RulesPal
Chat
Rulebook
Filthy Rich thumbnail

Filthy Rich

Filthy Rich Rulebook

Table of Contents

Table of Contents

  • Components
  • Object
  • Assembling the Game
  • The Cards
  • Setup
  • Play Summary
  • Turn Details
    • Buy a luxury (optional)
    • Take two actions
    • Roll the dice
    • Draw 2 cards
  • Paying Taxes
  • Selling Businesses
  • Getting Knocked Out
  • Auctioning Luxuries
  • Credits

Components

A game book containing four plastic card pages, 22 business signs, 12 luxuries, 73 Filthy Rich cards, play money, and five dice (four 10-sided "business" dice and one 6-sided "page" die).

Object

Be the first player to become rich enough to buy three luxuries and win the game.

Assembling the Game

Before you play the Filthy Rich game for the first time, put the plastic card sheets in the game book. Take the adhesive numbered tabs (1, 2, 3, and 4) and put them on the pages in reverse order (the top page is numbered 4, the next page is numbered 3, and so on down to the bottom page, which is numbered 1).

The Cards

Luxuries: Players buy luxuries during the game in an attempt to prove they are the richest. As soon as a player buys his or her third luxury, that player wins.

Business signs: When a player opens a business, he or she places its sign on a card page in order to advertise that business to the world. Each card page contains nine slots (numbered 1-9) where the signs can hang. A sign is considered visible if you can actually see it, regardless of whether any clear card pages cover it. If one sign covers up another sign, the covered sign is no longer visible.

Note: Some signs are made up of more than one card. If you have a big sign and part of it is covered and part of it is not, the part that you can see counts as being visible, and the part that you can't see does not.

The remaining cards (with Filthy Rich on the back) are played from players' hands. They are broken down into three different types: actions, assets, and businesses. You might play one of these cards to start a new business, to secure government connections, or to start a "mysterious" fire in your opponent's shop.

Setup

  • Place the business signs in a pile face up on the table. You do not need to shuffle them.
  • Place the luxuries in a pile face up on the table. You do not need to shuffle them.
  • Shuffle the Filthy Rich cards together and deal 5 to each player.
  • Give each player $10 to start.
  • Begin on page 1 of the game book (this is the last of the four pages).
  • Decide who goes first.

Play Summary

Players take turns going clockwise around the table. Each player's turn proceeds as follows:

  1. Buy a luxury (optional).
  2. Take two actions. For each action you can either:
    • Play a card from your hand; or
    • Discard a card from your hand to collect $1 from the bank.
  3. Roll the dice. First roll the quantity of 10-sided "business" dice that equals the page number you are on (1, 2, 3, or 4) to determine which businesses earn money for that turn. Then roll the 6-sided "page" die to determine which page to go to next.
  4. Draw 2 cards to get your hand back to 5 cards.

Turn Details

Buy a luxury (optional)

At the beginning of your turn you may buy any luxury you wish (usually you'll want to pick the cheapest one available). Simply pay its cost to the bank and place the luxury on the table in front of you. When someone buys his or her third luxury, that player immediately wins the game.

Take two actions

Next you must take two actions. For each action you can either play a card from your hand or discard a card to collect $1 from the bank.

Play a card from your hand: There are three types of cards in the deck: actions, assets, and businesses.

  • Action cards: To play an action card, follow the instructions on the card and place it face up in the discard pile when the effect is over.

  • Asset cards: To play an asset card, pay its cost to the bank and place it on the table in front of you. The card will remain active for the rest of the game unless it says otherwise.

  • Business cards: The business cards represent businesses you can choose to open. To play a business card, pay its launch cost to the bank and place it on the table in front of you. Then find the sign for that business and place it in any empty slot(s) on the current card page. The sign must be placed so that it has the same configuration as shown on the lower right-hand corner of the business card.

    Example: Andrea decides to open Tornado Cleaners. She pays the $12 launch cost to the bank and places the business card on the table in front of her. Next she finds the sign for Tornado Cleaners (a two-card sign). She has the choice of placing the sign in any empty slots on the current page as long as the two sign cards are placed one above the other, as shown on the business card. So, for example, she could place the sign in slots 1 and 4, 2 and 5, 6 and 9, and so on, as long as those slots are empty.

    If there are not enough empty slots on the current page, or if the same sign already appears in the game book because someone else has opened that particular business, you cannot play that business card. You must choose a different business to open or perform a different action for that turn.

    If opening a business causes you to cover any other signs, you must pay a "covering fee" of $2 per covered space to the owner(s) of the other sign(s). Pay only for signs that were visible before you covered them. You do not need to pay any money for covering your own sign.

    Example: Let's suppose Andrea is on page 3 when she opens Tornado Cleaners and she places its sign in slots 3 and 6. Murphy's Fish House is on page 2, slot 6, so Andrea must pay the owner of Murphy's $2. If another business sign is underneath Murphy's (on page 1, slot 6) Andrea doesn't have to pay anything for covering that sign because it is not visible from page 3.

Discard a card from your hand to collect $1 from the bank: Instead of playing a card, you may select a card from your hand, discard it, and receive $1 from the bank. Place the card face up in the discard pile.

Roll the dice

First roll the quantity of 10-sided business dice equal to the page number you are currently on. (In other words, if you are on page 3, you roll three business dice; if you are on page 1, you roll only one business die.)

The business dice determine which businesses earn money this turn. The card page slots are numbered 1 through 9. When any of the business dice match one of these numbers, the business owner whose sign is visible in that card slot gets "hit." Every time your business is hit, follow the instructions as stated on your business card. A hit represents customers viewing your sign and spending money at your business (typically, as the owner you earn money when your business is hit). For each 0 that is rolled, everyone is forced to pay taxes (see "Paying Taxes" below). Make sure you take care of any business hits before paying taxes.

After you've taken care of all of the business hits and taxes, roll the 6-sided page die to determine what page to go to next. A roll of 1, 2, 3, or 4 means turn to that page. A roll of 5 or 6 means stay on the same page.

Draw 2 cards

Draw 2 cards at the end of your turn to get your hand back to 5 cards. Reshuffle the deck if it runs out of cards.

Paying Taxes

Whenever a 0 is rolled on a business die, players must pay taxes in the following manner:

First, everyone gets a chance to sell any businesses they wish for $2 per sign card. (You can't sell just part of the business—it's all or nothing.) If you sell a business, you should discard your matching business card and remove the sign from the card pages. Selling a business offers two advantages: it provides extra money to help pay taxes or other costs, and no taxes need to be paid for businesses just sold.

Note: It will almost never matter in what order players sell businesses, but if controversy erupts, have players go around the table in order starting with the player whose turn it is.

Finally, everyone must pay taxes on the businesses, luxuries, and assets they have remaining. To do so, count all tax symbols on all businesses, luxuries, and assets you have on the table in front of you. Pay the bank $1 for each tax symbol. Taxes must be paid for each 0 that is rolled.

Example: The business dice are rolled and one of them comes up a 0, so everyone must pay taxes. Andrea earns enough money on her business hits that she decides not to sell any businesses. Counting the tax symbols on all of her businesses, luxuries, and assets, she finds she has three. She must pay $3 to the bank. Had two 0s been rolled, she would have had to pay $6 to the bank, and so on.

Selling Businesses

In addition to the option of selling businesses whenever a 0 is rolled on a business die, players may sell businesses at any time during their own turns before they roll the dice. They may not sell businesses at any other time. Businesses sell for $2 per sign card. Only businesses can be sold, not luxuries or assets.

Getting Knocked Out

The game ends as soon as someone buys his or her third luxury. It is possible for individual players to be knocked out of the game before then. If you are required to pay money for any reason and you do not have enough money to do so, you are out of the game. You must discard all of your cards and remove any of your signs from the card pages. If you have any luxuries, they go up for auction (see "Auctioning Luxuries" below). If all players except one are knocked out, the remaining player wins.

Auctioning Luxuries

If you are knocked out of the game, your luxuries go up for auction starting with the cheapest one. The minimum bid is the printed price of the luxury. The player on your left bids or passes first. Then, following in a clockwise direction, everyone gets a chance to bid or pass until all players have passed (if you pass once, you can still bid later). If nobody bids on the luxury, remove it from the game.

Credits

Game Design: Richard Garfield

Game Development: Glenn Elliott, Richard Garfield, Robert Gutschera, Paul Peterson, and Teeuwynn Woodruff

Art Direction and Design: Christopher Rush

Production: Callise Janikula and Tom Wanerstrand

Editing: Britt Scott

Brand Management: Kyle Murray, Joseph Hauck, and Gail DeGiulio