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Scrooge: The Board Game

Scrooge: The Board Game Rulebook

Table of Contents

Table of Contents

  • Getting Started
    • 1. Game Components
    • 2. Board Set Up
  • How To Play
    • 3. Winning The Game
    • 4. The Game Turn - How To Move Around The Board
    • A Few More Scroogely Important Things
  • The Cards
    • 5. Scrooge's Bag of Tricks
    • 6. Ghost Cards
    • 7. Nightmare Cards
    • Turning Point Cards
    • 8. Scrooge's Money-Box Cards
    • 9. Heroes & Villains Cards
  • The Streets
    • 10. The 'Card' Streets
    • 11. Steal Streets (Streets 11, 25, 48 & Bridge E)
    • 12. Scrooge-U (Street 6, 29, 44, 46, 51 & Bridges A, C, D)
    • 13. "Bah, Humbug!" (Street 55)
    • 14. Characters (Streets 19, 21, 27, 30, 36 & 40)
    • 15. Debtors' Prison (Street 14)
    • 16. Scrooge's Counting-House (Street 32)
    • 17. The Hospital (Street 42)
    • 18. -1 Ghost Street (Street 52)
  • All-Play Streets
    • 19. Scroogle (Street 9 & 28)
    • 20. Scrooge's Haggle (Street 17 & 34)
  • The Bridges
    • 21. The Bridges (Street A, B, C, D, E, F, G & H)
  • Scrooge's Moment of Truth
    • 22. Scrooge's Moment of Truth (Street 56)
  • Novice Scrooge
    • 23. Novice Scrooge
  • Composition of Cards
    • 24. Composition of Cards
  • Scrooge's Symbol Sheet

Getting Started

1. Game Components

  • 1 Board
  • 6 Playing Pieces
  • 7 Character Cards
  • 36 Ghost Cards
  • 12 Heroes & Villains Cards
  • 36 Money-Box Cards
  • 30 Nightmare Cards, with:
    • 22 Pure Nightmare Cards
    • 8 Turning Point Cards
  • 36 Bag of Tricks Cards
  • 1 Blue Standard D6 Die
  • 1 White Marley's Die (+/-)
  • Full Colour Rules
  • 5 Denominations of Gold (G)

2. Board Set Up

2.1 Nominate 1 player to manage Scrooge's Bank to oversee all dealings for Scrooge during the game. This player can also play in the game.

2.2 Split the cards into 5 themed decks.

2.3 Each player picks 1 of the 6 Character Cards and corresponding Playing Piece.

2.4 Separate the Turning Point Cards from the Nightmare deck. Each player selects 1 Turning Point Card at random. Keep it a secret. Remaining Turning Point Cards are reshuffled back into the Nightmare deck.

2.5 1 player picks 5 Heroes & Villains Cards at random and places them face down alongside street 56. Remaining cards are returned to the box face down.

2.6 Shuffle the remaining decks and place face down as shown on the board (right).

2.7 Each player is given 1,000 Gold(G): 1x 250G, 4x 100G, 5x 50G and 4x 25G. All remaining gold is placed in Scrooge's Bank, which is located off the board.

2.8 Gold payments are made to and from Scrooge's Bank at all times, unless stated in Section 16: Scrooge's Counting-House, or as instructed on the cards.

2.9 Place 500G into Scrooge's Counting-House, as shown on the board.

2.10 Place the Playing Pieces at 'START' on the board and pick a player to go first. (Some sample criteria: biggest Scrooge, messiest hair!).

How To Play

3. Winning The Game

A player wins the game by being the first to beat Scrooge in his Moment of Truth Challenge on street 56. The game has ended. For details see Section 22.

4. The Game Turn - How To Move Around The Board

4.1 Play proceeds clockwise around the table, each player taking one turn at a time, until the game ends.

4.2 On your turn, decide whether you will move forwards or backwards, announcing your decision to all players. You collect 50G from Scrooge's Bank for every street you decide to move backwards.

4.3 You then pick how you want to move. You can choose 1 (and only 1) of 3 options to move per turn:

  • A) ROLL THE DICE - You decide to roll EITHER 1 or BOTH dice. You must move the combined number if you roll 2 dice.
  • OR
  • B) USE YOUR GHOST CARD - Play a 'REPLACE TURN' Ghost Card.
  • OR
  • C) PAY TO MOVE - Move up to 6 streets by PAYING Scrooge's Bank 500G for every street you want to move. You do not collect gold for moving backwards if you pay to move.

4.4 Move in your chosen direction and immediately action the instruction on the street you land on.

4.5 Your turn has ended.

A Few More Scroogely Important Things

4.6 You action only 1 street instruction per turn (4.4). If you are sent to another street by another player, card instruction or a subsequent move the second street instruction is ignored.

4.7 If you forget to announce a direction to move, then you must move forwards!

4.8 You cannot move backwards across bridges, unless you roll a combined total of -2 or -1.

4.9 If you roll a combined total of -2 or -1, you move the opposite way to the direction you announced. For example: You decide to move backwards by rolling 2 dice. The dice are thrown revealing a combined total of -1. You must now move forwards 1 street and action the instruction on the street. You do not collect any gold for moving.

4.10 If you roll a combined total of 0, you do not move. Do not action the street instruction again. Play continues.

Out of gold! If you are unable to pay for any debts you owe in full, you have been scrooged and are out of the game. Remove your Playing Piece from the board. Return any cards you hold to the bottom of their respective deck.

The Cards

"Designed to help Scrooge trick, trap and trip you up, such as having to pay gold to Scrooge and other players."

5. Scrooge's Bag of Tricks

5.1 You must turn over and action any Bag of Tricks Cards you hold BEFORE your turn.

5.2 If you land on a Bag of Tricks street, pick up the number of Bag of Tricks Cards shown on the street from the top of the deck and hand them face down to the player in the lead (who must play the card at the start of their next turn).

5.3 If you are in the lead, you must immediately turn over and action the Bag of Tricks Card.

5.4 You must turn over and complete the action of 1 Bag of Tricks Card at a time.

5.5 If 2 players are tied in the lead, the leader is deemed to be the player whose turn is next.

5.6 A player on a bridge cannot be deemed in the lead.

5.7 A player can hold any number of Bag of Tricks Cards.

5.8 Bag of Tricks Cards cannot be played on street 56 – Scrooge's Moment of Truth.

5.9 If the Bag of Tricks Card sends you to another street, you do not action the street instruction.

"Designed to give you an advantage over Scrooge and other players, such as stealing cards, blocking street instructions and influencing player outcomes."

6. Ghost Cards

6.1 If you land on a Ghost street pick up the number of Ghost Cards shown on the street from the top of the deck.

6.2 Ghost Cards can be played 'AT ANY TIME' or used to 'REPLACE A TURN' - the card will tell you.

6.3 You cannot hold more than 5 Ghost Cards, but can play any number of Ghost Cards at any one time. The Ghost Card is returned to the bottom of the Ghost Card deck once it has been played.

6.4 'NAY' Ghost Cards can be used to block another player's Ghost Card action, including a steal. Return both cards to the deck. A NAY can also be used to cancel out another NAY!

6.5 If you land on street 52, "Bah, Humbug!", immediately return one of your Ghost Cards to the bottom of the deck.

"Designed to give players an opportunity to trade for gold, with Turning Point Cards offering a special ability."

7. Nightmare Cards

7.1 There are 2 variations of Nightmare Cards: Pure Nightmares and Turning Point Cards.

7.2 The more cards you sell together the bigger gold bonus you receive. But watch out, there are risks of holding on.

7.3 You cannot hold more than 5 Nightmare Cards at any one time.

7.4 BUY – If you land on a Nightmare BUY street you must pick up the number of Nightmare Cards shown on the street from the top of the deck and pay the face value to Scrooge's Bank.

7.5 SELL – If you land on a Nightmare SELL street you have the option to sell any number of Nightmare Cards in your hand.

7.6 To SELL, you must reveal which cards you wish to sell and then roll the standard D6 die to reveal the selling price (number on die x face value of Nightmare Cards).

7.7 You are bound by your decision as soon as the die is rolled. For example, a player announces to SELL 2 Nightmare Cards, with a combined total of 100G. The player rolls a 3. Scrooge's Bank pays the player 300G (3 x 100G).

7.8 You cannot challenge Scrooge in his Moment of Truth if you hold any Pure Nightmare Cards.

Turning Point Cards

"Designed to give players a covert advantage to outwit Scrooge and other players. These cards have special abilities."

7.9 Turning Point Cards are scroogely strategic, with each card giving you a choice of 4 actions:

  • A) ACTIVATE AT THE END OF YOUR TURN. Activate the top instruction as shown on the card. This is a character power that remains active whilst the card is in your hand. Turn over the card and place it in front of you. The instruction must remain visible at all times.
  • OR
  • B) DISCARD AT ANY TIME. Action the second instruction as shown on the card. This is a one-off character power. Return the card to the bottom of the Nightmare deck once you have actioned the instruction. You cannot discard an activated Turning Point Card.
  • C) SELL THE CARD at Nightmare SELL streets (see 7.5). You can sell an activated Turning Point Card.
  • D) RETAIN THE CARD by not actioning A, B or C.

Special Combos

  • Sell any 3 Nightmare Cards at the same time and DOUBLE (x2) the sale value.
  • Sell any 5 Nightmare Cards at the same time and TREBLE (x3) the sale value.

8. Scrooge's Money-Box Cards

"Designed by the miserly old penny pincher himself to give him a helping hand in his financial dealings."

8.1 There are 20 losing Money-Box Cards (ranging -25G to -250G) and 16 winning Money-Box Cards (ranging +25G to +150G).

8.2 If you land on a Money-Box street, pick up the number of Money-Box Cards shown on the street from the top of the deck. The combined Money-Box value is either paid into ('LOSE') or collected from ('WIN') Scrooge's Bank.

8.3 The Money-Box Cards are also used during Scrooge's Haggle and Moment of Truth Challenge.

9. Heroes & Villains Cards

"Designed to help or hinder Scrooge in his Moment of Truth Challenge."

9.1 There are 12 Heroes & Villains Cards in the deck. 9 Villains Cards ranging from 0G to +250G and 3 Heroes Cards ranging from -25G to -100G.

9.2 No more than 5 Heroes & Villains Cards may be held by Scrooge at any one time.

9.3 Heroes & Villains Cards are used during Scrooge's Moment of Truth (see 22). Once used, the cards are returned to the box. If no cards remain in the game, the next player to challenge Scrooge in his Moment of Truth does so without a Hero or Villain being played.

The Streets

A rule to remember: You action only 1 street instruction per turn (4.4). If you are sent to another street by another player, card instruction or a subsequent move the second street instruction is ignored.

10. The 'Card' Streets

Bag of Tricks, Ghost, Nightmare BUY and SELL, Money-Box and Heroes & Villains. See 'The Cards' section for more details.

11. Steal Streets (Streets 11, 25, 48 & Bridge E)

11.1 If you land on a STEAL street you may steal the number of Ghost Cards shown on the street from any other player(s). If no Ghost Cards are held by other players, there are no cards to steal!

11.2 If you already hold 5 Ghost Cards in your hand, you cannot steal a sixth.

12. Scrooge-U (Street 6, 29, 44, 46, 51 & Bridges A, C, D)

12.1 Scrooge-U streets are designed by Scrooge to trip you up! The streets can:

  • A) Send you backwards (but you do not collect any gold!)
  • B) Instruct you to miss your turn!
  • C) Send you the wrong way!
  • D) Lose your gold!

13. "Bah, Humbug!" (Street 55)

Go back to street 42! Do not collect any gold.

14. Characters (Streets 19, 21, 27, 30, 36 & 40)

14.1 There are 6 Character Streets. If you land on:

  • A) Your own Character Street you receive 100G from Scrooge's Bank and 50G from every other player;
  • B) Another player's Character Street, you pay that player 100G;
  • C) A Character Street not held by another player, you pay Scrooge's Bank 50G.

15. Debtors' Prison (Street 14)

15.1 If you land on this street you have ended up in the Debtors' Prison ('in prison').

15.2 You escape from prison by either paying Scrooge's Counting-House a 250G release fee OR rolling a 6 (D6 die).

15.3 You must choose only 1 option at the start of your turn. If you roll a 6, you must move FORWARD.

15.4 If you are 'in prison', you continue to participate in game play and can be moved if instructed by another player.

16. Scrooge's Counting-House (Street 32)

16.1 Any player who lands on street 32 is entitled to collect all the gold held in Scrooge's Counting-House.

16.2 Gold is placed in Scrooge's Counting-House at the following times:

  • A) 500G at board set up.
  • B) When you pay the 250G release fee to escape the Debtors' Prison.
  • C) When you pay 100G medical fees at the Hospital.
  • D) When you challenge Scrooge in his Moment of Truth and pay 500G.
  • E) When Scrooge wins Scroogle ALL-PLAY.
  • F) When Scrooge wins or draws Scrooge's Haggle ALL PLAY and when any gold remains after players have equally split the proceeds of their win.

17. The Hospital (Street 42)

If you land at the Hospital you must pay 100G medical fees to Scrooge's Counting-House immediately.

18. -1 Ghost Street (Street 52)

If you land on a -1 Ghost Street, return any 1 of your Ghost Cards to the bottom of the deck.

All-Play Streets

There are 2 types of 'ALL-PLAY' mini games; Scroogle and Scrooge's Haggle.

19. Scroogle (Street 9 & 28)

"A quick fire game of lucky numbers."

19.1 All players, except Scrooge, must pay 50G into the pot to play.

19.2 Each player, in a clockwise direction, picks a number from 1 to 6, starting with the player who landed on the street. Players cannot choose the same number.

19.3 The player who landed on the street rolls the standard D6 die.

19.4 The player who guessed the correct number shown on the die wins the pot of gold.

19.5 If no player guesses the correct number, Scrooge wins and the gold is deposited in his Counting-House.

20. Scrooge's Haggle (Street 17 & 34)

"A game of bluffing and 'out-scrooging', where players including Scrooge, bet on their hand to win the pot of gold."

20.1 All players place an initial stake of 50G into the pot. Scrooge's Bank also pays 50G.

20.2 3 Money-Box Cards are dealt face down to each player, including Scrooge.

20.3 The player landing on the street has the choice to bet or say "I'm out" and return their 3 Money-Box Cards to the deck.

20.4 Players can only place 1 bet, unless matching a previous raise. Maximum bet is 500G.

20.5 In a clockwise direction, players either say "I'm out" and discard their hand, "Match" (bet the same amount) or "Raise" (increase bet).

20.6 Scrooge's Bank matches the highest bet. All remaining players reveal the combined value of their Money-Box Cards. Scrooge reveals last.

20.7 The player with the highest combined value wins the gold. Unless:

  • A) Scrooge has the highest or equal highest combined value, Scrooge wins and collects all the gold in his Counting-House.
  • B) 2 players draw (both higher values than Scrooge). The pot is shared between them and any remaining gold goes to Scrooge's Counting-House.

The Bridges

21. The Bridges (Street A, B, C, D, E, F, G & H)

21.1 If you are on a bridge you cannot decide to move backwards or deemed to be in the lead.

21.2 To cross London Bridge:

  • A) You must have ended your previous turn on street 24 and
  • B) You must announce "I'm crossing London Bridge" at the start of your next turn.

21.3 Entrance to Southwark Bridge: If you land on street 44 at the end of your turn you have been 'scrooged over' and must cross Southwark Bridge at the start of your next turn.

21.4 Street F on Southwark Bridge: Collect 400G.

21.5 Street G on Southwark Bridge: Collect 200G and move directly to street 43.

Scrooge's Moment of Truth

22. Scrooge's Moment of Truth (Street 56)

22.1 To challenge Scrooge in his Moment of Truth you must satisfy 2 conditions:

  • A) You must not hold any Pure Nightmare Cards and must show all players all Nightmare Cards you hold.
  • B) You must pay 500G to Scrooge's Counting-House.

22.2 If you do not satisfy both conditions you must return immediately to your previous street. Your turn is over.

To set up the challenge:

22.3 Deal 3 Money-Box Cards face down to both Scrooge and you.

22.4 You pick 1 Heroes & Villains Card from the board and place it face down by Scrooge's Moment of Truth hand.

The challenge begins:

22.5 You and Scrooge take it in turns to show your Moment of Truth hand. You reveal first. Once both Moment of Truth hands have been shown, you turn over the selected Heroes & Villains Card. The value is added to (+) or subtracted from (-) from Scrooge's Moment of Truth hand.

22.6 All players, including you have one FINAL CHANCE to play Ghost or Turning Point Cards. You can either 'PASS' (decline to play) or 'PLAY A CARD'. The round starts clockwise from the player on your left and ends after all players have 'PASSED' consecutively.

22.7 If your Moment of Truth hand is LOWER or EQUAL to Scrooge's Moment of Truth hand, you have lost the challenge. Scrooge returns to his miserly old ways. You must return (without 500G) to your previous street. Your turn is over. The Heroes & Villains Card is not returned to the game.

22.8 To beat Scrooge in his Moment of Truth Challenge your Moment of Truth hand must be HIGHER than Scrooge's Moment of Truth hand. You are deemed the winner and have transformed Scrooge into a "kinder, gentler man". You have beaten Scrooge at his own game.

Novice Scrooge

23. Novice Scrooge

A stripped-back version of the game can be played, which reduces complexity and enables younger children to play Scrooge – The Board Game.

To play this version:

23.1 Each player starts the game with 2000G.

23.2 Remove Marley's Die (white) – A player can only move by rolling the D6 die or using Ghost Cards.

23.3 Remove all Turning Point Cards.

23.4 Remove all Ghost Cards and all Bag of Tricks Cards with the small 'grey' symbol on the back.

23.5 No Ghost Cards can be used at Scrooge's Moment of Truth.

23.6 All other rules are the same.

Composition of Cards

24. Composition of Cards

Money-Box Cards:

  • Winning: 7x 25G, 3x 50G, 3x 75G, 2x 100G, 1x 150G
  • Losing: 6x -25G, 6x -50G, 5x -100G, 2x -150G, 1x -250G

Nightmare Cards: 7x 50G, 7x 100G, 6x 150G, 4x 200G, 5x 250G, 1x 350G

Heroes & Villains Cards:

  • Heroes: 1x -25G, 1x -50G, 1x -100G
  • Villains: 1x 0G, 1x 25G, 2x 50G, 1x 75G, 2x 100G, 1x 150G, 1x 200G

Bag of Tricks Cards: 28x You've Been Scrooged!, 8x Or Have You?

Ghost Cards: 36 Cards

Scrooge's Symbol Sheet

Printed reference sheet, reproduced from the final page of the rulebook. Where the printed sheet reads "Nightmre Card deck", the word is shown here as "Nightmare Card deck".

  • Character Streets: Land on your character, receive 100G from Scrooge's Bank and 50G from every player. Land on another player's character street, pay the player 100G. Land on a character not in play, pay Scrooge's Bank 50G.
  • Ghost Street (+1): Pick up the number of cards shown on the street from the Ghost Deck. No more than 5 Ghost Cards can be held by any player at any one time.
  • Steal: Steal 1 Ghost Card from any player.
  • Buy: Pick up the number of Nightmare Cards shown on the street from the Nightmare Card deck and pay Scrooge's Bank the face value of each card. You retain the card.
  • Sell: Sell your Nightmare Cards here. Announce which cards you want to sell before rolling the die. Roll the standard D6 die and multiply the number on the dice by the total face value of Nightmare Cards being sold. You collect the total sale value from Scrooge's Bank. Special Combos: Bonus for selling 3 or 5 cards.
  • Debtors' Prison: Pay Scrooge's Counting-House 250G or roll a 6 to escape. 1 option per turn. You continue to participate in game play and can be moved by another player.
  • Hospital: You pay 100G in medical fees to Scrooge's Counting-House.
  • Scrooge-U: You've been scrooged! Action the instruction on the street. Scrooge-U!
  • Turn Left (Scrooge-U): If you land on street 44 at the end of your previous turn, you must turn left and cross the bridge.
  • London Bridge: To cross London Bridge: You must have ended your previous turn on street 24 and announce "I'm crossing London Bridge" at the start of your next turn. No access to the bridge from any other street.
  • Money-Box (+1): Pick up the number of cards shown on the street from Scrooge's Money-Box deck.
  • Bag of Tricks (+1): Pick up the number of cards shown on the street from the Bag of Tricks deck. If you are in the lead, action the cards immediately. If you're not in the lead, pass the cards to the leader, who plays them at the start of their next turn.
  • Ghost Street (-1): Return one of your Ghost Cards to the bottom of the Ghost Card deck.
  • All Play Scroogle: All players (except Scrooge) pay 50G to play. You choose a number between 1 and 6. Remaining players choose a different number and the standard D6 die is thrown. The player who guesses the correct number collects the pot of gold. If no player wins, Scrooge collects the gold in his Counting-House.
  • All Play Haggle: All players (and Scrooge) pay 50G to play. 3 Money-Box Cards are dealt to each player, including Scrooge. Add up the value of your Money-Box Cards. Players can bet up to 500G. Only 1 bet is allowed per player unless matching a previous raise. If Scrooge draws/wins, Scrooge collects the gold in his Counting-House.
  • -500G (Scrooge-U): You must pay Scrooge's Bank 500G immediately. Play continues.
  • Counting-House: Land on street 32 and collect any gold in Scrooge's Counting-House. Gold is placed in Scrooge's Counting-House: 500G at board set up; Scrooge wins Scroogle ALL-PLAY; Scrooge wins/draws Scrooge's Haggle ALL-PLAY; when you pay 250G to escape the Debtors' Prison or pay 100G for medical fees; 500G at Scrooge's Moment of Truth.
  • Scrooge's Bank Rule: Payments are made to and from Scrooge's Bank unless stated above, or as instructed on the cards.
  • Bridge G (+200G, Street 43): Land on Bridge G and you're in luck. Collect +200G from Scrooge's Bank and move directly to street 43. Play continues.
  • Go to 42: You've been Scrooged! Go back to street 42. Play continues.
  • Scrooge's Moment of Truth: You've arrived at Scrooge's Moment of Truth! Pay 500G to Scrooge's Counting-House and must not hold any Pure Nightmare Cards. See rules for game instructions.