Monopoly: The Wizard of Oz – Collector's Edition
Monopoly: The Wizard of Oz – Collector's Edition Rulebook
Table of Contents
Table of Contents
Contents
- Pop-Up Game Board
- 6 THE WIZARD OF OZ™ tokens
- 28 Title Deed cards
- 16 GLINDA THE GOOD WITCH™ cards
- 16 WICKED WITCH™ cards
- Bank of EMERALD CITY™ bills
- 32 Farmhouses
- 12 Emerald Cities
- 2 Dice
- 6 Legend Cards
Set It Up!
Shuffle the WICKED WITCH™ cards and place face down here.
What's Different?
Houses and hotels are replaced by Farmhouses and Emerald Cities, respectively.
PROFESSOR MARVEL WAGON, BROOMSTICK, HORSE OF A DIFFERENT COLOR and WINGED MONKEY™ replace the traditional railroad spaces.
The Bank
- Holds all money and Title Deeds not owned by players.
- Pays salaries and bonuses to players.
- Collects taxes and fines from players.
- Sells and auctions properties.
- Sells Farmhouses and Emerald Cities.
- Loans money to players who mortgage their property.
The Bank can never "go broke". If the Bank runs out of money, the Banker may issue as much as needed by writing on ordinary paper.
Game Board
Game board spaces and corresponding Title Deed cards feature locations from the Land of Oz. All property values are the same as in the original game.
The Banker
Choose a player to be the Banker who will look after the Bank and take charge of auctions. It is important that the Banker keeps their personal funds and properties separate from the Bank's.
Glinda the Good Witch™ Cards
Shuffle the GLINDA THE GOOD WITCH™ cards and place face down on the board.
Tokens
Choose from six collectible tokens designed with THE WIZARD OF OZ™ enthusiast in mind: WICKED WITCH™ Hat, Medal of Courage, Diploma, Heart, TOTO™ or RUBY SLIPPERS™. Place your token on the GO space.
Starting Money
Each player starts the game with:
- 2 × $500
- 4 × $100
- 1 × $50
- 1 × $20
- 2 × $10
- 1 × $5
- 5 × $1
How Do I Win?
Be the only player left in the game after everyone else has gone bankrupt.
Do this by: buying properties and charging other players rent for landing on them.
Collect groups of properties to increase the rent, then build Farmhouses and Emerald Cities to really boost your income.
Who Goes First?
Each player rolls the two dice. The highest roller takes the first turn.
On Your Turn
- Roll the two dice.
- Move your token clockwise around the board the number of spaces shown on the dice.
- You will need to take action depending on which space you land on. See Where Did You Land? below.
- If your move took you onto or past the GO space, collect $200 from the Bank.
- If you rolled a double, roll the dice again and take another move (steps 1-4). Watch out! If you roll doubles 3 times on the same turn, you must Go to Jail.
- When you finish your move and action, pass the dice to the player on your left.
Where Did You Land?
1: An Unowned Property
There are three types of properties: Locations, Transportations, and Fireball & Water Bucket.
You can buy the property you land on for the listed price on the board space. Pay the Bank, then take the Title Deed card that matches the property and place it near you, face up.
If you don't want to pay the listed price, the property goes up for auction.
When buying property you should plan to acquire groups. For example: if you buy a green location, you should try to get the other two green locations during the game. Owning groups earns you more rent when other players land on them and lets you build on your location for even bigger profits.
2: A Property Owned by Another Player
If you land on another player's property you must pay rent to them as shown on the Title Deed card. You do not pay rent if the property is mortgaged (its Title Deed is face down).
Important: the owner must ask you for the rent before the player to your left rolls the dice. If they forget to ask, you don't have to pay!
Locations: The rent for an unimproved location is printed on the matching Title Deed card. This is doubled if the owner owns all locations in its color group and none of them are mortgaged. If the location is improved with Farmhouses or Emerald Cities, the rent will be much higher – as shown on the Title Deed card.
Transportations: Rent depends on how many Transportations the other player owns.
- 1 Transportation: $25
- 2 Transportations: $50
- 3 Transportations: $100
- 4 Transportations: $200
Fireball & Water Bucket: Roll the dice and multiply the result by 4 – this is the rent you must pay. If the owning player owns both Fireball & Water Bucket, multiply the result by 10!
3: Glinda the Good Witch™ or Wicked Witch™
Take the top card from the appropriate pile, follow the instructions on it immediately, then return it face down to the bottom of the pile. If it is a Get Out of Jail Free card, keep it until you need to use it or sell it to another player.
4: Tornado Insurance / Leash Law Violation
If 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 move your token to the Jail space immediately.
Important: You do not collect $200 for passing GO if you are sent to Jail. As soon as you are sent to Jail, your turn ends – pass the dice!
Other ways to end up in Jail…
- Draw a GLINDA THE GOOD WITCH™ or WICKED WITCH™ card that tells you to Go to Jail.
- Roll three doubles in a row on your turn.
6: Jail (Just Visiting)
Don't worry! If you finish your normal move on the Jail space, nothing happens. Make sure you put your token on the JUST VISITING section.
7: Free Parking
Relax! Nothing bad (or good) happens.
8: A Property That You Own
Nothing happens. But you're not making any money!
Help! I'm In Debt!
If you ever owe the Bank or another player more cash than you have, try to raise the money by selling Farmhouses and Emerald Cities and/or mortgaging properties.
If you still owe more than you have, you are BANKRUPT and out of the game!
- Pay whatever money you were able to raise.
- If the debt is to another player – give them all your mortgaged properties and any Get Out of Jail Free cards. The player must pay 10% interest on each mortgaged property, even if they don't want to pay off the mortgage yet.
- If your debt is to the Bank – all your mortgaged properties must be put up for auction. These are sold unmortgaged (face up). Return any Get Out of Jail Free cards to the bottom of the appropriate piles.
Don't Wait for the Dice!
You can do the following even when it isn't your turn – even if you're in Jail!
1: Collect Rent
If another player lands on one of your unmortgaged properties, you can demand rent from them as shown on the Title Deed – see Property Owned by Another Player above.
2: Auction
The Banker holds an auction when…
- A player lands on an unowned property and decides not to buy it for the listed price.
- A player goes bankrupt and turns over all his or her mortgaged properties to the Bank, which are auctioned unmortgaged (face up).
- There is a Farmhouse/EMERALD CITY shortage and more than one player wants to buy the same Farmhouse(s)/EMERALD CITY(s).
Auction bids can only be made in cash. Any player can start the bidding for as little as $1. If no one makes a higher bid, the last player to bid must buy the property.
3: Build
When you own all the locations in a color group, you can buy Farmhouses/Emerald Cities from the Bank and put them on any of those locations.
i. The listed price of each Farmhouse is shown on the location's Title Deed.
ii. You must build evenly. You cannot build a second Farmhouse on a location until you have built one on each location of its color group.
iii. You can have a maximum of 4 Farmhouses on a single location.
iv. When you have 4 Farmhouses on a location, you can exchange them for an EMERALD CITY by paying the listed price on the Title Deed. You can only have one EMERALD CITY per location and cannot build additional Farmhouses on a location with an EMERALD CITY.
Important: you cannot build on a location if any location in its color group is mortgaged.
Farmhouse/EMERALD CITY shortage? If there are no Farmhouses/Emerald Cities left in the Bank, you must wait for other players to sell theirs before you can buy any. If Farmhouses/Emerald Cities are limited and two or more players wish to buy them, the Banker must auction them off to the highest bidder.
4: Sell Farmhouses/Emerald Cities
Buildings can be sold back to the Bank at half the listed price. Buildings must be sold evenly in the same way that they were bought. Emerald Cities are sold for half the listed price and immediately exchanged for 4 Farmhouses.
5: Mortgage Properties
If you're low on cash or don't have enough to pay a debt, you can mortgage any of your unimproved properties. You must sell all Farmhouses/Emerald Cities on a color group to the Bank before you can mortgage one of its locations.
To mortgage a property turn its Title Deed card face down and collect the listed value (shown on the back of the card) from the Bank. To repay a mortgage, pay the listed value plus 10% to the Bank then turn the card face up. Rent cannot be collected on mortgaged properties.
6: Do a Deal
You can do a deal with another player to buy or sell unimproved property. You must sell all buildings on a color group to the Bank before you can sell one of its locations.
Property can be traded for any combination of cash, other property or Get Out of Jail Free cards. The amount is decided by the players making the deal.
Mortgaged property can be sold to another player at any agreed price. After buying a mortgaged property, you must either repay it immediately or just pay 10% of the listed value and keep the card face down; if you later decide to repay to the bank the mortgage, you will have to pay the 10% fee again.
Remember: your aim is not just to get rich. To win you must make every other player BANKRUPT!
How Do I Get Out of Jail?
You've got 3 options…
i. Pay $50 at the start of your next turn, then roll and move as normal.
ii. Use a Get Out of Jail Free card if you have one or buy one from another player. Put the card to the bottom of the appropriate pile, then roll and move.
iii. Wait three turns. On each turn roll the dice; if you get a double, move out of Jail and around the board using this roll. If you do not get a double on your third roll, you must pay $50 to the Bank, then move the number of spaces rolled.
Pop-Up Game Board Rules
If you've landed on a transportation (Professor Marvel Wagon, Broomstick, Horse of a Different Color, Winged Monkey), on your next turn, you may choose to move your token into the pop-up Land of Oz!
Moving Into the Land of Oz
To move into the pop-up from your transportation space, roll one die and move your token to the location in the pop-up that matches your die roll. Then follow the directive on the Legend Card to deploy your special power, and end your turn.
Special Powers
- Caught in a Twister: Choose a player to move their token backwards instead of forward on their next turn. Note: If the chosen player is already in the pop-up, that player follows EXITING FROM THE LAND OF OZ instructions.
- Represent the Lollipop Guild: A player of your choice may roll only one die for movement on their next 2 turns.
- Lost in a Cornfield: Choose a player to skip their next turn.
- Harvest an Apple: Collect $50 from each player.
- Carried off by WINGED MONKEYS: Move your token to any space on the main game board and you may purchase it if unowned. Collect $200 if you pass GO. On your next turn, roll 2 dice and move as usual.
- Escape from the WICKED WITCH™ Castle: Collect $100 from the Bank and take another turn.
Exiting From the Land of Oz
At the start of your next turn, roll both dice and return your token to the game board at the next transportation space from where you first entered the pop-up (unless your directive is Carried off by WINGED MONKEYS).
Example: You start your turn on Broomstick and choose to move into the pop-up. Using only one die, you roll a 4 and move your token to Harvest an Apple which entitles you to collect $50 from each player. On your next turn, you'll exit out of the Land of Oz by rolling both dice and returning to the board at Horse of a Different Color. If your combined roll was seven, your token will now sit on Wicked Witch Castle Gate.
Note: If you entered at WINGED MONKEY, you would exit at Professor Marvel Wagon and collect $200 for passing GO.
Transcriber note: the printed Destination Key and Legend card art on this sheet carry text too small to read reliably at the source resolution, so their contents are not transcribed; the Title Deed and Wicked Witch/Glinda card illustrations are likewise not reproduced.
Play It Right!
Many players like to devise their own "house" MONOPOLY rules. This is fine, but such rules often make the game last longer. In the official rules players may never loan each other money or trade "promises" not to charge rent in the future, etc. All tax and penalty fees are payable to the Bank and should not be stored under the Free Parking space or anywhere else!