The player that pays for and builds the railway is the only one entitled to double his factory. Only one of the two sub-divisions connected by" the railway may be doubled, giving the maximum of two factories per sub-division.
Naturally, residential areas that are built next to large noisy factories are considered to be worth less than if they were grouped together in a tastefully landscaped
suburb. So it is, with the game described herein. Developed Zone 1 Residential sub-divisions that are adjacent to a Zone 3 Industrial sub-division developed or not, has the effect of devaluing houses. The standard rent received under these circumstances, irrespective of whether there is one or four houses on the sub-division is $10,000. If the sub-division is later rezoned to either a Zone 1 or a Zone 2, then the house(s) is revalued to its former worth. Houses that are devalued do not benefit from any adjacent construction that may have doubled them (i.e. new Shopping Malls). The only other piece having an adverse effect on developed Zone 1 Residential sub-divisions are railways (see RAILWAYS). Zone 2 and Zone 3 sub-divisions may be situated adjacent to each other and have no direct influence. Where Zone 1 Residential houses have been devalued, the player must turn over his Zoning Tile to show devalued house. PARKS
These are areas of land donated by a player to the Treasury. He receives no compensation from the Treasury for doing so. This is because the purpose of forming a park is to stop the encroachment of railways into residential developments, connecting of a rival player's factory to another factory or warehouse by railway, and stopping threatened expropriation by railway of your buildings or land. Upon forming a park, any buildings must be demolished, the players ownership counter and Zoning Tile are removed and the Treasurer places a park on the sub-division. The park remains in position throughout the game and railways cannot pass through a park. A player receives no money for buildings which are demolished for a park. A sub-division may be donated as a park in the same turn as being purchased. BRIDGES
There are two purposes for building a bridqe:-
1. To pass the effects of a developed sub-division across an expanse of water. The effects can be either beneficial, as in the case of a shopping mall to houses OR detrimental, as in the case of Zone 3 Industrial sub-divisions to houses.
2. In order to connect two developed Zone 3 Industrial sub-divisions that are on opposite sides of an expanse of water with a railway, it is necessary to build a bridqe on a previous turn. Once built, the bridge remains in position for the remainder of the game, even if both sub-divisions are sold. Players wishing to build a bridge between two opposite coastal sub-divisions may do so only if the player owns one or both of the sub-divisions to be joined. A player may not erect a bridqe between two opponent's sub-divisions. All bridge sections must touch end to end and shore to shore.
RAILWAYS
Railways are built for several reasons. Primarily, to connect two Zone 3 Industrials together and thereby double one of them. Once a railway is built between two developed industrial sub-divisions, the buildinqs on them cannot be demolished for any reason other than under instructions from the Millionaires Club, or to pay debts. In paying a debt to the Treasury, the buildinqs in question must be the sole assets of the player. Factories must be demolished before warehouses. In the event of factories being demolished and land expropriated, on one or both ends of a railway, the railway remains in place. One or both lots are to remain Zone 3 Industrial and become available for sale. A player buying one of these undeveloped railway connected sub-divisions may purchase a factory for the usual price and because of the railway, the factory on being constructed is immediately doubled. Where a player wants to connect two Zone 3 sub-divisions by railway (either one or both being his own) and owns
land between these two Zone 3 sub-divisions, he must choose to either:-
1. Sell the middle sub-division(s) back to the Treasury for the normal price, in doing so he forfeits the riqht to build a railway through that land until the next move. Also, he leaves open the possibility of a rival player buying the middle sub-division and turning it into a park; or
2. Build the railway through his own land and therefore expropriates himself, receiving no recompense.
In the case of a railway being built between a factory and a warehouse that are not both owned by the same player, the owner of the warehouse may not sell until it is his last asset. The other reason for building railways is to devalue developed Zone 1 Residential sub-divisions of an opponent, however the railway must still be built between two developed Zone 3 Industrial sub-divisions. All sections must touch end to end and- border to border. All sections must run in a straiqht line between the two developed Zone 3 Industrial sub-divisions to be connected. Railways that run diagonally are not permitted however/ slight curves are allowed in the case of using The Islands. All land, developed or undeveloped, passed through by a railway is, if owned, expropriated, and if unowned is no longer for sale. All buildings which are expropriated are returned to the Treasury, and the owner receives no money. Developed Zone 1 Residential sub-divisions on either side of a railway are devalued. The player who owns these is to turn his Zoning tile over and the rental received will be $10,000 regardless of how many houses are on it. In connecting two Zone 3 Industrial sub-divisions which are separated by an expanse of water, the player must, on a previous turn have built a bridge in order to carry a railway across the water (see BRIDGES) .
DEALS
Arranging finance for joint projects between players is acceptable. The cost of a particularly long and damaging railway may be too costly for a single player, therefore several players may be invited to contribute. All deals are to be worked out and each player's percentage to be paid is to be given to the Treasurer. Deals are also useful in the case of a Shopping Mall beinq built, where the surrounding houses are owned by several different players. However, deals are left to the discretion of the individual player. No player is allowed to give his money to another player to "mind" as he passes Taxtime. THE TREASURY AND THE TREASURER
The Treasury controls all monies, building and transactions between players. It pays out the rentals due to each player and issues monies accordinq to the directions of Speculate and Millionaires- Club cards. All fines are to be paid immediately to the Treasury. The Treasurer may be one of the players but must keep all personal finances separate from the Treasury. The Treasurer is the one who throws the Zoninq Dice and issues a Zoning Tile for a player. The Treasurer has the final word in disputes. The Treasurer may also call an Audit on any player at anytime to check that the players rents received are in order. If not the player loses half of the due rents for one turn.
When a player sells back buildings to the Treasury, he receives half the listed price from the Treasurer, however when, land is sold back to the Treasury, a player receives the full original price i.e. $50,000. Bridges, railways and parks become the property of the Treasury and are not included in the final assessment of a player's assets. Upon landing on "Buy A Sub-division in X" square, a player is permitted to sell a currently owned
sub-division to purchase the new one. ENDING THE GAME
There are several options available for players to end this game. They are as follows:-
1. Setting an income level to be reached. The first player to reach this signifies the end of the game.
2. Determining a time limit. When this is reached, the game is ended.
3. For a mega-marathon, never-ending game, players continue until the last sub-division is sold.
The winner is determined by adding all buildings valued at the price paid with the exception of devalued houses for which a player receives half the original cost. All land is added to this, calculated at its full cost, plus cash in hand. The player worth the most is the winner.
TABLE 1 TABLE OF BUILDINGS AVAILABLE Building Cost Rents Received Maximum numbe for Sub-divis
House $ 100,000 $25,000 4
Shopping Mall $ 500,000 $ 5,000 1
Office Block $2,000,000 $250,000 2
Warehouse $ 50,000 $ 5,000 5
Factory $1,000,000 $ 150,000 2
Railway $ 150,000 Nil
Bridge $ 150,000 Nil
Park Donation Nil 1