The Rules of Evilville
Age- 13+
Players- 4-5 players
Duration- 1 hour
Materials needed- TBD
- All players start with $10,000
- Players will take turns starting at age order going clockwise around the board.
- Players will roll a six-sided dice and move spaces according to which number the dice landed on.
- Pick up a card based on which box you land in.
- Property- these cards are used in order to purchase property
- Legislation- these cards have a legal attachment to them with real life laws. If you choose to obey the card you roll the dice again. If you roll the dice and land a 1, you will be sent to jail. In order to be released from jail you must roll an even number. If you choose to not obey the card, you neither gain nor lose anything.
- Moral Dilemma- these cards have a moral attachment. If you choose to obey the card you roll the dice again. If you roll the dice and land a 1, you will be sent to jail. In order to be released from jail you must roll an even number. If you choose to not obey the card, you neither gain nor lose anything.
- If a player lands on share the wealth they must give $150 to each of the other players.
- If a player lands on legal fees they lose $500.
- If a player lands on a property that has already been bought, they have two options. Attempt to buy out the property from the owner or pay rent. If the player attempts to buy out the property the offer must be 2x the price the property was originally sold for. The owner has the ability to accept or decline the offer. If the owner declined the offer, the other player can choose between paying rent or attempting to get the owner thrown in jail. In order to get the owner thrown in jail the player must roll the dice. If the dice lands on 1 the owner goes to jail and the property now belongs to the player. If the dice rolls any other number the player is forced to lose their next three turns and pay rent for all those missed turns