Smokers Wild
Smokers Wild Rulebook
Table of Contents
Table of Contents
Object of the Game
The object of SMOKERS WILD™ is to "smoke" the least and thus "outlive" your opponents. This is done by being the last to complete 13 circuits of the playing board. All players begin the game as theoretical "non smokers", but will probably become "smokers" as the game progresses. The more you "smoke" the faster you will be forced to move around the board. Therefore you must try to avoid becoming a "smoker" or quit "smoking" if you are already one. But, just like the tobacco companies, you will try to entire [sic: as printed; probably "entice"] your opponents into becoming "smokers", which will effectively "shorten their lives." Additionally, you may assume the role and collect the fees of some of the eight different OCCUPATIONS (e.g., taxman, undertaker, tobacco planter, etc.) that in some way benefit from the smoking habits of others. Conversely, landing on an opponent's OCCUPATION space, will oblige you to pay a fee which is often higher if you are a "smoker".
Equipment
The board has two tracks; the first is the outer one, which counts off the days of your life (one space equals approximately 13 days) and around this you move your token to the throw of the dice. Inside this is a second track called the LIFEOMETER. This marks off the "years" of your life. Every time you complete one circuit of the outer track (starting from the UNDERTAKER) your LIFEOMETER token is advanced by one space on the inner track.
There are 28 spaces on the outside track. Twelve of these are ADVERTISING spaces that correspond to the 12 "brands" of the cigarette cards. There are also 8 spaces that correspond to the OCCUPATION cards, 4 HAV' A PUFF spaces for which the 24 HAV' A PUFF cards are used, 2 VACATION spaces and 2 "I QUIT" spaces.
Preparation
- Each player chooses two tokens of the same colour. One of these is placed on the UNDERTAKER'S space, whilst the other is placed on "GO" in the LIFEOMETER track.
- One player is chosen to be treasurer of the tobacco company. The treasurer must then allot each player, including himself, K500 in play money. Company funds must of course, be kept separate from the treasurer's own play money.
- Next, the eight "occupations" are auctioned off by the treasurer to the highest bidder. Alternatively, to speed up the game and save time, the OCCUPATION cards may be dealt out face down to each player equally. Then, only the remainder (if any) need be auctioned off. In this case, however, only K300 will be given to each player at the start of play.
- Finally the HAV' A PUFF cards are shuffled and dealt out face down to each player equally.
- Beginning with the treasurer, play proceeds clockwise around the board. Both dice are thrown, and tokens are moved the number of spaces indicated by the dice, around the outer track - clockwise only.
Becoming a Smoker
In real life people are usually duped into becoming smokers in one of two ways: a) by being influenced by the advertising of tobacco companies or b) by succumbing to peer pressure from their friends.
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If you land on any of the ADVERTISING spaces, (e.g. LURK, SLAYEM, CHESTISFILLED, etc.) you can be "enticed" into becoming a "smoker". Only by immediately throwing the dice and coming up with any number except a 7 or a double can you prove that you have "resisted the advertising". But if you throw a 7 or a double - Hard Luck! You have just become a "smoker". The corresponding brand card for that space is then placed face up in front of you and a fee of K20 is paid to the TOBACCO COMPANY.
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If you land on the space of a brand already held by another player you may be induced to "smoke" by "peer pressure". Both you and the "smoker" will immediately throw the dice, and, unless the number you throw is equal to or higher than that of your opponent, you too must become a "smoker". He will then pass the corresponding brand card to you and a fee of K20 is paid by you to the TOBACCO COMPANY.
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Likewise whenever you "socialize with a smoker" (i.e. you join the "smoker" or the "smoker" joins you on the same space) you may be challenged to start "smoking" yourself. This is done in the way just described. If the number thrown by your opponent is higher than yours you have lost. He may then pass any one of his brand cards over to you and a fee of K20 is paid by you to the TOBACCO COMPANY.
Increasing Smoking
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Once you have become a "smoker" your troubles really begin. Whenever you land on the "advertising" space of a brand you do not already own, you must add the new brand to your "stock". The card is turned over to you by whoever holds it - (i.e. either another "smoker" or the tobacco company), placed faced up in front of you, and a fee of K20 is paid by you to the TOBACCO COMPANY.
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Note: Every time a "smoker" lands on a brand he already holds he must immediately take another turn and keep going for as long as this happens.
Quitting Smoking
Most real smokers curse the day they ever started smoking and studies show that about 90% of them would like to quit the habit. Most smokers have made at least one or more attempts to do so. In this game, too, will want to become a "non smoker" again, and there are three ways you can do this:
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The first and easiest way is to unload your brand cards onto your opponents. (see Rule 7, 8 and 9). As soon as you have run out of brand cards you are automatically a "non smoker" again.
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You may also "kick the habit" by landing on an "I QUIT" space, paying the fee designated to the psychiatrist and throwing a double or a 7. If you succeed return all your brand cards to the TOBACCO COMPANY.
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You might select a HAV' A PUFF card that tells you that you have become a "non smoker" again. But this may be at the cost of a lung and a few "years of life".
Note: Throughout the game you may "quit smoking", become a "smoker" again, quit again and so on. It is just like the real thing.
HAV' A PUFF Card
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Whenever you land on a HAV' A PUFF space you must choose a card from another player. Your opponents will extend their own HAV' A PUFF cards face down so that you may choose a card from any one of them.
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The instructions of this card are then read and followed exactly accordingly to your status as a "smoker" or "non smoker" at that time.
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When following instructions to advance to a specific space your token is always moved clockwise around the board. If, in doing this, the "undertaker" is landed on or passed, your LIFEOMETER TOKEN is advanced one space in addition to any "loss of years" indicated by the HAV' A PUFF card.
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Once you have followed the instructions on a HAV' A PUFF card, discard it. Immediately any one player has run out of cards, all HAV' A PUFF cards, including discards, are reshuffled and dealt out to players as before.
Occupations
- If you land on an OCCUPATION space or are sent there by a HAV' A PUFF card, you must immediately pay the owner the fee stipulated on that OCCUPATION card (see SCALE OF FEES at the end of these rules). Of course if you land on your own OCCUPATION space you are [sic: as printed "you are luck"] in luck. There is no fee to pay.
Running Out of Money
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Players are not eliminated simply by running out of funds. Whenever you need more money the TOBACCO COMPANY will advance you as much as you need to the nearest K100. This money is never repaid, but you LIFEOMETER token will be advanced by one "year" for each K100 received. Suppose for example, that you need K120; the TOBACCO COMPANY will pay out K200 and advance your LIFEOMETER token by two spaces.
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If you do not wish to raise money in this way, you have the option of selling one or more of your "occupations" to any player for any agreed sum.
Vacations
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Landing on a VACATION space allows you to miss one or two turns depending on the space, provided the fee required is paid to the TOBACCO COMPANY. Move your token into the corner of the board if a vacation is taken.
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"Whilst on vacation", players lose any revenue which would otherwise come to them from their "occupations". Instead, their fees are collected and kept by the TOBACCO COMPANY.
Ending the Game
- There are two ways of ending SMOKERS WILD™. In the short version the game ends as soon as one player's token has advanced to the "GONE" space on the LIFEOMETER. The winner is then the player with the most remaining "life" according to his position on both the LIFEOMETER and circuit of the board.
Alternatively, the remaining players may decide to battle it out until all but one have reached the "GONE" square. In case "occupations" of eliminated players are auctioned off the the "survivors" [sic: "the the" as printed].
FINALLY, IF AFTER PLAYING SMOKERS WILD™ YOU ARE STILL CRAZY ENOUGH TO SMOKE, REMEMBER THAT AT THE END OF EVERY CIGARETTE THERE IS ALWAYS A FILTER - YOUR LUNGS.
Scale of Fees
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The "DOCTOR" collects a fee of K100 from "smokers" and K50 from "non smokers" who land on his space.
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The "AD AGENT" collects a fee of K30 for each cigarette brand card held by a smoker who lands on his space, e.g., a player with three such cards would pay K90. The ad agent also collects a fee of K30 from the TOBACCO COMPANY every time a non-smoker becomes a smoker.
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The "INSURANCE AGENT" collects a "premium" based on the LIFEOMETER space that a player happens to be occupying at the time he becomes a "client" (e.g. K70 etc.).
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The "LAWYER" collects a fixed fee of K80 from all players who land on his space.
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The "PSYCHIATRIST" collects a fee of ten times the sum of the dice which are thrown immediately by the "patient" who lands on his space. For example if the "patient" throws an 8 he pays K80. The psychiatrist also collects all "I QUIT" fees.
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The "TAXMAN" collects one half of all cash held by the player who lands on his space. However, this half is always rounded off to the nearest ten in the taxman's favour. (e.g. the amount held is K230, half of this would be K115, but rounded off to the nearest ten, the "taxman's" half would come to K120.)
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The "TOBACCO PLANTER" collects a fee of K150 from "smokers" only.