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The challenge in creating this game was to make
a card game that is turn based and that anyone
could play using an ordinary deck of cards. It
also would have to be fun, easy to learn, and it
would have to capture the hardships people go
through in life. I also wanted it to be
educational.
I've mastered the game play and rules and am
now ready to pass this on to anyone who might
want to try a little something new. So, without
further delay let me introduce you to the game I
created, VirtualOpoly.
Here's some key points to the game:
- Buy/Sell land or building cards
- Build subdivisions using same suit
connecting LAND cards (like spades, clubs,
diamonds, hearts)
- Collect rent for land and building cards
owned
- Place an opponent into default and try to
take their cards
- Collect no rent if in default until
default paid off
- If default not paid send opponents
property/buildings to Sheriff sale
- Bid on properties at Sheriff sale
- Become the VirtualOpoly tycoon with the
most cash/property
I use a 72 card deck, along with play
money my kids gather up from other games we have
around the house. I then start everyone off with
5 cards and about $3750 of play money in
different denominations. Select someone to be
banker. The remaining cards become a draw pile,
and we flip the top card over for a discard
pile.
Phase 1: The first phase of every turn
is to collect rent for every card you own on the
table in front of you. You do not collect rent
for cards that are in default. If no cards are
down then you collect zero rent and move on to
the next phase.
Phase 2: Pay the default amount to the
bank for the cards you own that are in default
by another player who played a hardship card on
your cards, and move the hardship card to the
discard pile. And/or leave the hardship card on
top of your property if you cant afford to pay
the default, or simply want to leave it there,
and move on to the next phase.
Phase 3: Draw from either the discard
or draw pile. If this is your first draw at the
beginning of the game, only draw one card so you
now have six cards in your hand. If this is not
your first draw of the game keep drawing cards
until you have five cards in your hand.
Phase 4: Play the cards in your hand.
You can do this in any order you like. You have
to at least hold 2 cards in your hand. Just
before your turn ends you have to discard one of
the two so you now only have at least one card
in your hand. You can never have less then one
card in your hand and you must always have a
discard! You can also never have more then 5
cards in your hand at the end of your turn.
- You have to buy land before you buy
buildings. Pay the banker the BUY amount ( V
2500 ) on the cards to buy land and
buildings. Place cards face up in front of
you so everyone can see what you own. When
buying a building, place it on top of the
land card after you pay it's BUY amount.
Both land and building cards have buy, rent,
default, and Sheriff sale amounts.
- Hardship cards do not have any amount on
them. If you have one in your hand you can
play it on any opponents cards they own that
are on the table in front of them. if you
are targeting a building, then the land the
building is on is also in default. If the
land has an attached card of the same suite
by going up or down one number then the
opponent has a development going and all
building and land cards of that development
are targeted and in default. The opponent
has to wait until phase 2 of their turn or
Sheriff sale to cure the default.
- The Joker cards are exactly what the card
says, JOKERS, and have a mind of their own.
This is where the real fun begins. If you
have a Joker you can target someone who is
already in default. They have to have the
hardship card on their card, then you can
play the Joker to force their cards to go to
Sheriff sale, at which time you take the
total of the Sheriff sale amounts on all the
cards going to sale and start the bidding
with that amount. Everyone gets to bid if
they want to right now, don't forget who's
turn it really is though. Also, the owner of
the cards may bid at sheriff sale to redeem
their property. If the original owner looses
at auction and the winning bid was lower
then the default amount owed to the bank,
the loosing owner must pay the difference to
the bank or be in foreclosure and out of the
game. The winner gets the property no matter
if the previous owner can pay off the
difference. The winning bidder is not liable
for the remaining owed, if any, to the bank,
other then what was bid and awarded. If the
previous owner pays the difference to the
bank they continue to play as normal except
they now have a few less owned cards. If the
winning bid is higher then the default
amount owed to the bank, the original
defaulted card holder received the over pay
at the end of the Sheriff sale after first
paying the default amount owed from the
proceeds of the Sheriff sale to the bank.
JOKERS are also Realtor cards and can be
used to place any card on the table that you
own up for sale using the SELL amount on the
cards. The JOKER/Realtor also now protects
the cards from being targeted with a
hardship card from another player. You can
also still develop any land up for sale that
you own by buying a home and placing it on
the land. This home is also now protected
from default The only way to remove the
JOKER/Realtor card is for the property to
sell, then you simply discard the
JOKER/Realtor to the discard pile. The
ultimate way to use the JOKER is to use it
as a JOKER/Broker by taking a card from your
hand that you do not own and placing it up
for sale. Every player on their turn tells
you if they are interested in purchasing the
card you are marketing as a broker. All you
do is listen to the offer from every player
on that players turn. When it becomes your
turn you decide who will win. For
successfully marketing a card from your hand
you and the bank split the proceeds 50/50.
If no one wants the card you are marketing,
simply lower the price every time around at
your turn until it sells, but never drop
lower then the default value of the card.
You may not take the card or JOKER back into
your hand. You don't buy the card from your
hand, you simply place it face up with the
JOKER/Broker and let everyone know that the
card is for sale starting at the SELL value
on the card. If anyone buys the card,
discard the Joker to the discard pile. One
JOKER/Broker per card you are marketing.
- Now you have to have at least two - six
cards in your hand and you have to discard
one card. You have to have at least one card
in your hand at the end of this turn but not
more then 5.
Some other rules: You can't barrow
from the bank if any of your property is in
default, but you can try and ask other players
for a loan creating a second mortgage; but
lender be aware, if the property falls into
Sheriff sale and no one purchases it, the cards
go to the discard pile and the 2nd mortgage
lender receives 30% of the amount lent to the
player from the bank as selling the note short
in order to recover some of the loss. The 2nd
lien holder/lender can not go after the player
for the remaining 70% un paid by the bank. If
you draw from the discard pile, you may only
draw the top card and no deeper. If you do not
want the top card of the discard pile you must
draw cards from the draw pile until you have
five cards in your hand. No player is allowed to
take hardship or joker cards from the top of the
discard pile. hardship cards and joker cards can
not be traded or sold between players. Anyone
can barrow from the bank at an interest rate
that every player agrees on at the time of
lending. The barrower must repay 25% of the loan
with interest during Phase 2 of the next
four turns to pay off the loan. The Banker may
charge a 10% late fee of the remaining balance
if a barrower misses a payment. Three
consecutive missed payments constitutes
foreclosure and every property card owned by the
barrower automatically goes to Sheriff sale. In
this foreclosure exclude the Sheriff sale
amounts on the cards and use the loan amount (aka
Prayer Value) as the amount due. Any over
payment goes to the barrow and they are still in
the game, any shortage goes to the barrower and
the are removed from the game, BANKRUPT!
Are you trying to sell a property but the
barrower can't come up with all the money, think
about holding a second with interest.
Winning the game:
The first person to collect over $5000 in rent
per turn, and or having over $15,000 of cash on
hand.
You could continue on but I'll leave that
decision up to you.
Will you be, cash rich, land rich, deep in
debt via loans, or bankrupt? Take a wild yet
realistic ride through Real Estate with my game,
and show your talent.
To purchase a deck of playing cards send
$35.00 along with a note requesting your own
unique deck. I'll then send the cards along with
a copy of the rules, and some regular monopoly
money. Every deck is a normal playing card deck,
with hand written marker words, and numbers on
them. I write out every deck for every order I
receive. I guarantee you'll have fun with this
game. If after you receive the cards, and the
rules, and you are not happy with the game play,
or the cards, simply send the cards back and I
will either refund all, or a part of your
purchase depending on the condition of the
cards.
Order Now,
$35.00 Checks accepted and orders subject to
check clearing your bank. Please allow 10-14
days for your delivery. Send your order to the
address below.
Ed Nolan
1586 Hopkins Ave
Lakewood, Ohio 44107
ps. the cards will be printed out like these
card below ... some of the above rules are for
cards I made by simply using a marker and a
regular deck of cards. However, now I can
provide cards like the ones below.
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