Sätt sprätt på en miljon!
Sätt sprätt på en miljon! Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 6 wooden pieces (with different symbols)
- 4 plastic pieces (one white, one black, one red and one blue)
- 1 ordinary die (called the LARGE die in the rules)
- 1 special die (numbered 1-2-3-1-2-3 and called the SMALL die)
- 128 cards: 1 Main Heir card, 16 share cards, 18 horse cards, 18 bandit cards, 6 relative cards, and 69 chance cards (of which 7 have a blank front)
- Money notes in denominations from 5,000 to 500,000 kronor
How to Learn the Game
Some advice in all friendliness: simply tearing open the box and skimming the rules in the hope of starting within five minutes is always unfortunate. Some rules get misunderstood, and the game becomes disjointed, unclear and not especially enjoyable.
It is much better to set aside some time in advance (why not the evening before?) to learn the game in peace and quiet. This applies to all games of some difficulty, such as Finanz, Bondespelet or Sjörövarön, for example.
Here is how to do it: a) Skim the rules once to get an idea of how the game works in broad strokes. b) Set out the board and all the cards and study them while you read through the rules once more. c) Read the rules carefully a third time while you think through how everything fits together. If you follow this method, we guarantee fewer squabbles and more playing pleasure when you begin!
Preparation
- Lay out the game board on the table.
- Separate the cards carefully (it is much easier if the cards are first bent a few times forward and back along all the seams). Sort the cards into different piles.
- Set aside the 7 blank chance cards (you may keep them as spares, or use them to write your own card texts if you like). Shuffle the remaining chance cards properly and place them in a pile, face down, beside the game board.
- Shuffle the 18 bandit cards and place them beside the game board (near the casino) in three piles, face down. In the first pile place 7 cards, in the middle pile place 6 cards, and in the third pile place 5 cards.
- Sort out the 16 share cards in four piles and place them on the table. There are 4 different companies to invest in, with 4 shares in each company.
- All the relatives roll the large die. The highest roller may choose a relative card first; the others choose in turn, clockwise. Each relative then takes the matching wooden piece (see the symbol on the back of the relative cards). Any relative cards and wooden pieces left over (if there are fewer than 6 relatives) are put aside and not used.
- All the relatives place their wooden pieces on their respective start squares (see the back of the relative cards!). All relatives should also take the time to study their own special rule on the back of their card.
- One of the relatives is appointed testamentary executor (= "banker"). The testamentary executor's job is to handle payments in and out. This relative takes the Main Heir card ("Huvudarvinge") and keeps it in the bank for the time being.
- The testamentary executor gives each relative three horse cards (one with a black horse, one with a white horse, and one with a red horse). Any horse cards left over are put aside.
- The four plastic pieces are taken out. The blue plastic piece is placed on the stock exchange, on the middle square of the grid of 5x5 squares. The other three plastic pieces (black, white and red) are placed at the racecourse, on the square marked start.
- The testamentary executor now gives every relative 1 million kronor, in suitable denominations.
- All the relatives cheer loudly with joy over the million inheritance. The one who cheers loudest gets the first turn. Turn order around the table is clockwise.
Playing the Game (Spelets gång)
Basic Principle
Normally, each time it is your turn you roll the large die and move your piece as many steps on the board as the die shows, according to the rules below. The main direction of movement is counter-clockwise around the board, in the direction of the arrows. There are exceptions, see below. Two or more pieces may stand on the same square.
As soon as you land on a square, or draw a chance card, you must immediately follow the instructions. The text on a square applies even if you have been sent to it via another square or via a chance card (unless it says otherwise).
Party
As soon as you land on this square, you stop here and pay 20,000 at once to throw a party. You may invite any relative you like, wherever he or she is on the board (move that relative's piece to the Party square at once, but he or she does not have to pay the 20,000). You (and the invited relative, if any) do not stand over any throw on the Party square; instead, you roll and move on your next turns.
Lugna gatan (Quiet Street) and Högriskavenyn (High-Risk Avenue)
When you leave the Party square, but before you roll the large die, you must say out loud which way you choose: Lugna gatan (Quiet Street) to the left, or Högriskavenyn (High-Risk Avenue) to the right. Then you roll the large die and move, and follow the text on the square or squares where you land. High-Risk Avenue gives you the chance to get rid of large sums, but you also risk getting a lot of money! On Quiet Street, by contrast, you do not take such big risks. So go ahead and choose!
Airport
When you have passed the end of Quiet Street or High-Risk Avenue, you must stop at the airport (even if the die shows more) and pay 30,000. On your next roll, roll the large die: if you get 1 or 2, you move your piece to the stock exchange; if you get 3 or 4, you move your piece to the circle with the West Indies Holiday; and if you get 5 or 6, you move to the casino entrance.
How the Stock Exchange Works
Each time you land on a square of the board that says so, or draw a chance card that says so, you must buy one share of your choice (as long as there are shares left in the bank). Each share costs 20,000 kronor. Place the shares you buy face up, fully visible on the table in front of you. You may hold as many shares as you like.
Share prices are shown at all times by the position of the blue plastic piece. When the game begins, that piece stands on the middle of the 5x5 squares (see the figure, where that square is marked with a dot). If you land on a square that says so, or draw a chance card that says so, you may (but only if you want to) move the blue piece 1 or 2 steps. A step is up, down, left or right, but never diagonal. The piece must at all times stay within the 5x5 squares.
Share Distribution
When you land on a square that says Aktieutdelning (share distribution), or draw a chance card that says so, a share distribution takes place immediately. A share distribution applies to all relatives who own shares. You can see on the stock exchange scales directly how much you lose or gain on each share. Add up the total for all your shares and pay it to the bank, or take it from the bank if you have a gain.
Example: You have two shares in Evighetsmaskiner AB and one share in AB Oljegruvor, and the blue plastic piece stands on the square shown by the arrow in the figure. A share distribution now takes place. On your share in AB Oljegruvor you lose 15,000, but on your two shares in Evighetsmaskiner AB you gain 10,000 each, that is 20,000 in total. The sum is therefore a loss of 15,000 and a gain of 20,000, so in the end you receive a net 5,000 from the bank. Oops!
How to Move Your Piece Inside the Stock Exchange
When you land on the stock exchange square, you stop here and buy one share (see above). On each following turn you roll the small die and move your piece clockwise along the squares marked "Aktieutdelning" (share distribution) and "Andra kurserna" (other prices), until you reach the exit square. You must stop there (even if the die shows more) and draw a chance card.
West Indies Holiday
As soon as you land here, pay 35,000 and stand over your next roll.
Shopping Street
When you leave the stock exchange exit, or leave the West Indies Holiday, roll the large die and move your piece as many steps along Shopping Street as the die shows (Café Elegance counts as the first square). On each following turn, roll the large die and move along Shopping Street in the same way.
Casino
As soon as you land on the casino entrance, you must stop there (even if the die shows more). On each following roll, roll the large die and move counter-clockwise along the squares inside the casino. Example: on the first roll you roll a 1 and land on Baccarat; on the next roll you roll a 6 and land on Enarmad bandit; and so on. There can therefore be many laps counter-clockwise inside the casino! As soon as you land on one of the two exit squares from the casino, you draw a chance card. On your next roll, roll the large die and move upwards along the shaded circles.
Roulette
When you land here, first choose whether you want to bet 25,000 or 50,000 (there are no other options). Give the money to the bank at once. Then say out loud a number between 1 and 6, roll the large die, and look at the small die in the lower right corner of the board. If the small die shows the number you named, you immediately double your bet from the bank (that is 50,000 or 100,000). If the small die shows the number opposite yours (for example 5 if you said 2), you get your bet back from the bank. If the small die shows anything else, you have lost, and your bet is gone.
Baccarat
Here you roll the large die several times and count aloud the running total. You may stop when you like, but you must have reached at least 17. If you stop at 17, you are out 10,000 (pay it to the bank); if you stop at 18, you are out 20,000, and so on; see the table on the board! If you instead reach 22 or higher, you receive 75,000 from the bank.
Example: Festvane Filip (Party-lover Filip) has landed on Baccarat and starts rolling. First he rolls a 5 and says "Fem" (five). Then he rolls a 3 and says "Åtta" (eight), then a 6 and says "Fjorton" (fourteen), and then a 4 and says "Arton" (eighteen). Now he dares roll no more, stops, and must pay 20,000 to the bank.
Enarmad bandit (One-Armed Bandit)
Here you bet 25,000 kronor (give the money to the bank). Then turn up the top card of each of the three bandit piles: one from the first pile, one from the middle pile, and one from the third pile. See the payout table on the board! If all three cards show BAR, you receive 100,000 from the bank. If all three cards show Klockor (bells), you receive 75,000 from the bank. If the two first cards (that is, from the piles of 7 cards and of 6 cards) show cherries (körsbär), you receive 50,000 from the bank, whatever the third card shows. If the first card (from the pile of 7 cards) shows cherries, you receive 5,000 from the bank, whatever the other two cards show, unless the second card shows cherries too (in which case the 50,000 above applies). Afterwards, put all three cards back underneath their respective piles.
The Shaded Circles
When you leave the casino, roll the large die, move upwards along the shaded circles, and follow the instructions there.
Lyxkryssning (Luxury Cruise)
When you land here (via a chance card), you must skip one roll and pay 100,000. Then roll the large die as normal and move upwards along the shaded circles, but count the first step from the circle with the portfolio. (That is, if you roll 5 or 6 you go directly to Limousinservice.)
Limousinservice (Limousine Service)
As soon as you land here, you stop (even if the die shows more) and pay 20,000 to the bank. On your next roll, roll the large die: if you get 1-3, you move to the entrance of the racecourse (and then a race starts at once); but if you get 4-6, you move your piece to the night club and pay 50,000 kronor for the visit there.
Bilfirma (Car Company)
When you land here, roll the large die and pay 10,000 for each eye on the die (that is, if you roll a 4 you pay 40,000). On your next roll, you choose yourself whether you want to move directly to the Party square or to the casino entrance.
Hästkapplöpningsbanan (The Racecourse)
As soon as you (or anyone else) land on this square (the entrance), a race starts at once. It is run as follows:
All relatives take their three horse cards and secretly choose the horse they believe will win. That horse card is placed underneath the other two, and the three cards are laid face down. Then each relative places a stake on top: any sum they wish, but no more than 50,000. You therefore know which horse you yourself have bet on, but you have no idea which horses the other relatives have bet on; the only thing you can see is how much money they have staked.
If Spelsugne Sixten (Sixten the Gambler) is in the game, he has the first roll and uses his special rule; otherwise the relative who landed on the racecourse has the first roll. In each roll, one relative rolls the small die and moves any racehorse piece of their choice that many steps along the course. The turn order is clockwise, as usual, but now only the horse pieces are moved. As soon as any horse piece reaches the finish square, the race is over, and all relatives turn over their three horse cards to show which horse they bet on.
If you bet on the horse that won (oops!), you receive from the bank as much money as you staked (and you also keep your staked money, of course). If you did not bet on the winning horse, you lose the money you staked: pay it to the bank at once.
A little about tactics in each race: of course you should never move the horse piece you bet on yourself; it is of course a matter of getting one of the others to the finish first! Watch which horse pieces the others move: if the relative to your right, for example, avoids moving the white horse, you should of course try to get it to the finish (provided you yourself bet on the black or red horse, of course).
Important rule: If there are only 2 or 3 relatives in the game, only the black and white horses are used. Remove the red horse piece and remove all horse cards with a red horse.
After the race is over, the horse pieces are returned to the start square. Play then continues as normal, that is, the relative to the left takes the next turn, and rolls and moves as normal. When it is your turn again, you leave the racecourse by rolling the large die and moving to the left along the square-shaped "speech bubbles", and follow the instructions (that is, if you roll a 1 you land on the night club; if you roll a 2 you land on the square with the lottery win; and so on).
The Square-Shaped "Speech Bubbles"
When you leave the night club or the racecourse, roll the large die and move your piece to the left along the square-shaped "speech bubbles", and follow the instructions. When you come to the end of the "bubbles", move your piece up to the Rest Home.
Vilohemmet (Rest Home)
You must stop here (even if the die shows more) and stand over the next two rolls. On the roll after that you move your piece to the Party square again, and follow the instructions there.
Chance Cards
As soon as you land on a square with a question mark, take the top chance card and follow the instructions at once (unless the card says otherwise). After the card has been used, put it back underneath the pile again.
Your Special Rule
Each relative has a special rule in the game (this special rule is printed on the back of the respective relative card). This special rule applies only to you and no one else. Moreover, this rule takes precedence over the rules above. For example, if you are Jet-Set Jimmy and land on the Rest Home, you only need to stand over one roll, but everyone else must follow the main rule and stand over two rolls.
Who Wins?
The relative who first manages to get rid of his or her million has won, and receives the Main Heir card ("Huvudarvinge"). (For example, if you have 15,000 left and land on a square that says you must pay 25,000, you give up the money you have left and have won.)
Second place goes to whoever at that moment has the most left of their million; then comes third, fourth and so on. Note that the one who "almost won", and has the least left after the one who first got rid of the million, does not come second but comes last!