Monopoly Gamer: Sonic The Hedgehog
Monopoly Gamer: Sonic The Hedgehog Rulebook
Table of Contents
Table of Contents
Contents
- Gameboard
- 4 Character tokens
- 4 Character cards
- 4 Reminder cards
- 8 Boss cards
- 16 Title Deed cards
- 8 Chao tokens
- 7 Chaos Emerald tokens
- 1 Master Emerald token
- 1 Numbered die
- 1 Boost die with labels
- 90 Rings (50 golden Rings, 40 five Rings)
Object of the Game
Zoom around the MONOPOLY board as your favorite Sonic the Hedgehog characters! Earn points by collecting Rings, buying property, and beating bosses. The game ends when the final boss fight is over. Then the player with the highest score wins!
What's Different About Monopoly Gamer Sonic the Hedgehog?
Highest Score Wins
In MONOPOLY Gamer Sonic the Hedgehog, you win by earning the most points. You earn points by collecting Rings, buying property, and beating bosses.
Rings
Throughout the game players will collect or drop Rings as they move around the board. Whenever you drop Rings, you'll leave them in a trail behind you, one on each space, starting with the space you're on.
Character Token Abilities
When you land on the booster board space, you'll activate your character's unique ability!
A Speedy Numbered Die and a Boost Die
The numbered die contains numbers 2 through 7, so you can move faster than normal. On each turn, you'll roll the numbered die along with a boost die. Then you'll move AND activate a boost ability. Characters may get a super boost based on the boost they roll.
Bosses
Every time a player passes GO, they get to fight a boss. Boss fights are cooperative, and the player who passed GO gets to choose another player to be their sidekick and help them in the fight.
Emeralds and Chao
When you beat a boss, the player who triggered the fight takes that boss's card and Chaos Emerald. That player's sidekick takes a Chao token. Boss cards and Chao tokens are worth points at the end of the game. Chaos Emeralds aren't worth points, but they allow you to reroll during future boss fights. There's also a Master Emerald you can win at the end of the game if you beat Dr. Eggman.
The First Time You Play
Apply one label to each side of the boost die in any arrangement.
Set It Up!
- Separate the Rings by value, and place them within reach of all players.
- Shuffle the Chao tokens, and place them facedown here.
- Put the boss cards facedown in numerical order with boss 1 on top. Place the pile here.
- Place the Title Deed cards next to their matching board spaces. If you don't have room, keep them as a stack, and choose someone to be in charge of them.
- Place the Chaos Emeralds and Master Emerald on their matching spaces on the board here.
- Each player chooses a character.
- Place your chosen character token on GO.
- Place that character's card in front of you.
- Each player starts the game with:
- 5 Golden Rings (worth 1 each)
- 1 Five Ring (worth 5 each)
- 1 Reminder Card
Play!
How to Win
Earn points by collecting Rings, buying property, and beating bosses. The player with the highest score at the end of the game wins!
Who Goes First?
Each player rolls the numbered die. The highest roller starts, and play moves to the left.
On Your Turn
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Roll both dice, and do the following in any order:
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Move your character forward the number of spaces rolled. Collect any Rings on the spaces you pass or land on but not on the space where you start.
Where did you land? Follow the rules of that board space. See THE BOARD SPACES.
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Activate the boost on your boost die. See THE BOOST DIE.
Check your character card to see if your character has a super boost for the boost ability you rolled!
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At the end of your turn, if you landed on or passed GO, flip over the top boss card to trigger a boss fight. See BOSSES.
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Your turn ends! Pass the dice to your left. If you pass the dice before you remember to pick up Rings, it's too late! The Rings stay on the board for the next player!
Property Deals
At any time on your turn, you may offer to buy, sell, or trade property with other players. You may not sell or trade boss cards, Chaos Emeralds, or Chao tokens at any time. These are yours until the end of the game.
Bosses
When you land on or pass GO, you trigger a cooperative boss fight. At the end of your turn:
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Flip over the top boss card, and place it where all players can see it.
- Boss level: This is the boss's HP. You and your chosen sidekick must roll this or higher to win.
- The boss card is worth this many points at the end of the game.
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Choose any other player to be your sidekick and take part in the fight with you. Later in the game, some players will have Chaos Emeralds from winning boss fights. It's smart to choose a sidekick who has one, since for each Chaos Emerald you have, you may reroll in a boss fight!
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You and your sidekick each roll the numbered die once.
Did You Beat the Boss?
If your roll plus your sidekick's roll is equal to or higher than the boss's HP, you win! You get to keep the boss card and take that boss's Emerald. Then place it on that boss's card. Your sidekick gets to take a Chao token. Boss cards and Chao tokens are worth points at the end of the game.
Did You Lose This Time?
If your roll plus your sidekick's roll is less than the boss's HP, you lose the fight.
If you have a Chaos Emerald, you get to roll again! Your sidekick may do the same if they have a Chaos Emerald. You may reroll once per Chaos Emerald each time you fight a boss.
- If you win after rerolling, take that boss's card and Emerald, and your sidekick takes a Chao token.
- If you don't win after rerolling, you lose the fight.
If you lose a fight, the boss gets away. Place that boss card out of play, and leave that boss's Emerald where it is. It now belongs to Dr. Eggman for the rest of the game! Leave the Chao tokens where they are.
The Final Boss Fight: Dr. Eggman
There are 7 Chaos Emeralds—one for each boss—and a Master Emerald for Dr. Eggman.
When you get to the final fight, for every 2 Chaos Emeralds Dr. Eggman has, his HP is increased by 1. So, if you lose two boss fights during the game, Dr. Eggman will have 2 Chaos Emeralds at the end of the game, and his HP will be 12 instead of 11.
When you fight Dr. Eggman, remember to reroll for any Chaos Emeralds you or your sidekick have.
Note, you won't always beat Dr. Eggman, but you can still finish the game! If you don't beat him, he simply gets away and takes the Master Emerald with him.
The End of the Game
The game ends immediately after the final boss fight. The player with the highest score wins!
To find out how much you scored, add up the points from your property cards, Rings, boss cards, and Chao tokens. Every 5 Rings is worth 10 points. Stack your golden Rings in sets of 5 for easy counting. Emeralds are not worth any points.
Here's an example of how to add up your points. This player owns three properties, won two boss fights—one of those as a sidekick—and has 13 Rings.
The printed example lists these values, top to bottom: 60 points, 20 points, 10 points, 10 points, 10 points, 0 points.
Total: 110 points
If there's a tie, the player with the Master Emerald wins.
The Board Spaces
Properties
Properties are set up on the board from least expensive to most expensive, starting with Speed Highway Act 1.
Unowned Properties
When you land on a property that no one owns, you must buy it or auction it.
- Want to buy it? Pay the price on the space, and take the Title Deed card.
- Don't want to buy it or can't afford it? The property goes up for auction. Bidding starts with you and moves to the left. Bids start at 1 Ring and may be raised by as little as 1 Ring. The highest bidder wins the auction, and payment goes to the Bank. If all players pass on bidding, the property remains unowned.
Owned Properties
When you land on a property that someone else owns, pay them the rent shown on the property's Title Deed card.
If a player owns both properties in a color set, pay them double rent! If the owner doesn't ask you to pay rent before the next player rolls the dice, you don't have to pay!
Loop
When you land here, move to the next loop space. Pick up any Rings you pass or land on.
Ring
When you land here, roll the numbered die, and collect that many Rings from the Bank.
Chopper
When you land here, drop 2 Rings—one on the chopper space, and one on the space behind you.
Booster
When you land here, activate your character's unique booster ability. See below for a description of each, or see your character card.
- Sonic: Advance to GO. Steal 2 Rings from each player you pass. Do not follow the rules of the GO space.
- Tails: Choose any other player, and steal 2 Rings from them. Then roll the numbered die and move that player back that many spaces. They do not carry out the action of the space where they land. If they would land on or pass GO, they may not move.
- Knuckles: Choose any other player, then roll the numbered die and steal half that many Rings from them, rounding up if needed. Then move that player forward the number of spaces rolled. They do not carry out the action of the space where they land. If they would land on or pass GO, they may not move.
- Amy: Choose one player in front of you and one player behind you to move back two spaces. Then steal 2 Rings from each of those players. They do not carry out the action of the space where they land. If a player would pass or land on GO, they may not move.
Dropping Rings
Whenever you need to drop Rings, you must leave them in a trail behind you, starting on your current space. For example, Sonic needs to drop 5 Rings. He therefore leaves one on each of the highlighted spaces below.
While in Jail
You may not take part in boss fights while in Jail. You may still collect rent, take part in auctions, and trade. Character abilities still affect you. If you ever need to drop Rings while in Jail, leave them in a trail behind you, starting on Just Visiting.
How do I get out of Jail?
Pay 5 Rings to the Bank before you roll the dice for your turn. Then roll both dice, and take your turn as normal.
OR
Roll the numbered die. If you get a 7, get out of Jail for free! Roll both dice, and take your turn as normal. If you fail to roll a 7, your turn ends. After your second attempt at rolling, you may exit Jail for free and roll both dice normally on your next turn.
When you leave Jail, you may pick up any Rings on Just Visiting.
Just Visiting
When you land here, put your character token on the Just Visiting space.
Go to Jail
Move your character token to the In Jail space immediately! Do not collect 2 Rings for passing GO, and do not collect any Rings you pass or land on. Do not flip over a boss card.
Your turn is over.
GO
If you land on or pass GO, collect 2 Rings from the Bank. At the end of your turn, flip over the top boss card! See BOSSES.
Free Parking
Relax! Nothing happens.
The Boost Die
The boost die lets you activate an ability on your turn.
Each character gets a super boost when they roll a certain ability. This super boost replaces that ability. See your character card for details.
Make sure you activate your boost ability or any super character boosts before the next player rolls the dice, or it's too late!
- Ring: Collect 5 Rings from the Bank.
- Spikes: Starting on your current space, drop Rings equal to the number you rolled in a trail behind you.
- Bumper: Double your numbered die roll. If you're Sonic, double your roll. All players you pass or on the space where you land must drop 2 Rings—one on their current space and one on the space behind them. You may not pick up those Rings.
- Item Box: Until the start of your next turn, the next time you would have to pay rent or drop Rings, you are immune. Turn your character card sideways to remind yourself the ability is active. Turn it back after you use the ability or at the start of your next turn. If you're Knuckles, instead of having immunity, choose any one player to move back two spaces. They must then drop 4 Rings in a trail behind them, starting on their current space. If a player would land on or pass GO, they may not move.
- Red Spring: Add 4 to your numbered die roll. If you're Amy, instead of adding 4 to your roll, you may drop up to 5 Rings in a trail behind you, starting on your current space, and move forward that many spaces. Carry out the action of the space where you land.
- Yellow Spring: Add 2 to your numbered die roll. If you're Tails, instead of adding 2 to your roll, advance to the same space as the next player in front of you, and this counts as your move. That player must then drop 2 Rings—one on their current space and one on the space behind them. You may not pick up those Rings.
What if I run out of Rings?
Any time another player uses an ability that causes you to drop or give Rings or when you need to pay rent, you must do so.
If you do not have enough Rings, you must sell property you own back to the Bank for face value or to other players for an agreed-upon price. Then drop or give any Rings you still owe.
If you have no Rings and no property to sell, do nothing. You've got it bad enough already. Hang in there!