THE POLITICAL REVOLUTION GAME
Based on the classic board game with a nod to the original creator Lizzie Magie, who wanted the game to teach people about the differences between lassie faire capitalism, and democratic socialism. The main differences are:
- Separation of the BANK from a PUBLIC TREASURY
- Turn-limited play with clear rules for determining the winner
- All property is purchased at AUCTION after the start of the game
- Doubles no longer extend your turn, but allow you to ride the Railroad for free
- Players can call for a POLITICAL REVOLUTION
Fig.1 -- Game Board Modifications.
The object of the game is to build as much wealth as possible before the game ends. The player with the most wealth in cash, cards and houses at the end of the game is the winner. At the end of the game: each card counts as $300, this includes IRA and PROFESSOR Cards; each House counts as $100; the SPECULATION Card and Hotels each count as $500.
- Materials Needed: (1) Post-It pad(s); (2) Marker; (3) Card stock & scissors; (4) Optional – 6 different colored RISK piece sets with 10 Armies for houses and 4 Ten Army pieces each to count rounds.
- Game Conversion: Create the Post-It overlays as shown in Fig.1 to modify the game board. The rest of the Post-It pad(s) can be divided into stacks for the IRA and PROFESSOR CARDS as well as the Education Vouchers. Cut card stock the same size as the Deed Cards so it can be shuffled with them, and write [SPECULATION], “Broker’s License”, $150 on it.
Each player selects a token as their playing piece in the game. Chance and Community Chest cards are shuffled together and placed face down in the space allotted for Chance cards.
Each player gets $1500 as follows: (2) each of $500’s, $100’s and $50’s; (6) $20’s; (5) each of $10’s, $5’s and $1’s. All money and implements not in use by the players is returned to the BANK.
Players roll the dice to determine who goes first and turns proceed to the player’s left. Player One shuffles the Deed Cards and deals out one to each player -- around to the left -- until 24 cards have been dealt. These cards represent ownership of Lots and Franchises.
The original sale price of each card is marked on the corresponding board space after the words "PRICE". Each player has the option of buying any of the cards dealt to them by paying the BANK. All the remaining cards are returned to the BANK.
- NOTE: It generally costs $100 - $150 to go around the board. When choosing cards to purchase it is advisable to keep this in mind (see TO BEGINNERS for sample hands).
RULE 1. Buying Property. -- After the game has begun, the sale price of all cards held by players is regulated by only by demand. Cards bought from the BANK, however, must be sold at the original sale PRICE unless they are bid up at AUCTION.
- In all money transactions between a player and the BANK, or the board -- the player to the right acts as the BANK representative -- paying wages, making change, running auctions, issuing cards, etc. The BANK representative may still participate in an AUCTION.
- AUCTION: When the BANK is called upon to hold an AUCTION, the player representing the BANK solicits bids from the other players. When no other player's wish to bid above the highest bid price, the AUCTION is considered closed and the item is offered to the player with first option to purchase. If they pass, then the highest bidder must purchase the item.
RULE 2. Moving Tokens -- Players begin from GO. Player One rolls the dice and moves around the board the number of spaces rolled, then landing on that space, must follow the rules for that space. When a player starts their turn from a space between the two CHANCE spaces, they may move in either direction. It is sometimes better to move backward, rather than forward. (see RULE 17. Rolling Doubles, and RULE 6. Jail)
RULE 3. Collecting Wages. -- When a player reaches or passes GO, they are considered to have performed a certain amount of labor worth $200 and these wages are paid from the BANK.
RULE 4. Paying Taxes. -- Spaces for; FOOD, FUEL, SHELTER, and CLOTHING, represent the Absolute Necessities of life. When a player lands on one of these spaces they must pay a $20 tax into the PUBLIC TREASURY. Taxes are doubled when the equivalent of 10 houses appear on the board. Taxes doubled again when the equivalent of 25 houses appear on the board. A Hotel equals 5 houses.
RULE 5. Trespassing. – It is illegal to occupy property posted NO TRESPASSING. When a player lands one of these spaces they must go directly to JAIL. They do not pass GO, they do not collect any wages and they must wait in JAIL until their next turn. No other board business can be conducted from JAIL.
RULE 6. Jail. – A player in JAIL at the start of their turn may move out if they: (1) Use a “GET OUT OF JAIL FREE” card; (2) Pay into the PUBLIC TREASURY a fine of $50; or (3) Roll doubles. They then can move forward the number of spaces indicated. Otherwise they must wait until their next turn, conducting no other board business from Jail. On their THIRD roll -- having served their time -- they collect an Education Voucher and move out as normal play following the rules of the space where they land.
RULE 7. Paying Rent. -- When a player lands upon a lot owned by another player, they must pay land rent to the Deed Card owner, in addition to rents for any improvements on the property. If they land upon one of their own lots they pay nothing. If the lot is not yet owned they may either purchase the lot from the BANK, or pay land rent into the PUBLIC TREASURY.
- NOTE: If the player decides to purchase a lot, the BANK charges the original purchase price unless another player -- willing to bid more than the original price -- calls on the BANK to hold an AUCTION. The player on the lot does not bid, but has the first option to purchase at the highest bid price. The new owner pays the BANK and is issued the corresponding Deed Card. The new owner is then immediately due land rent from any player(s) on the lot.
RULE 8. Speculation. -- This space represents all speculation other than land speculation. If a player's roll will land them on this space, they may refuse to move and remain where they. If they choose to move, the ownership of Speculation card for Broker's License is determined per RULE 7. Ownership being settled, the player pays $20 "ANTE" to the BANK; then rolls the dice again. If the roll is a double the BANK pays $200; an 11 = $180; 10 = $160; 9 = $140; 8 = $120; 7 = $100; 6 = $80; 5 = $60. The winner then pays 10 percent to the holder of the Speculation Card, or into the PUBLIC TREASURY if no one has purchased the card. If a 3 or 4 are rolled, the speculator wins nothing while the holder of Speculation Card goes to JAIL and the card is returned to the BANK.
RULE 9. Franchises. -- The ELECTRIC COMPANY and WATER WORKS as well as all the RAILROADS represent public corporations owned by private parties. When a player stops upon one of these franchise spaces they must pay to the owner rates as determined by the schedule on the Deed Card. If the franchise is not yet owned then the player has the option of ownership per RULE 7. If no player owns it, the rates are paid into the PUBLIC TREASURY.
- TRUST:. If two players own all the RAILROADS between them, they may at any time pool their railroad interests and form a Trust, charging other players as if all (4) were owned by one player and dividing the profits.
RULE 10. Free Parking. -- This lot is maintained by public funds, and therefore a player may stop on it without paying anything.
RULE 11. Chance. -- If a player lands on CHANCE they draw a card from the deck and follow the directions before returning the card to the bottom of the deck.
RULE 12. Poor House. -- If a player does have not enough money to pay expenses, and cannot raise revenue (see RULE 16.), they must go to the POOR HOUSE until their next turn.
RULE 13. IRA. – This space represents investment into a retirement savings account. If a player’s roll will land them on this space, they may move forward and pay $75 to the BANK, then draw an IRA Card. This card counts as $300 at the end of the game. They may also sell the card at any time. Or, alternatively, they may move backward and follow the rules for that space.
RULE 14. Monopolies & Improvements. – When a player owns all the lots of one color group the land rent is doubled in that color group, and the owner has the option to make improvements. At the beginning of their turn, a player may improve any of their lots by erecting a building. Buildings are purchased from the BANK at the price indicated on the lot Deed Card, along with the corresponding increase in rents for each improvement. Additional buildings cannot be added to (or removed from) a lot unless all the other lots in the color group are similarly improved.
- NOTE: Building Shortage – When an owner wishes to improve their lot, but the BANK has no buildings available, the owner goes onto a waiting list. If there are two or more owners on the waiting list when a building becomes available, then it is sold at AUCTION. The player at the top of the waiting list has the first option to purchase at the highest bid price. If they pass, then the next name down the list must purchase the item. And so on down the list until the house is sold.
RULE 15. The tokens of two or more players may occupy the same space, each paying and following the rules for that space, individually.
RULE 16. Raising Revenue. -- A player may mortgage their unimproved property to the BANK for half the list PRICE or sell their unimproved lots to another player for any price they agree on as a private sale. Before an improved lot can be sold or mortgaged, all the buildings must be sold back to the BANK at half price and following -- in reverse -- the rules of their construction. Whenever a mortgaged property is sold, the BANK is due a 10% interest charge on the mortgage amount. When a mortgage is later lifted, the BANK is due an additional 10% interest charge plus the mortgage amount.
RULE 17. Rolling Doubles. -- Rolling doubles buys you a ticket on the railroad as long as the player can “get to the station”. If the doubles rolled are enough to reach the nearest RR station -- following the general rules for moving forward or backward -- then the player may skip the next 9 spaces to another RR station in that direction and continue counting spaces from there. A player may choose to take the RR, or just move the number on the dice as normal.
RULE 18. Emergencies. -- Should any emergency arise which is not covered by these rules, the matter must be settled among the players. Players may do anything which suggests itself to them provided it does not conflict with the rules.
RULE 19. Game Over. -- The game officially ends when any player has passed GO five times. Players may prolong the game at their own pleasure or agree to stop at any game event, such as the next double rolled by any player, etc.
If any player becomes fed up with the greed of a rigged system and screams “Enough is Enough!”, they may at any point in the game call for a POLITICAL REVOLUTION. It requires only a “second” from another player, or the higher roll of the dice in a two player game, to begin the new set of rules below.
Players are left in possession of all their holdings with the exception that monopolies under Rule 14. Are broken up, Deed Cards have no cash value for sale or mortgage and rents are now separated into land rent (RENT value on Deed Card) and improvement rent (House or Hotel rents on Deed Card). Otherwise, the game goes on as before under the following rules:
RULE I. Pay no taxes on Absolute Necessities. These spaces revert to the original game board (peel off the Post-Its) with Community Chest also drawing a card from the Chance deck.
RULE II. ALL land rent is paid into the PUBLIC TREASURY to be used for public improvements.
RULE III. All railroad fares and franchise rates are paid to the individual owners as before until the public takes control of them (see RULE VI. Part b). Then, these spaces become FREE.
RULE IV. When a player lands on a lot, they first pay land rent into the PUBLIC TREASURY, and then pay the full improvement rent to the owner of the house(s) or hotel, if any exist. If the lot is unimproved, the player has exclusive rights to build a house and generate future income.
- NOTE: At the beginning of their turn, a player may choose to erect a house on any unimproved lot, unless another player -- willing to bid more than the cost of a house -- calls on the BANK to hold an AUCTION. The original player has the first option to purchase at the highest bid price. The new owner pays the BANK and is issued a player specific house marker to be placed on the property. The new owner of the house is then immediately due the full improvement rent from any player(s) on the lot. The BANK is also required to place all proceeds above the original cost of a house into the PUBLIC TREASURY, as the BANKS are not entitled to profit from the sale of houses.
RULE V. It is illegal to occupy property posted NO TRESPASSING because it is held out of use by the Government for Free College sites. Until the colleges are erected (see Rule VI. Part c) when a player lands one of these spaces they must go directly to JAIL.
RULE VI. Cash in the PUBLIC TREASURY is allocated as follows to improve the economy:
(a) The first $100 is paid to the holder of the ELECTRIC COMPANY charter for the purchase of the plant. The card is returned to the BANK and the space is now FREE to all players.
(b) The next $100 is paid to the holder of the WATER WORKS charter following the same process of nationalization; then the SHORT LINE RR; then the B&O RR; and so on around the board until all the railroads are nationalized.
(c) The next $100 is paid to the BANK for Free College markers which are placed on each of the NO TRESPASSING spaces. The jail penalty is then annulled.
(d) The next $100 is paid to the BANK and WAGES ARE RAISED by $20 for passing GO. Each additional $100 goes to another $20 raise, until the end of the game.
RULE VII. After Free College is enacted, if a player goes to college they take an Education voucher and when they have four of these markers they can exchange them for a PROFESSOR card, which counts as $300 at the end of the game.
RULE VIII. All players now have access to land and the natural opportunities for labor (inner corners). If a player can’t afford or does not wish to make the move called for by the roll of the dice, they may put their token on the next NATURAL OPPORTUNITY space back from the space where they *would have landed and wait until their next turn. Then before rolling the dice to move out, the BANK pays the WAGES called for by the NATURAL OPPORTUNITY space, and the player must then pay the RENT called for into the PUBLIC TREASURY. A player must then move out the number of spaces indicated, even if it takes them to JAIL.
Read the rules carefully without trying to thoroughly understand them at first. Then, in order to save time and avoid confusion in choosing lots to purchase (See RULE 1.) use the sample hands below as a guide. The game is not complicated, although at first it may appear so. The principal thing each player has to do is to look after the collection of rents and wages.
FOUR SAMPLE HANDS.
Marvin Gardens $280
Reading RR $200
B&O RR $200
St Charles Place $140
Atlantic Avenue $260
Park Place $350
Pennsylvania RR $200
Water Works $150
Baltic Avenue $60
States Avenue $140
Kentucky Avenue $220
Indiana Avenue $220
Short Line RR $200
Oriental Avenue $100
Tennessee Avenue $180
New York Avenue $200
Pacific Avenue $300
Pennsylvania Avenue $320
Original Rules from The Landlord’s Game by Lizzie Magie courtesy of
Monopoly Game trademark Hasbro