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The American Dream Game

The American Dream Game Rulebook

Table of Contents

Table of Contents

  • Object
  • Contents
  • To Set-Up the Game
  • To Play
  • Board Spaces
    • Trap
    • Franchises (Kentucky Fried Chicken, NFL, Burger King, Holiday Inn)
    • Stocks (Levi's, Ford, Delta, Etc.)
    • Blue Chip Dividend
    • Go to the Stock of Your Choice
    • Stock Fight
    • Patents and Copyrights
    • Great Ideas
    • Stolen Cards
    • Credibility and Flexibility
    • Arrowheads
    • American Express
  • To Win

Object

Be the first player to make $1,000,000.

Contents

4 Salary Recorders • 96 cards (1 blank) • 1 Rack • 84 Blue Stock Chips (7 ea. of 12) • 28 Orange Franchise Chips (7 ea. of 4) • 1 Gameboard • 1 "American Dream" Book • Play Money • 4 Pawns • 3 Dice.

To Set-Up the Game

  1. Choose a pawn and place it on the space marked "Imagination."
  2. Separate the cards and place them on the appropriate card spaces on the board. (Put half the "American Dream" cards on each space marked "American Dream.")
  3. Select a banker. Then, separate the stock and franchise chips, place them in the rack with all of one company together, and set the rack by the banker.
  4. Separate the money and place it in piles by the banker. The banker gives each player $50,000 to start (two $5,000 bills and four $10,000 bills).
  5. Each player also receives one Prudential card, one Experience card, and two American Dream cards.
  6. Take a Salary Recorder and set your dial so that "$10,000" appears in the window.
  7. Roll one of the dice. High roller goes first; others follow in turn, clockwise.

To Play

  1. On your turn, you may roll one, two, or three dice. Move your pawn the number of spaces showing on the dice in a clockwise direction around the board—you cannot move backward. Note: You cannot move into the center of the board on your first turn.
  2. There is no penalty for landing on another player or his property.
  3. When you roll doubles, increase your salary by $5,000. When you roll triples, up your salary by $10,000. (Exception: When you roll doubles during a Stock Fight, do not increase your salary.) Note: Be sure to increase your salary before you move your pawn. Then, when you collect your salary, it will include the increase.
  4. As you pass "Imagination," you collect your "yearly" salary according to the amount showing in your salary recorder window. However, if you decide to move up into the center of the board as you pass "Imagination", you forfeit your salary. But, if you land on "Imagination" by exact count, you can collect your salary. Then, on your next turn, you can move up into the center without penalty or you can continue around the board.
  5. You can also enter the center of the board by using the "Credibility" and "Flexibility" paths. (See explanation later in the rules.)
  6. You can use Experience cards to add to your dice roll or you can use only the cards to move. You can use more than one Experience card in your turn. But, you must add the cards together and move the total of the cards or the total of the dice and the cards. For example: If you roll "8" and decide to play a "3" Experience card, then you must move 11 spaces in one move. You cannot stop after 8 spaces and then move 3 more spaces.
  7. Make all your purchases after you move your pawn.
  8. Be sure the preceding player has completed his turn before you begin your turn.
  9. Once your salary reaches $155,000, it stays at that level for the rest of the game.
  10. The three paths containing the Great Ideas are one-way paths which can only be entered from "Imagination," "Credibility," or "Flexibility." The arrowheads at the ends of the paths show the direction you must move in when on the paths.

Board Spaces

Trap

  1. When you land on a space marked "Trap," you must draw a Trap card.
  2. If the card is marked "Insurable," then you can play a Prudential card from your hand and cancel the Trap card. Place the cards on the bottom of the appropriate card piles.
  3. If the card is "Insurable" but you don't have a Prudential card, then you must do what the card says. If you cannot pay the penalty immediately, then you must keep the card until you can pay it. You cannot buy anything until you pay the penalty. If you draw a Prudential card in a later turn, you cannot play it on your unpaid Trap card. When you pay the penalty, return the card to the bottom of the Trap deck.
  4. If the card is "Not Insurable," then you must do what it says. You cannot play a Prudential card on it. If you cannot pay the penalty immediately, keep the card until you can pay it. You cannot purchase any stocks or franchises until it's paid.
  5. All penalties are paid to the bank unless otherwise specified on the card.

Franchises (Kentucky Fried Chicken, NFL, Burger King, Holiday Inn)

  1. When you land on a franchise, you may purchase one if you wish.
  2. Pay $30,000 to the bank, take a matching franchise chip, and increase your salary by $10,000.
  3. When you land on a franchise and you have an American Dream card that allows you to buy one franchise chip every turn, you can buy two franchise chips. This is the only time you can buy two franchises in the same turn. Note: You can only buy one extra franchise or one extra stock in your turn, not both.
  4. When you land on a company from which you have already purchased franchise chips, you receive a $10,000 bonus for each of these previously purchased chips.
  5. Franchises cannot be traded or sold.

Stocks (Levi's, Ford, Delta, Etc.)

  1. There are 12 stock spaces on the board. When you land on a stock space you may purchase one stock chip of that company for $10,000. You can buy another stock chip if you have an "American Dream" card that allows you to purchase one stock chip every turn. Note: You can only buy one extra stock or one extra franchise in your turn, not both.
  2. When you land on a company from which you have already purchased stock chips, you receive a $5,000 bonus for each of these previously purchased stocks.
  3. If you own all seven stocks of a particular company, you receive a $70,000 bonus ($10,000 per stock) when you land on that company's stock space.
  4. During your turn, you can resell your stock to the bank for $5,000 per chip.

Blue Chip Dividend

  1. You receive $5,000 for every stock chip that you own when you land on this space.

Go to the Stock of Your Choice

  1. Move your pawn to any stock space on the board.
  2. When you move, you do not pass "Imagination" and thus cannot collect your salary.
  3. You may purchase stock if you wish.

Stock Fight

  1. When you land on one of these spaces, you may try to take stock chips from other players.
  2. Choose a company that you own one or more stock chips in and challenge any or all players (who have stock in that company) to a stock fight as follows: a. You roll two dice and your opponent rolls one. b. In order to stop you, your opponent must equal or better the highest number rolled on one of your dice. c. If your number is higher, then you take one of your opponent's stock chips (of the company named.) d. You may continue until all your opponent's stocks are gone. Then, you can go on to another player who has stock in the same company and try to win his stock. e. You can keep rolling until you lose. When you lose, you must give one stock chip to your opponent and your turn is over.

Patents and Copyrights

  1. When you draw a Patent or Copyright card from the American Dream deck, keep the card face down until you land on the appropriate office space (Patent Office, Copyright Office).
  2. Then, turn the card face up and collect the royalty indicated on the card.
  3. Every time you land on the appropriate office space for the rest of the game, you collect the same royalty.
  4. There are duplicate cards in the American Dream deck for each patent and copyright. The first player to reach the Office gets to collect the royalties. The duplicate card becomes void. (Exception: See Stolen cards.)

Great Ideas

  1. When you draw a Great Idea card from the American Dream deck, keep the card face down until you land on the matching space in the center of the board.
  2. When you land on the space, turn your card face up and collect the royalty indicated on the card.
  3. You only collect your royalty payment once with Great Ideas.
  4. There are duplicate cards for each Great Idea. The first player to reach the space that matches his card gets to collect the royalty and the other card becomes void. (Exception: See Stolen cards.)

Stolen Cards

  1. You can play a Stolen card out of turn to prevent another player from collecting the royalty on a Patent, Copyright, or Great Idea (depending on the card).
  2. As soon as the other player reveals his card, you may play a Stolen Card on it.
  3. Both cards are then removed from play and neither you nor your opponent get any money.
  4. The duplicate card now becomes effective. If your opponent has the duplicate card, then he can play it when his first card is "stolen" and still collect the royalty.

Credibility and Flexibility

  1. These paths can only be used if you meet the necessary qualifications: A. Credibility can be used only after you have claimed a Patent, Copyright, or Great Idea. B. Flexibility can be used only when your yearly salary is $100,000 or more.
  2. These paths can be used to enter or leave the center of the board.
  3. These paths do not count as spaces so you may continue your move after using them.
  4. When using these paths you cannot move back and forth in the same turn.

Arrowheads

  1. The arrowheads which say "Take an Experience card" at the ends of the paths leading from "Decision" do not count as spaces.
  2. When you pass them, take an Experience card (as a bonus for passing through the center of the board) and continue on your move.

American Express

  1. When you land on this square, you can move to any space on the board and take advantage of its benefits.
  2. If you pass "Imagination" during this move, you cannot collect your salary.

To Win

During your turn, when you think you have collected one million dollars or more, announce your win. You must then count your money. (You can sell your stock now if you wish.) If you don't have $1,000,000, then the game continues to the next player. If you have $1,000,000 or more, then you win the game. (Note: Even if another player has more money than you, you still win because the other player did not declare a win during his turn.)