How to Play

OBJECT OF THE GAME... The object of the game is to become the wealthiest player through buying, renting and selling musical instruments or "property".

THE GAME CONSISTS OF... A board, 2 dice, 6 musical instrument tokens, 16 Pick 'N' Grin cards, 16 Grin 'N' Bear cards, 32 houses and 12 hotels, a title deed card for each property, play money and a banker's tray.

PREPARATION... Place the board on a table and place the Pick 'N' Grin and the Grin 'N' Bear cards face down on their allotted spaces on the board. Each player chooses one token to represent himself on his travels around the board. Each player is given $1500 divided as follows: 2 ea. of $500, $100 and $50; 6 - $20's, 5 ea. of $10's, $5's and 1's. All remaining money and other equipment go to the bank.

BANKER... Select as banker a player who will also make a good auctioneer. If the banker plays in the game, he must keep his personal funds separate from those of the bank. When more than five persons play, the banker may elect to act only as a banker and auctioneer.

THE BANK... Besides the bank's money, the bank holds the title deed cards and the houses and hotels prior to purchase and use by the players. The bank pays salaries and bonuses. It sells and auctions properties and hands out their proper title deed cards; it sells houses and hotels to the players and loans money when required on mortgages.

The bank collects all taxes, fines, loans and interest and the price of all properties which it sells and auctions.

The bank never "goes broke". If the bank runs out of money, it may issue as much more as may be needed by merely writing on any ordinary paper.

THE PLAY... 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 sign with the arrow, throws the dice and moves his token in the direction of the arrow the number of the 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 player's next turn. Two or more tokens may rest on the same space at the same time.

According to the space which his token reaches, a player may be entitled to buy a guitar, banjo or violin- or be obliged to pay rent, pay taxes, or draw a Pick 'N' Grin or a Grin 'N' Bear card.

If a player throws doubles, he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "The Slammer". (See The Slammer)

THE ARROW... Each time a player's token lands on the sign with the arrow, the banker pays him $200 salary.

BUYING PROPERTY... Whenever a player lands on an unowned property he may buy that property from the bank at its printed price. He receives the title deed card showing ownership and places it face-up in front of him.

If he does not wish to buy the property, it is sold at auction by the banker to the highest bidder. The buyer pays to the bank the amount of the bid in cash and receives the title deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.

PAYING RENT... When a player lands on property owned by another player, the owner collects rent from him in accordance with the list printed on the title deed card applying to it.

If the property is mortgaged, its title deed card is placed face-down in front of the owner.

It is an advantage to hold all the title deeds in a color-group (i.e. beginners guitar, banjo and accordion) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged properties even if another property in that color-group is mortgaged.

It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties. The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.

PICK 'N' GRIN AND GRIN 'N' BEAR... When a player lands on either of these spaces, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.

The "Get Out of The Slammer" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, he may sell it, at any time, to another player at a price agreeable to both.

INCOME TAX... When a player lands on "Income Tax", he has two options: he may estimate his tax at $200 and pay the bank, or he may pay 10% of his total worth to the bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged properties and the cost price of all buildings he owns.

The player must decide which option he will take before he adds up his total worth.

THE SLAMMER... A player lands in the The Slammer when... (1.) His token lands on the space marked "Go Two Steppin' to The Slammer." (2.) He draws a card marked "Go to The Slammer". (3.) He throws doubles three times in succession.

When a player is sent to The Slammer, he cannot collect $200 salary in that move since, regardless of where his token is on the board, he must move it directly to The Slammer. A player's turn ends when he is sent to The Slammer. If a player is not "sent to The Slammer" but in the ordinary course of play lands on that space, he is "Just Visiting", incurs no penalty, and moves ahead in the usual manner on his next turn.

A player gets out of The Slammer by... (1.) Throwing doubles on any of his next three turns. If he succeeds in doing this, he immediately moves forward the number of spaces shown by his doubles throw. Even though he has thrown doubles he does not take another turn. (2.) Using the "Get Out of The Slammer" card if he has it. (3.) Purchasing the "Get Out of The Slammer" card from another player and playing it. (4.) Paying a fine of $50 before he rolls the dice on either of his next two turns. If the player does not throw doubles by his third turn, he must pay the $50 fine. He then gets out of The Slammer and immediatley moves forward the number of spaces shown by his throw.

Even though he is in The Slammer, a player may buy or sell property, buy or sell houses and hotels and collect rents.

KARAOKE KORNER... When a player lands on the space marked Karaoke Korner, he must sing his favorite country song. All players must judge the performance and pay him according to what they think the performance is worth. All players are required to pay the performer something.

HOUSES... When a player owns all the properties in a color-group he may buy houses from the bank and erect them on those properties. If he buys one house, he may put it on any one of those properties. The next house he buys must be erected on one of the unimproved properties of this or any other complete colorgroup he may own.

The price he must pay the bank for each house is shown on his title deed card for the property on which he erects the house.

The owner can still collect double rent from an opponent who lands on the unimproved properties of his complete color-group.

Following the above rules a player may buy and erect at any time as many houses as his judgement and financial standing will allow.

But he must build evenly (he cannot erect more than one house on any one property of any color-group until he has built one house on every property of that group. He may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, he cannot build three houses on one property if he has only one house on another property of that group.)

As a player builds evenly he must also break down evenly if he sells houses back to the bank (See Selling Property).

HOTELS... When a player has four houses on each property of a complete colorgroup, he may buy a hotel from the bank and erect it on any property of that colorgroup. He returns the four houses from that property to the bank and pays the price for the hotel as shown on the title deed card. Only one hotel may be erected on any one property.

BUILDING SHORTAGE... When the bank has no houses to sell, players wishing to build must wait for some player to turn back or to sell his houses to the bank before building. If there are a limited number of houses and hotels available, and two or more players wish to buy more than the bank has, the houses or hotels must be sold at auction to the highest bidder.

SELLING PROPERTY... Unimproved properties may be sold to any player as a private transaction for any amount that the owner can get. However, no property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the bank before the owner can sell any property of that color-group.

Houses and hotels may be sold back to the bank at any time for one-half the price paid for them.

All houses on one color-group must be sold one by one, evenly, in reverse of the manner in which they were erected. All hotels on one color-group may be sold at once or they may be sold one house at a time (one hotel equals five houses) evenly, in reverse of the manner in which they were erected.

MORTGAGES... Unimproved properties can be mortgaged through the bank at any time. Before an improved property can be mortgaged all the buildings on all the properties of its color-group must be sold back to the bank at half price. The mortgage value is printed on each title deed card.

No rent can be collected on mortgaged properties, but rent can be collected on unmortgaged properties in the same group.

In order to lift the mortgage, the owner must pay the bank the amount of the mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged the owner may begin to buy back houses at full price.

The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the bank. However, the owner may sell this mortgaged property to another player at any agreed price. The new owner may lift the mortgage at once, if he wishes, by paying off the mortgage plus 10% interest to the bank. If he does not lift the mortgage at once he must pay the bank 10% interest when he buys the property and if he lifts the mortgage later he must pay an additional 10% interest as well as the amount of the mortgage to the bank.

BANKRUPTCY... A player is bankrupt when he owes more than he can pay either to another player or to the bank. If his debt is to another player, he must turn over to that player all that he has of value and retire from the game. In making this settlement, if he owns houses or hotels, he must return these to the bank in exchange for money to the extent of one-half the amount paid for them and this cash is given to the creditor. If he has mortgaged property he also turns this over to his creditor but the new owner must at once pay the bank the amount of interest on the loan, which is 10% of the value of the property. After the new owner does this, he may, at his option, pay the principle or hold the property until some later turn at which time he may lift the mortgage. If he holds it in this way until a later turn, he must pay the interest again when he lifts the mortgage.

Should a player owe the bank, instead of another player, more than he can pay (because of taxes and penalties) even by selling his buildings and mortgaging property, he must turn over all his assets to the bank. In this case, the bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins.

MISCELLANEOUS... Money can only be loaned to a player by the bank and then only by mortgaging property. No player may borrow from or lend money to another player except for Karaoke Korner when all players are required to pay the singer for his performance.


RULES FOR A SHORT GAME (60-90 MIN. OF FUN)
THERE ARE THREE DIFFERENCES IN RULES FOR THIS "SHORT GAME"

1. PREPARATION... During preparation for play the banker shuffles the pack of title deed cards. The pack is then cut by the player at his left and the banker deals, one at a time, two title deed cards to each player (including himself if he both plays and acts as banker). Players receiving title deed cards must immediately pay the bank the printed price of each of the two properties thus acquired. The play then commences as in the regular game.

2. THREE HOUSES... In this short game it is only necessary to have three houses (instead of four) on each space of a complete color-group before the player may buy a hotel. Rent received for a hotel remains the same as in the regular game. The turn-in value of a hotel is still one-half the purchase price, which in this game is one house less than in the regular game.

3. END OF GAME... The first player to go bankrupt retires from the game as in the regular game. However, when the second bankruptcy occurs the game ends. Play immediately ceases with the bankrupt player turning over to his creditor all that he has of value, including buildings and any other properties, whether the creditor happens to be a rival player or the bank.

Each remaining player then values his property: (1) cash on hand; (2) all properties owned by him at the price printed on the board; (3) any mortgaged property owned by him at one-half price printed on the board; (4) houses, valued at purchase price; (5) hotels, valued at the purchase price including the value of the three houses turned in.

RICHEST PLAYER WINS!


ANOTHER GOOD SHORT GAME

TIME LIMIT GAME... Before starting agree upon a definite hour of termination, richest player then winning. Before starting the game, title deed cards are shuffled and cut and the banker deals two title deeds to each player. Players immediately pay the bank the price of the cards dealt to them

RICHEST PLAYER WINS!

 
Countryopoly Price Reduced!
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Game Printed and Manufactured by DeLano Service