How to play
- Everyone starts on Start with $1,500. Roll two dice and move. Each time you pass Start you collect $200. Roll doubles and you go again, but three doubles in a row sends you to the Net.
- Land on a street, ferry or mill nobody owns and you can buy it. Land on someone else’s and you pay them rent.
- Own a whole color group and its rent doubles, and you can build huts on it (evenly, one at a time), up to four, then a lodge. Rent climbs steeply with each one.
- Ferries charge more the more of them you own. Mills charge 4 times the dice, or 10 times if you own both.
- Lucky Pond and Duck Fund squares draw a card: a move, a payment, money from the bank or from everyone, or a free card out of the Net.
- In the Net you can pay $50, use a free card, or try for doubles on each of your next three turns. After the third miss you pay and move.
- Short of money, sell huts back for half or mortgage property for half its price. Mortgaged property charges no rent until you pay it off (plus 10%).
- On your turn you can offer anyone a trade: cash, property and free cards, both ways. They accept or turn it down.
- Can’t pay even after selling and mortgaging everything? You’re out, and what you have goes to whoever you owe. Last one in wins; otherwise, after the agreed number of rounds, the richest (cash, property and huts) wins.
Tips
Buy almost everything early on. Groups are what win: trade to finish one, even if you give a little more than you get. Three huts on a group is the sweet spot for rent against cost. The squares just after the Net (pink and orange) get landed on most because so many players come out of it.