Monopoly: Rick and Morty
Monopoly: Rick and Morty Rulebook
Table of Contents
Table of Contents
What Has Changed?
- Flublet stilts and gublet boxes replace houses and hotels.
- Shuffle the Interdimensional Cable TV cards and place them here face down.
- Space-themed locations and transport spaces are depicted on the gameboard and on the matching title deed cards, which Rick and Morty travel to. All properties cost the same as in the original game.
- The Ghost Train, the Zygerion ship, the S.S. Independence ship and the Beta 7 ship replace the railroad spaces.
Setup
Contents of the set: gameboard; 6 collectible figures; 28 title deed cards; 16 Interdimensional Cable TV cards; 16 "Time to Schwifty!" cards; 2 dice; 32 unique flublet stilts; 12 unique gublet boxes; 1 stack of MONOPOLY money.
Choose one of six collectible figures made especially for Rick and Morty fans: the Council of Ricks badge, the Mr. Meeseeks box, the Plumbus, the Portal Gun, Rick's ship, or Snuffles' helmet. Place your figure on the GO space.
Banker
Assign one player as the Banker, who is responsible for the Bank and conducts auctions.
The Banker's money and property must be kept separate from the money and property of the Bank.
Each Player Starts the Game With
- 2 × 500 shmeckles
- 4 × 100 shmeckles
- 1 × 50 shmeckles
- 1 × 20 shmeckles
- 2 × 10 shmeckles
- 1 × 5 shmeckles
- 5 × 1 shmeckle
(Total: 1,500 shmeckles.)
The Bank
The Bank holds all money and all title deed cards not owned by players.
- The Bank pays players salaries and bonuses.
- The Bank collects taxes and fines.
- The Bank sells property, including at auction.
- The Bank sells flublet stilts and gublet boxes.
- The Bank gives loans to players who mortgage their property.
The Bank cannot go bankrupt. If the Bank runs out of money, the Banker may issue the required amount by making notes on ordinary paper.
Note: 1 shmeckle is one game dollar.
Shuffle the "Time to Schwifty!" cards and place them here face down.
Quick-Game Rules
Quick-game rules (60-90 minutes). The short game uses 3 modified rules.
- At the start of the game, the Banker shuffles the title deed cards and deals three to each player. These cards are given away for free. No payment to the Bank is required.
- In the short game you need only three flublet stilts (instead of four) on each color group of locations to buy a gublet box. Rent stays the same as in the standard game. When you sell a box, the amount you receive is half the original price, i.e. one flublet stilt less than in the standard game.
- If you are sent to jail, you must do one of the following: 1) use (or buy) a "Get Out of Jail Free" card, 2) roll doubles, OR 3) pay a fine of 50 shmeckles. Unlike the classic version of the game, Rick and Morty lets you simply pay the fine instead of trying to roll doubles.
Note: the source sheet's heading says "4 modified rules for the short game", but only the three numbered rules above are printed. They are transcribed as printed.
END OF GAME: The game ends when one of the players goes bankrupt. The others then count up: (1) their shmeckles (in-game currency); (2) their properties at the printed price; (3) their mortgaged properties at half the printed price; (4) their flublet stilts at purchase price; (5) their gublet boxes at purchase price, including the value of the three flublet stilts returned for each box. The richest player wins!
Follow the rules of the game! Many players like to invent their own rules for MONOPOLY. There is nothing wrong with that, but such rules often drag the game out. According to the official rules, participants may not lend each other money or "trade" favors such as exemption from rent. Tax and fine payments may not be kept in the Free Parking space and must be paid to the bank.
Classic Rules: How to Start the Game
Who Wins?
The player who remains in the game after all other players have gone bankrupt wins.
Buy locations and collect rent from other players who land on them. Collect properties into groups to increase rent. Add flublet stilts and gublet boxes to increase your income.
Who Goes First?
Each player rolls two dice. The player who rolls the highest total goes first.
Your Turn
- Roll the two dice.
- Move your piece clockwise by the number of spaces shown on the dice.
- Depending on the space you land on, carry out the specific actions described in "What to Do After Landing" below.
- If you land on GO or pass it, you receive 200 shmeckles from the Bank.
- If you roll doubles, repeat the roll and take another move (see steps 1-4). Warning: if you roll doubles three times in a single turn, you must go to jail.
- After you have finished your turn and carried out any required action, pass the dice to the player on your left.
What to Do After Landing?
1: Unowned property. There are three types of property: Locations, Transport, and Microverse/Miniverse.
You may buy the property you land on at the price printed on that space. Pay the Bank, take the matching title deed card, and place it face up in front of you.
If you do not want to pay the listed price, the property is put up for auction.
When buying property, try to collect it in groups. For example, if you bought a green location, you should aim to buy the two remaining green locations. Once you own a group, you can charge higher rent when other players land on those spaces, and you can place flublet stilts and gublet boxes on the locations to increase your income.
2: Property owned by another player. When you land on property owned by another player, you must pay that player the rent shown on the title deed card. You do not pay rent if the property is mortgaged (the title deed card lies face down).
Note: the owner must ask you to pay the rent before the player on your left rolls the dice. Otherwise you are not required to pay.
- Locations: The rent for an unimproved location is printed on its title deed card. This amount is doubled if the owner has bought all locations of that color and none of them is mortgaged. If a location has flublet stilts or gublet boxes on it, the rent rises considerably, as shown on the title deed card.
- Transport: Rent depends on the number of transport spaces the owner has. Transport: 1 = 25 shmeckles rent, 2 = 50, 3 = 100, 4 = 200.
- Microverse/Miniverse: Roll the dice and multiply the result by 4; this is the rent you must pay. If the owner has both the Microverse and the Miniverse, multiply the result by 10 instead.
3: "Interdimensional Cable TV" or "Time to Schwifty!" Take the top card from the corresponding deck, follow its instructions, and place it face down at the bottom of the deck. If you draw a "Get Out of Jail Free" card, keep it until you need it, or sell it to another player.
4: "Parasites" and "Morty's Insurance". When you land on one of these spaces, you must pay the Bank the amount shown.
5: Go to Jail. If you land on this space, you must immediately move your piece to the Jail space.
Warning: if you are sent to jail, you do not receive 200 shmeckles when passing GO. If you are sent to jail, your turn ends and you pass the dice to the next player.
You may also be sent to jail in the following cases:
- You draw an "Interdimensional Cable TV" or "Time to Schwifty!" card that orders you to go to jail.
- You roll doubles three times in a row during your turn.
6: Jail (Just Visiting). Don't worry! If you land on the Jail space, nothing happens. Don't forget to place your piece in the "JUST VISITING" sector.
7: Free Parking. Relax! Nothing happens: nothing bad and nothing good.
8: Your property. Nothing happens. However, you also earn nothing!
Don't Wait for Your Turn!
You may carry out the following actions even when it is not your turn yet, or when you are in jail.
1: Collect rent. If a player lands on your unmortgaged property, you may collect the rent shown on the title deed card (see "Property owned by another player" above).
2: Hold auctions. The Banker conducts an auction when:
- A player lands on unowned property and decides not to buy it at the listed price.
- A player goes bankrupt and hands all of their mortgaged property to the Bank. It is sold at auction as unmortgaged property (face up).
- There is a shortage of flublet stilts or gublet boxes, and several players want to buy the same flublet stilts or gublet boxes.
Auction purchases are cash only. Any player may open the bidding at 1 shmeckle. If no one bids higher, the player whose bid was last must buy the property.
3: Build. If you own all locations of one color, you may buy flublet stilts and gublet boxes from the Bank and place them on any of those locations.
- I. The price of a flublet stilt is printed on the title deed card for the relevant location.
- II. Building must be even. You may not place a second flublet stilt on a location until you have placed one flublet stilt on every location of that color.
- III. You may place no more than 4 flublet stilts on a single location.
- IV. Once you have 4 flublet stilts on a location, you may exchange them for a gublet box by paying the price printed on the title deed card. You may place only one gublet box on each location and may not add further flublet stilts to a location that has a gublet box.
Building on a location is not allowed if any location of that color is mortgaged.
Shortage of flublet stilts/gublet boxes: If the Bank has no flublet stilts or gublet boxes left, you may buy new ones only when other players decide to sell their own flublet stilts or gublet boxes. If several players want to buy flublet stilts or gublet boxes and their number is limited, the Banker must sell them at auction to the player offering the highest price.
4: Sell flublet stilts/gublet boxes. Flublet stilts and gublet boxes may be sold back to the Bank for half the printed price. They are sold in the reverse of the order in which they were bought. Gublet boxes are sold for half the printed price and are immediately exchanged for 4 flublet stilts.
5: Mortgage property. If you do not have enough money, or do not have enough funds to pay a debt, you may mortgage your unimproved property. Before you can mortgage any location, you must sell all flublet stilts and gublet boxes on its color group.
To mortgage property, turn its title deed card face down and collect the amount printed on the back of the card from the Bank. To redeem property, pay the Bank the stated amount plus 10%, then turn the card face up. No rent is collected on mortgaged property.
6: Make deals. You may make a deal to buy or sell unimproved property with another player. Before you sell a location, you must sell all flublet stilts and gublet boxes in its color group to the Bank.
Property may be traded for any combination of cash, other property, and "Get Out of Jail Free" cards. The amounts are agreed between the players making the deal.
Mortgaged property may be sold to another player at any agreed price. After buying mortgaged property, you must immediately redeem it, or pay 10% of the stated price and keep the card face down. If you later want to redeem the property from the Bank, you will have to pay the 10% fee again.
Help, I'm in Debt!
If you owe money to the Bank or to another player and do not have enough cash to pay, you may raise money by selling flublet stilts and gublet boxes or by mortgaging property. If you still do not have enough money, you are BANKRUPT and your game is over!
- Hand over all the money you have managed to raise.
- If you owe another player, give that player all of your mortgaged property and your "Get Out of Jail Free" cards. The player must pay 10% on each mortgaged property, even if they do not intend to redeem it yet.
- If you owe the Bank, all of your mortgaged property is put up for auction. It is sold as unmortgaged property (face up). Place all "Get Out of Jail Free" cards under their respective stacks.
Ways Out of Jail
There are three ways to get out of jail:
I. Pay 50 shmeckles when your turn comes, then roll the dice and continue the game as normal.
II. Use a "Get Out of Jail Free" card, if you have one, or buy one from another player. Place the card under the appropriate stack, roll the dice, and take your move.
III. Skip three turns. During each turn, roll the dice. If you roll doubles, you may leave jail and move according to the result of that roll. If you do not roll doubles on the third roll, you must pay the Bank 50 shmeckles and then move your piece by the number of spaces rolled.
Reminder: your goal is not just to get rich. To become the winner, you must BANKRUPT all other players!