Print game manager in good quality. Games managers for pc. Monopoly chance cards

Rules board game Manager

  1. The game is for children, but the rules are for adults. In my opinion, they are difficult for children to understand on their own.
    Manager economic game for youth. It's fascinating live game. Since the events that appear on the board during the game change very often, the players get an excellent training in quick calculation of economic situations, mathematical analysis.
    The game helps to develop such business qualities as:
    composure
    creative activity
    ability to make accurate decisions
    1. GAME DESCRIPTION
    The game can be played by 2 to 6 players. The game consists of:
    a playing board divided into cells, which are sections.
    There are 2 dice
    6 chips
    26 branches
    12 enterprises
    two decks of cards: Surprise and Notice
    cards The right to property, each such card corresponds to a certain cell of the field.
    bank notes of different value.
    2. PREPARATION
    Lay the title cards to the edge playing field according to the site name. Place the Surprise and Announcement cards in the spaces shown on the board. Each player receives one chip, which represents him during the game, and banknotes in the amount of 20,000 rubles. One of the players is chosen as the banker.
    3. GAME START
    Everyone takes turns rolling the dice. The player with the highest total starts the game first. He places his chip on the Start cell, rolls the dice and moves in the direction of the arrow by the number of cells corresponding to the sum of the dropped dice. The player on the left continues the game and proceeds clockwise. Players start the next turn from the same cell where each chip remained. If the chip stops on a plot owned by another player, he is obliged to pay him a rental fee. It should be noted that players are required to carry out all operations before the next roll of dice. If one of the players rolls a double (two identical numbers on both dice), then this gives him the right, after the passage of the chip, to re-roll. If he rolls a double three times in a row, he goes to the Exchange (however, he keeps all the property and money he has acquired). Throughout the game, the pieces make a circle several times. Each time a player stops or passes through the Start cell, the bank pays him 2,000 rubles.
    4. STOPPING ON A PLOT THAT IS NOT owned by anyone
    When a player lands on a property that belongs to no one, he has the option to buy that property from the Bank at the price shown in the box. If he wants to buy it, he pays to the Bank its value indicated on the lot and receives a Property Right card, which he takes out from under the edge of the playing field and places it upside down on the table in front of him. If the player refuses the offer to make a purchase, the banker must immediately auction it off to the highest bidder. All players and the one who initially refused to buy can bid if they want to. The appointment of the price is determined by the banker. It is recommended that players buy any property, as the game loses interest if there are unsold properties in the Bank.
    5. STOPPING ON A PLOT BELONGING TO ANYONE PLAYER
    When a player, whether rolled a die or drawn a card, enters a lot owned by some other player, the owner of that lot receives a rent according to the prices shown on the Ownership card. If the owner forgot to claim their rental fee before the next roll of the dice, the rental fee should not be claimed. If the tile contains one or more branches, the rental fee becomes higher than the payment for a site freed from any branches (prices are indicated on the Ownership cards). If the property is mortgaged, no rental fee will be charged. Determined from
  2. if you give out 20 thousand, then how to buy cooperatives
  3. I don't understand these rules either. although the sun knew perfectly well when we were 10-13 years old. I don't understand half of the rules
  4. At the beginning, each player receives one chip, which represents him during the game and which he places on the Start cell, and bank notes in the amount of 20,000 (the monetary unit in the game has no name). There is also a bank that owns all the rest of the money and all the plots. The bank is also the world's piggy bank, into which fines are paid and from which gifts are given. After that, the players move in turn, rolling dice and advancing in a clockwise direction by the number of cells corresponding to the sum of the dropped dice. If a player lands on property that is not owned by anyone, he can buy that property from the Bank by paying the face value, after which he receives a Property Right card. In the event of entering a site owned by another player, you must pay the owner of this site a fee for us. An additional advantage is to own the property rights of all plots of the same color. In this case, the owner charges a double fee, and can also build branches and enterprises on them, increasing the rent. At the same time, the enterprise can be delivered only after the construction of 3 branches. Undeveloped lots can be sold or exchanged between players for a negotiated price. They can also be pledged, having received half the cost from the bank, but they will have to be redeemed for the full cost. The enterprise and branches can never be mortgaged. If a player owes more than he can pay, he gives his valuables that he owns to the bank and leaves the game. Branches and enterprises of the bankrupt are returned to the Bank. Freed Right to Property cards are placed under the playing field according to the place and can be bought in the further game.

How many hours in childhood we spent playing this most interesting game. For days on end we sat behind a monopoly with our friends. The most successful was the first version of the monopoly, which was called the NEP. It was this version that we scanned and rerendered for those who would like to download and then print the game in order to once again plunge into the most interesting economic world.

playing field

First of all, you will need to print the playing field for your future Monopoly. Even from the thumbnail above, you can recognize one of the very first games of this genre. This option was called "NEP". This version of monopoly has the most successful playing field, as, in principle, all the elements of this board game. The best part is that when playing this monopoly, we will be dealing with small numbers. The most expensive enterprises are the Ring - 400 and the Pearl - 350. You can download the playing field for Monopoly in PDF. After printing two sheets of A4 size, just fold them together. At the junction, you can glue strips of transparent tape on both sides. Whoever has the opportunity, it is better to laminate the playing field, then it will last much longer. Download and print parts.

If the field of two A4 sheets seemed to you not large enough, then you can print and glue it on 4 sheets of regular size. In this case, download this one, consisting of 4 sheets.

Monopoly cards

On the first sheet of cards for monopoly, we will need to print: Arab, Orlovskaya, Donskaya, and Gingerbread, Bun, Cake. We print both sides, cut and glue the backs. The first sheet of A4 for printing lies.

The second sheet of A4 format with cards for monopoly contained: Pineapples, Sausage, Sevruga, and Yar, Metropol, Astoria. You can download and print these 6 cards in.

The next sheet with cards contains such enterprises as: Fur coat, Manto, Furs, and Terjazh, Chest of drawers, Armchair. .

By printing this page with cards, we will get such enterprises: Silver, Porcelain, Ring, Pearl, Water and Energy. Download this one to print.

With the next sheet, which shows the lottery for Monopoly, we do the same. Do not forget that if the printed lotteries are rolled up in a film, they will last much longer. .

And we download the last 6 lotteries. In total, you will get 18 lotteries. It remains for us to print cards with a chance, money and game rules. And it will be possible to gather friends for an exciting pastime.

"CHANCE" cards from Monopoly

Unlike the lottery, we made the chance card in bright orange. They will also need to be printed 3 sheets of 6 pcs. on each. Download and print.

If you take double-sided photographic paper, then you could print the shirt of chance on the other side of the description itself. But due to the fact that it is very difficult to get millimeter to millimeter on a home printer, it is easier to cut and only then glue the first and second sides to each other. - 2 leaf chance.

Monopoly board game rules

It remains to download the rules of the game, and the do-it-yourself monopoly is ready. The content of the rules was conveniently distributed on two sheets of A4 format. It is best to print them on one sheet, on both sides. Download and print:,.

Download and print the following PDF to glue the 60 x 60 cm field so that the business cards can be laid out in their places.

This economic game is designed for those who are born to succeed and will stop at nothing to achieve their goals. Become a top manager of a large manufacturing corporation, open new enterprises and conquer the sales market, mercilessly and decisively ousting all competitors from it! To win this game, players will have to show their best business skills, weigh the risks, make the right management decisions and turn a 100 million loan into a successful, thriving business and an unsinkable brand.

The playing field depicts enterprises that players can buy and develop, special cells that affect the course of the game and add unpredictability to the gameplay, and the sales market itself, on which players' profits depend. Players can enlarge and modernize their enterprises, increasing their competitiveness, attract investors, and advertise their products. As soon as one of them manages to occupy the entire market with his products, he becomes the winner, and the game ends.

Board economic game "Top Manager" is designed for 2-4 players and is intended for children and their parents aged 9 to 101 years. The average duration of a game game is 60 minutes.

Welcome to the world where dreams come true!

© Producer: Russian Style LLC. 2016

In addition to this game, the Formula for Success series includes three more economic games: Millionaires: Wallets Battle, Capital and Entrepreneur.



Russian Style is one of the leading manufacturers of entertaining, developing and educational games and toys for children on the Russian market. She does her best to be interesting and useful games were affordable to as many buyers as possible and met their best expectations. When choosing a game for your children or as a gift, remember that a high price guarantees not interest, but at best the quality and readiness for playing of its components, and is often due only to the fact that everything has already been cut out and the cardboard is thicker. If you are not too lazy to spend 5-10 minutes before the first game and cut out the cards yourself, then by choosing the products of the Russian Style company, you can get more good board games for your children that are superior in artistic design, clarity of rules, balance and interest gameplay many much more expensive domestic and foreign gaming products.

I remembered a long-forgotten childhood and the game "Gift to the Manager" from it. This masterpiece was released in 1989 back in the USSR and cost 10 rubles.

  • This game is designed for 2-6 players.
  • Age of players approximately 10+
  • Tour time by appointment (but I don't think you'll get away with 60 minutes... some parts lasted weeks.)

As stated in the rules of the game: "This economic game will allow you to not only have an interesting time, but also introduce you to some concepts and ideas from the field of economic activity."

But I recommend treating it all the same as interesting game, in which you can feel like a serious "dealer" and immerse yourself in the wonderful world of Soviet business with such mysterious words as "concern" or "cooperative".

This game is very difficult to acquire at the present time, and it is almost impossible to buy. In addition, some may have lost cards or rules for the game. Just for them, the information below is given:

Rules for the game:

GIFT FOR MANAGER

economic game
DEAR BUYER! PLEASE BE PATIENT AND LEARN THE RULES OF THIS CHALLENGING BUT VERY INTERESTING GAME. WHO KNOWS, MAYBE THIS BUSINESS GAME WILL HELP YOU TO UNDERSTAND YOURSELF DEEPER, TO DISCOVER SOME NEW GREAT QUALITIES IN YOURSELF, SO NECESSARY IN THE NEW CONDITIONS OF MANAGEMENT. WE WILL BE HAPPY IF YOU LIKE IT.
GAME "GIFT TO MANAGER" - the best gift for the holiday. It is an excellent tool for developing your economic thinking. This economic game will allow you not only to have an interesting time, but also introduce you to some concepts and ideas from the field of economic activity.

This business game can be interesting for both adults and children. However, it should not be considered as a direct guide to practice. It's only a game. Before starting the game, be sure to read the rules of the game.

RULES OF THE GAME.

1. MAIN GAME CONTENT.

Imagine that you have decided to become the head of a state-owned enterprise, the economic basis of which is self-financing, or the chairman of a new cooperative. To do this, you need to choose the type of activity, the branch of the national economy in which you will work. Then, purchase the patents necessary for this purpose, organize a state-owned enterprise or cooperative of the relevant industry, purchase equipment - machine tools, robots and produce products that would be in demand in order to obtain a certain profit. In this universal game You can do all this without leaving the table, with family, friends or acquaintances.
The main content and goal of the game is the creation of a MONOPOLY, that is, the organization of a state enterprise and a cooperative of one industry to produce world-class products with access to the foreign market in order to achieve maximum profit. The winner is the one who will have the most developed production, who will reach the goal of the game and create a MONOPOLY. The one who cannot stand the competition and becomes bankrupt loses.
The game includes toy banknotes-cheques, with which players pay with each other and with the bank. Before the start of the game, each participant receives a bank loan of 2,000 checks. The game can be played by 2 to 6 people. Everyone chooses one of the chips by color, which will represent him on the playing field. They start walking from the “Start” field clockwise and move the chips by the number of fields corresponding to the sum of the points that fell on 2 dice. If a token lands on a field representing a field of activity and no one has yet taken out a patent on it, the owner of the token can take that patent by paying the cost of the field to the bank. If the patent is taken, then the field is the property of the patent holder. Whoever enters this field must purchase goods produced by the owner of the patent for the amount indicated on the patent card. Goods are sold conditionally; there are no chips depicting goods in the game.
The value of the patent depends on the amount of equipment and the type of work. The equipment is purchased from the bank and installed on the field of activity.
If the chip lands on the "Chance" or "Penalty" field, representing life situations, the player must take the appropriate card and follow the instructions it contains.
There are also fields on the game board: "Start", "Vacation", "Parking", "Accident", "Sick leave" and others.
These fields are described below.
During the game, only before your turn, you can make deals on. agreements with other players, buy and pledge patents in the bank, purchase the necessary equipment, announce the Creation of a new state enterprise or cooperative, exchange banknotes-checks of various denominations in the bank, exchange checks for currency at a ratio of 1:5, etc.

II. GAME SET.

The game set includes:
1. Playing field - 1 pc.
2. Patent cards - 46 pcs.
3. Cards "Chance" and "Penalty" - 24 pcs.
4. Player chips - 6 pcs.
5. Dice - 2 pcs.
6. Chips-machines - 36 pcs.
7. Robot chips - 18 pcs.
8. Banknotes-checks of various denominations - 149 pcs., namely: 500 - 14 pcs., 100 - 48 pcs., 50 - 30 pcs., 25 - 24 pcs., 10 - 18 pcs., 5 - 15 pcs.
9. Currency checks of various denominations - 12 pcs., namely: 100 - 4 pcs., 50 - 4 pcs., 25 - 4 pcs.
10. Packing - 1 pc.

III. GAME PREPARATION.

Lay stacks of Chance and Penalty cards face down on the board. Place the players' chips on the "Start" field. Give each player 2000 checks in this way: two banknotes - 500, seven - 100, four - 50, three - 25, two - 10, one - 5.
The remaining banknotes remain in the bank.
Choose a bank manager from among the players.

IV. BANK MANAGER.

Before the start of the game, one of the players is chosen as the bank manager. This is the same player, like everyone else, obeying all the rules, but he has additional obligations - to be an intermediary between the bank and the players. He cannot use the bank's funds for his own purposes.

V. BANK.
The Bank carries out its activities through the bank manager.
For the bank, a place is allocated where a box is placed in which banknotes, patent cards, and equipment chips are placed.
The bank pays bonuses, prizes, collects taxes, fines, duties, sells equipment, issues patents, buys them back at half price, arranges auctions, issues checks against the patent.
If the bank runs out of checks, the banker writes IOUs for whatever amount is needed. This is a piece of paper indicating - "Promissory note" and the number of the debt.
The bill is exchanged for checks as soon as they appear in the bank. The bank does not give checks just like that - only under the mortgage of the property.

VI. BEGINNING OF THE GAME.

To determine the order of moves, roll dice in turn. The player with the highest roll goes first. He rolls the dice /both at once/ and moves his chip clockwise by a number of fields equal to the sum of the numbers on the dice.
After he performs all the actions that need to be done by the player on the field where he got, the turn of the move goes to the player sitting on the left in a clockwise direction. Before his throw, the player can perform various operations with the bank, offer deals to other players. During the moves of other players, he cannot do this.
The pieces remain on the field where they hit and move only after the next roll of the Dice. Several chips can be placed on one field.
If a player rolls a double / identical numbers on both dice /, then he moves the chip as usual, does all the actions that need to be done on this field, and then makes another move.
If a player rolls three doubles in a row, he goes on vacation. The chip is moved to the "Vacation" field, and the turn is passed to the next player.
Each time the player's chip stops on the "Start" field or passes it during its movement, the player receives a prize from the bank - 400 checks. If he does not claim the prize from the bank manager before the next player rolls the dice, he loses the right to receive it.

VII. HIT IN A FIELD FOR WHICH THE PATENT FOR WHICH IS NOT YET ISSUED.

If the chip hits such a field, the player can take the patent by paying the bank the cost of the patent in full or in half "mortgaged".
If a player has paid the full price for a patent, then the patent is his property and other players can no longer repurchase the patent without the owner's desire. The owner can offer a wish to buy a patent for any price. If a player has bought a half-price patent, the patent card is placed face up with the words "pawned" and the patent is not the player's property and can be redeemed by another player.
The value is indicated on the field and on the patent card. The bank manager issues a patent card to the player, and he places it in front of him on the other side, depending on how much the cost he paid to the bank.
If the player refuses to take the patent, then the bank manager must immediately offer it for sale at auction. The one who paid the highest price gets the patent. Bidding at the auction starts from the initial value indicated on the Card, from the player sitting to the left of the one who refused.

VIII. HIT IN A FIELD FOR WHICH A PATENT IS ALREADY ISSUED.
If the player's chip hits such a field, the player must pay the owner of the patent the amount indicated on the card of this patent. This amount depends on the amount of equipment installed in a given field.
If the patent is pawned, no fee is charged. And the player. who has fallen into such a field can acquire a patent for this field by paying the cost of the pledged patent to its former owner and pay the same fee to the bank. After this operation, the patent is the property of that player.
It is up to the patent owner to ensure that payment is received on time. Neither the player who got on the field of the owner of the patent, nor other players should remind him of this. If the owner of the patent has not claimed the fee due to him before the next roll of the dice, no fee is charged.

IX. FORMATION OF A STATE ENTERPRISE OR A COOPERATIVE.

A state-owned enterprise or cooperative is formed: if the player was able to take all the patents from the group of patents of this industry, the cards of which are marked with the same color, and pay a fee to the bank for acquiring a patent to create this state-owned enterprise or cooperative in the amount of 1000 checks.
A state-owned enterprise or cooperative provides special advantages. Firstly, the fee for hitting any of the fields included in their composition increases. Secondly, and most importantly, the player gets the opportunity to install equipment on these fields, which dramatically increases the fee for the passage.
In order to form a state-owned enterprise or cooperative, the player can buy or exchange missing patents from other players. The terms of the transaction are determined only by the general agreement in the process of trading. If at least one of the patents is pledged, a state-owned enterprise or cooperative cannot be formed.

X. HIT IN THE FIELD "CHANCE", "PENALTY".

When a chip hits these fields, the player takes the top card from the pack, reads the instructions aloud, puts the card down the pack and does everything that is prescribed.
Cards “Come out of vacation”, “You avoided an accident”, “You have excellent health. You are not threatened with diseases” can remain with the player until the need arises, or can be sold to another player by agreement.
When you stop at the "Parking" field - nothing needs to be done. The chip moves on its next move.

XI. "VACATION".

The player goes on vacation in the following cases:
1. If the chip stops at the "Vacation" field.
2. If a “Penalty” card with the instruction “Go on vacation” is taken.
3. If a double is thrown three times in a row.
At the same time, wherever the chip is located, it moves directly to the “Vacation” field, without receiving 400 prize checks.
The player comes out of vacation:
1. If he rolls a double on one of his three consecutive dice rolls. In this case, he moves by a number equal to the sum rolled on the dice and makes
repeated moves, as usual, when a double occurs.
2. If he has a Get Out of Vacation card or buys it from another player. The card is returned to the pile after being used.
3. If he pays 200 checks to the bank before rolling the dice.
4. After three moves and payment of 100 checks - after the third roll of the dice, the player must move the chip from the "Vacation" field by a number of fields equal to the sum of the numbers rolled on the dice.
A player who is on vacation cannot receive a fee, enter into transactions and make transactions with the bank.

XII. "ACCIDENT".

A player who gets on the “Accident” field or takes a “Penalty” card called “You got into an accident” gets into an accident and places his chip on the “Accident” field. This player automatically skips three turns. Having got into an accident, the player does not receive a fee, does not have the right to conclude transactions and perform various operations with the bank. The player can only avoid an accident by holding a Chance card called "You avoided an accident". The card is returned to the pile after being used.

XIII. "SICK LEAVE".

The player goes on sick leave in the following cases:
1. If the chip stops on the "Sick Leave" field.
2. If a “Penalty” card with the instruction “You are ill” is taken, move back to the “Sick Leave” field.
In this case, the chip remains on the “Sick leave” field, and the player skips one move. While on sick leave, the player receives a fee, but cannot participate in transactions and operations with the bank. If the player hit this field by throwing a double, then another throw is made.
The player leaves the hospital:
1. If he throws a double.
2. If he has a card “You are in excellent health. You won't get sick."

XIV. "TAXI".

A player's chip that has landed on the "Taxi" field moves forward to the nearest "Parking" or "Start" field.

XV. "CURRENCY".
Once on such a field, the player has the right to purchase a patent for this field, worth 500 checks. The owner of such a field has the right to:
1. Get paid when other participants enter this field in the form of currency. The player who got it
field, exchanges checks at the bank for currency checks at a rate of 5:1 /125 ordinary checks =25 currency checks/ and pays the owner in currency. The amount of the fee consists of the amount indicated on the “Currency” card of the patent and the amount of currency already available to the patent owner.
2. Acquire patents for the formation of a state-owned enterprise or cooperative at half price, i.e. for 500 checks and subsequently purchase equipment /machines, robots/ for half the cost, making a profit of 100 percent.
3. Having created a MONOPOLY in any industry, produce products of world standards /for this you need to have a "Currency" patent and at least 100 currency checks/. At the same time, the profit becomes the maximum allowable in the game, namely, it increases by another 100 percent in excess of the profit received when creating a MONOPOLY
The player, having got on the currency field, whose patent has already been acquired, can buy this patent from the owner for a double price, i.e. for 1,000 checks plus the value of the available currency.

XVI. TRUST, CONCERN, MONOPOLY.

A player who, during the game, has formed two state-owned enterprises or cooperatives of related industries, may, before his next move, announce the creation of a trust or a concern, respectively. In this case, the fee for passing through these fields increases by 50 percent. Branches are considered related:
1. Agro-industry and food industry.
2. Light industry and trade.
3. Stroyprom and transport.
If the player has formed a state enterprise and a cooperative of the same industry, then he has achieved the goal of this game, i.e. created a MONOPOLY on this branch of production. The fee is increased by 100 percent. And having created a MONOPOLY and having a currency / a patent for a currency field and at least 100 currency checks /, the player announces before his turn that he has begun to produce world-class products, which means that the fee becomes the maximum in the game and increases by another 100 percent compared to the fee when creating a MONOPOLY.
During the game between players with state-owned enterprises or cooperatives of related or one industry, transactions can be concluded for the formation of joint ventures / trusts, concerns, monopolies /.
At the same time, the amount of profit and the amount of losses from the creation of this joint venture is divided between these players by mutual agreement.

XVII. EQUIPMENT

The equipment can only be installed on fields belonging to a state-owned enterprise or cooperative. No more than two machines or one robot can be installed on each field. The equipment is bought at the bank at the prices indicated on the patent cards. The purchase is made before the next move of the player.
The equipment is installed evenly on all fields of a state-owned enterprise or cooperative /one/ - the difference in the number of machines in different fields should not be more than one. This rule also applies when removing Machines and selling them to a bank.
For example, there cannot be 2 machines on one field, while none on the other. Robots can only be installed after there are two machines in all fields of the cooperative. When installing robots, the machines are removed.
Installing equipment is very profitable, as it allows you to dramatically increase the fee received by the player. If all the equipment is sold out in the bank, the player who wants to purchase it must wait until someone wants to sell it to the bank. Players do not have the right to exchange and sell equipment to each other. In transactions, the equipment must be handed over to the bank for half the cost. The equipment cannot be pledged, it is only sold to the bank for half the price.

Equipment cannot be installed if at least one of the company's patents is pawned. A patent from a state-owned enterprise or cooperative can only be pawned after the sale of equipment from all fields included in this state-owned enterprise or cooperative.

XVIII. SALE AND EXCHANGE OF PROPERTY.

All patents owned by the player can be exchanged or sold to another player under any contractual terms. Conditions are determined in the process of mutual trade. The initiator of the transaction is the player who has passed the turn of the move. Deals must be completed before the dice are rolled.
The exchange and sale of patents on the margins of which the equipment is installed is not allowed. It must first be handed over to the bank for half the cost.
If patents are pledged, they can be sold to another player or donated to the bank.

XIX. MORTGAGE.

If financial difficulties arise during the game, the player can take checks from the bank against the security of the patent. The mortgage value is indicated on the patent card. If a patent is pawned, the patent card is turned upside down and the field
belonging to this patent is considered free, that is, no fee is charged for entering this field, however, the right to dispose of the pledged patent remains with its owner.
When buying out a pledged patent, the mortgage value of the patent is paid to the bank. This must be done by both the owner of the patent and the player buying or exchanging the pledged patent. You can redeem mortgaged patents only before your move.
In order to re-deliver the equipment, it is necessary to buy out all the company's patents by paying a mortgage and buy the equipment for the full price in the bank.

XX. BANKRUPTCY.

Bankruptcy is the inability to pay off your debts. The bankrupt is out of the game. If a player cannot pay off other players, he must transfer everything he has, having previously handed over the equipment to the bank for half the cost. Only patents and checks are given.
If the player cannot pay the bank, the bank will confiscate his property. Forfeited patents go up for auction and are sold to the players who paid the highest price. The last remaining player is the winner.

XXI. RULES FOR PLAYING THE GAME IN A SHORTER TIME

Before the start of the game, the end time of the game is set. After the set time has elapsed, the player with the highest profit is determined. He is the winner.
Player profit is made up of:
1. Checks held by the players.
2. The full cost of patents and equipment held by the players.
3. Half the value of pledged patents.

NOTE:

GOOD LUCK!

CHANCE cards:

Card penalty:

Field cards:

The game is for children, but the rules are for adults. In my opinion, they are difficult for children to understand on their own.

Manager is an economic game for youth. It's a fun, lively game. Since the events that appear on the board during the game change very often, the players get an excellent training in quick calculation of economic situations, mathematical analysis.

The game helps to develop such business qualities as:

  • composure
  • creative activity
  • ability to make accurate decisions

    1 . GAME DESCRIPTION
    The game can be played by 2 to 6 players. The game consists of:

  • a playing board divided into cells, which are sections.
  • There are 2 dice
  • 6 chips
  • 26 branches
  • 12 enterprises
  • two decks of cards: "Surprise" and "Notification"
  • cards "Right to property", each such card corresponds to a certain cell of the field.
  • bank notes of different value.
  • 2 . PREPARATION
    Arrange the Right to Property cards under the edge of the playing field in accordance with the name of the lot. Place the "Surprise" and "Notice" cards in the spaces indicated on the board. Each player receives one chip, which represents him during the game, and banknotes in the amount of 20,000 rubles. One of the players is chosen as the banker.

    3 . BEGINNING OF THE GAME
    Everyone takes turns rolling the dice. The player with the highest total starts the game first. He puts his chip on the “Start” cell, rolls the dice and moves in the direction of the arrow by the number of cells corresponding to the sum of the dropped dice. The player on the left continues the game and proceeds clockwise. Players start the next turn from the same cell where each chip remained. If the chip stops on a plot owned by another player, he is obliged to pay him a rental fee. It should be noted that players are required to carry out all operations before the next roll of dice. If one of the players rolls a “double” (two identical numbers on both dice), then this gives him the right, after the passage of the chip, to re-roll. If he rolls a "double" three times in a row, he goes to the Exchange (however, he keeps all the property and money he has acquired). Throughout the game, the pieces make a circle several times. Every time a player stops or passes through the “Start” cell, the bank pays him 2,000 rubles.

    4 . STOPPING IN A PLOT THAT DOES NOT BELONG TO ANYONE
    When a player lands on a property that belongs to no one, he has the option to buy that property from the Bank at the price shown in the box. If he wants to buy it, he pays to the Bank its value indicated on the site, and receives the “Right to Property” card, which he takes out from under the edge of the playing field and puts it upside down on the table in front of him. If the player refuses the offer to make a purchase, the banker must immediately auction it off to the highest bidder. All players and the one who initially refused to buy can bid if they want to. The appointment of the price is determined by the banker. It is recommended that players buy any property, as the game loses interest if there are unsold properties in the Bank.

    5 . STOPPING ON A PLOT BELONGING TO ANY PLAYER
    When a player, whether rolled a die or drawn a card, enters a lot owned by some other player, the owner of that lot receives a rental fee according to the prices shown on the Ownership card. If the owner forgot to claim their rental fee before the next roll of the dice, the rental fee should not be claimed. If the tile contains one or more branches, the rental fee becomes higher than the payment for the site that is exempt from any branches (prices are indicated on the “Property Rights” cards). If the property is mortgaged, no rental fee will be charged. The pledged property is determined by turning the card face down on the table, under the playing field, corresponding to the field.

    6 . BENEFITS FOR PROPERTY OWNERS
    A huge advantage is to own the property rights of all plots of the same color. In this case, the owner will charge double the amount for any unfinished plot in this group (whether other plots in this group are developed or not). If there is one pledged property in a group, this group is considered incomplete. You can only build on plots of the same color that are in the same hands. The benefit is to build branches and businesses rather than just owning a plot, because the rent for businesses is higher than the rent for vacant lots. Before starting his next turn, a player may trade or sell plots to other players to form complete groups of the same color. It is in the common interest that the players negotiate these operations, because the interests of the players increase from the moment they can start building.

    7 . STOPPING ON THE "SURPRISE" OR "NOTICE" CARDS
    Having settled on the "Surprise" or "Notice" cell, the player takes the top card from the deck, respectively, and, following the instructions given there, again places the card under the deck facing the table. If a player is dealt a "Exit Market" card, it becomes his property and remains with him until it becomes necessary. After use, it must be returned to the deck. It can be sold to another player for a price set between them. Having settled on the “Win” or “Penalty” cell, the player receives or pays the specified amount to the bank, respectively.

    8 .BANK
    Choose as a banker a player who will become a good appraiser (at the auction). The banker takes part in the game, he must separate his personal capital from the capital of the Bank. The bank stores not only the capital, but also the chips of branches and enterprises before they are bought by the players. The bank makes card payments and gives out profits, sells possessions, branches and enterprises, receives the value of the "Right to Property" card purchased by the players. He auctions off plots, lends money on collateral, at a price of half the sale value indicated on the Right to Own property caste.

    9 . PLAYER GOES TO THE EXCHANGE

  • If the chip lands on the Broker cell.
  • If he drags the card "Go to the exchange."
  • . If he rolls "double" 3 times in a row. The player sent to the exchange must put the chip directly on the "Exchange" cell.

  • If the player ends up there, in the normal course of the game, then his stay on the exchange is treated as a "Simple visit". He suffers no penalty next turn. 10 . PLAYER EXITS THE EXCHANGE
  • By throwing a "double" on one of the 3 turns of the subsequent game.
  • Using the card "You are exempt from visiting the Exchange"
  • Paying a fine of 500 rubles.

  • When a player is sent to the exchange, he must always wait for his next turn of the game (even if he owns the card "You are exempt from visiting the exchange"). The player must not remain on the exchange after his third turn in the game. Having rolled the dice for the 3rd time, he must (if he has not made a “double” before that) pay a fine of 500 rubles or use the “You are exempted from visiting the Exchange” card and advance his chip by rolling the dice. During their time on the exchange, the player may collect taxes on rents, build on their lots, buy, sell, or mortgage "Property Rights".

    11 . BRANCHES AND ENTERPRISES
    A player who has 3 plots of the same color has the right to build branches and enterprises on them. Only one enterprise is set up on each site. It is necessary to have 3 branches in each lot of the full group of the same color before placing the enterprise. The price he must pay for each branch or business is listed at the bottom of each lot and the Ownership card.
    For example: if the player owns a complete group of cards of the same color; he can buy 1 or more branches from the bank before the next roll, in order to build them on one or more plots of the color that he owns. Construction must proceed evenly, i.e., on each site of the same color, one branch (or one enterprise) can be placed in one move.
    For example: A player cannot immediately place 2 or 3 branches in one lot if there is only one branch or none in another lot of the same group. If a player, having no money, resells his buildings to the Bank, he must also evenly remove one building from each plot of the same color in descending order. During the game, the Bank may not have enough branches and enterprises for those who want to purchase them. In this case, the players must wait until someone sells or returns them to the Bank.

    12 . PROPERTY TRADE
    Undeveloped lots can be sold or traded between players at a price that suits both. No plot can be sold, mortgaged or exchanged if it has at least one building (branch or enterprise). All buildings can only be sold to the Bank. The bank pays in cash 1/2 the price of the enterprise and 1/2 the price of the sum of all branches.

    13 . 3ALOGUE
    The enterprise and branches can never be mortgaged. Mortgaged property cannot be sold or exchanged - it only changes ownership if it goes bankrupt. When a player needs money, he can pledge a plot (or several) to the Bank, having previously sold all the buildings from them. The “Right to property” card in this case is turned face down under the playing field, according to the place.

    14 . DEVASTATION
    If a player owes more than he can pay, he gives his valuables that he owns to the Bank and leaves the game. The bank pays the creditor the full amount of the debt. Branches and enterprises of the bankrupt are returned to the Bank. Freed cards "Right to property" are placed under the playing field according to the place and can be bought.

    NOTE
    Participants in the game should not help each other to maintain their values. The bank lends money only on collateral. The player who looked like someone else's chip pays 100 rubles to the Bank. The participants of the game caught in collusion must leave the game, returning all their attributes to the Bank.