| | Back to Central Connector | | Back to Game Rules | |

OBJECT
To be the player with the most cash at the end of the game after
playing through one or more months.
EQUIPMENT
PAYDAY (R) game board - PAYDAY money - 48 Mail cards - 24 Deal
cards - 6 Tokens - 1 Die - Loan record pad
SETUP
- Decide how many "months" you'll play: How many times
you will go through the calendar from Monday the 1st to Wednesday
the 31st?
Note: We recommend a minimum of 2 months. With 4 players, a 3-month
game takes about one
hour, a 6-month game about 2 hours.
- Shuffle the Mail and Deal cards separately, and put each stack
face down in Draw piles near the board.
Note: Discarded Mail and Deal cards will be placed face up in
a pile next to their respective stacks. When a Draw pile is depleted,
shuffle the discards and use them.
- Take the top Deal card and slide it, face down, halfway under
the left edge of the board next to the "Yard Sale" space
and under the "Deal" sign.
- Each player picks a token and places it on the Sunday START
space.
- Pick one player to act as the Banker, who is responsible for
all money that goes in or out of the Bank. The Banker begins by
giving each player $3,500 in these denominations: two $1,000 bills,
two $500, and five $100.
- Pick another player to be the Loan Record Keeper, who is responsible
for keeping track on the Loan Record Pad of all Loan transactions.
He or she begins by writing the players' names across the top
of the pad; for six players, use two sheets.
- Pick a player to go first. (The Banker and Record Keeper both
play.) Play passes to the left around the table.
A WORD ABOUT DEALS AND HIGH FINANCE
As any finaincialadvisor will tell you, the way to get ahead financially
is to make Deals. It's the American way! So take advantage whenever
you can.
The time will probably come when you don't have enough money on
hand to buy a Deal - or to pay your bills, pay a neighbor or make
a charitable donation you are instructed to make. So, do what
any red-blooded American would do: Take out a LOAN!
LOANS
- You may take out a loan at any timr, The Banker gives you money,
and the Loan Record Keeper notes it on the pad.
- Loans must be paid in increments of $1,000
- You will be charged 10% of your outstanding loan balanceevery
time you land on "Pay Day."
- On "Pay day" - but at no other time during the month
- you may pay off part or all of your loan. If you pay off part,
it must be in $1,000 increments.
- Recording Loans: Whenever a player takes out a new loan, the
Record Keeper updates theg loan record by crosing out the old
amount and writing in the new total.
GAME PLAY
On your turn:
- Roll the die and move your token that many days along the calendar.
(Use the track like a real calendar: Sunday to Saturday, tehn
Sunday to Saturday again, etc.)
- Follow the instructions on the space you land on; see the detailed
explanations below. Your turn ends when you've finished doing
what you were told.
THE MAIL SPACES & CARDS
If you land on a mail space, draw the number of Mail cards indicated on the mailbox flag. If instructed, act immediately; otherwise, keep them in a stack face up in front of you until you land on "Pay Day" - when you must pay your bills, and discard the Mail cards.
PAY A NEIGHBOR:
As soon as you draw this, pay a player of your choice the amount
shown the card, even if you are forced to take out a loan.
MAD MONEY:
As soon as you draw this, collect the maount shown on the card
from a player of your choice. That player may have to take out
a loan to cover the payment.
CHARITY:
Place the amount shown on the card on the corner of the board
marked "Jackpot."
MONSTER CHARGE:
If you don't want to pay off the whole balance on Pay Day, you
must pay the interest - 10% ot the total amount owed - then you
can carry the balance over into the next month. You may not pay
part of the balance on Pay Day: Pay the interest, or pay the interest
plus the total charges.
DEAL/BUYER:
Move to your choice - a Deal or a Found a Buyer space - and follow
the instructions below:
THE DEAL SPACES & CARDS
If you land on a Deal space, drwa the top Deal card. If you wish,
you may purchase the item on the card immediately; take out a
loan if you need to, Pay the bank.
At any one time, you may have as many Deal cards in front of you
as you can afford, so if you're feeling flush, buy a Deal. Dipsydoodle
Noodles for example will cost you $8,000.
Hold your Deal until you land (or are sent to0 a Found a Buyer
space, when you may cash in the card for the increased value.
The bank pays you. Dipsydoodle Noodles will get you $12,000 -
for a profit of $4,000!
You may sell only one Deal at a time, and the Deal card has no
value if it is unsold when the game ends.
THE OTHER BOARD SPACES
SWEEPSTAKES:
Collect $5,000 from the Bank.
LOTTERY:
The Bank antes up $1,000, then each player may ante $100; it is
not mandatory. Starting with the player who landed there, each
player who anted in turn picks a different number from 1 to 6.
The player who landed on the Lottery rols the die: The player
whose number is rolled collects all the money. If no one had picked
the number rolled, keep rolling until somebody wins!
SUPER SKI SUNDAY, CHARITY CONCERT, FOOD FOR THE MONTH, SHOPPING
SPREE:
Put the amount shown onto the Jackpot corner of the board. (If
you don't have the cash, take out a loan.)
RADIO PHONE-IN CONTEST:
Starting with the player who lands here, each player rolls the
die. The first one to roll a 3 wins $1,000 from the bank.
FOUND A BUYER:
If you have one or more deal cards and land here, the Bank pays
you the "Value" amount on one of them (your choice)
and you pocket the profit! Put the used card in the discard pile.
HAPPY BIRTHDAY:
Every player gives you a lovely present: $100!
YARD SALE:
Pay the bank $100 x the number you rolled and take the Deal card
that's under the edge of the board- it's yours! Replace it with
a new one from the Deal deck.
WALK FOR CHARITY:
All players except the player who landed here roll the die and
place $100 x the number they rolled onto the Jackpot corner. Example:
you roll a 4. Since 4 x 100 is 400, you place $400 in the Jackpot.
Take out a loan if you have to.
JACKPOT:
Any player who rolls a 6 on his or regular turncollects the Jackpot!
(A regular turn consists of rolling the die and moving your token.)
If you don't remember, you're out of luck.
PAY DAY:
STOP!! Stop here, even if you rolled a number that would take
you past this space. Just like real life, getting paid has its
advantages--and disadvantages. Here's what you do in this order:
1. Collect your monthly salary of $3,500 from the Bank.
2. If you've taken out a loan, you must pay 10% interest to the
Bank.
3. If you wish, you may pay off part or all of your loan. Payment
must be in $1,000 increments. The Loan Record Keeper records the
transaction on the pad.
4. Pay off all the bills you received this month. If you don't
have enough cash, take out, or increase, a loan. Put your paid
bills in the Mail card discard pile.
5. Move your token back through START. On your next turn, you'll
start through the month again.
6. At the end of the last month of play, discard any Deal cards
you still hold.
Note:
If you reach Pay Day of the last month of play (according to the
agreed-upon number of months), you retire from the game and wait
for all the other players to finish. While you're waiting, you
may play the Lottery, Radio Phone-In Contest, Happy Birthday,
or Walk for Charity, if one comes up!
WINNING
When all players have completed the agreed-upon number of months,
each player tallies his or her cash total. Obviously, you will
be completely paid up on all bills because you paid them off on
Pay day. Now subtract the amount of any outstanding loans. The
amount you have left is your net worth.
The player wioth th ehighest net worth - the most cash - when all players have landed on Pay Day for the last time, wins the game.
For poor money managers: If all players end the game in debt (with bills or loans outstanding and no cash to pay them), the player with the lowest amount of debt wins.
| | Back to Central Connector | | Back to Game Rules | |