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Game Instructions

This document provides instructions for an adapted version of the board game Monopoly called Champion Sound. In this version, players take on the role of sound systems competing to become the champion sound. Players move around a board purchasing underground music venues, record stores, and recording studios instead of properties. The goal is to generate rent by developing properties with licenses and festivals/international distribution/full studios. Chance and community chest cards are replaced by "420" and "Lucky Dubplate" cards that can help or hinder players. The game follows the core rules of Monopoly but replaces names and increases currency values to reflect the music industry theme.

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0% found this document useful (0 votes)
70 views

Game Instructions

This document provides instructions for an adapted version of the board game Monopoly called Champion Sound. In this version, players take on the role of sound systems competing to become the champion sound. Players move around a board purchasing underground music venues, record stores, and recording studios instead of properties. The goal is to generate rent by developing properties with licenses and festivals/international distribution/full studios. Chance and community chest cards are replaced by "420" and "Lucky Dubplate" cards that can help or hinder players. The game follows the core rules of Monopoly but replaces names and increases currency values to reflect the music industry theme.

Uploaded by

NegusMarko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ADAPTED INSTRUCTIONS

ADAPTED INSTRUCTIONS

INDEX

Pag. 3 - BRIEF DESCRIPTION OF THE GAME

Pag. 3 - SIMILARITIES WITH THE ORIGINAL MONOPOLY

Pag. 3 - CHANGES

Pag. 4 - GAME PREPARATION

Pag. 4 - “RUN IT” SQUARE

Pag. 4 - ARRIVING AT A PROPERTY WITHOUT AN OWNER

Pag. 4 - LANDING ON AN OWNED PROPERTY

Pag. 5 - OWNERSHIP ADVANTAGES

Pag. 5 - ARRIVING AT “420” OR “LUCKY DUBPLATE” SQUARES

Pag. 5 - THE BANKER

Pag. 5 - THE BANK

Pag. 5 - THE REPAIR SHOP

Pag. 6 - ROAD BLOCK

Pag. 6 - THE LICENCES

Pag. 6 - FESTIVAL/INTERNATIONAL DISTRIBUTOR/FULL STUDIO

Pag. 6 - LICENSE SELLOUT

Pag. 6 - SALE OF LICENSES

Pag. 6 - MORTGAGES

Pag. 7 - BANKRUPTCY

Pag. 7 - FINAL CLARIFICATIONS

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The game to decide the real Champion Sound.

GAME INSTRUCTIONS
For 2 to 8 sounds, from 4 scoops and above...

BRIEF DESCRIPTION OF THE GAME


The objective of this game is to be the Champion Sound; buying, selling or arriving at music venues, record
shops or studios (properties). In this way only one of the sounds will be the winner. Staring at the “RUN IT”
space, the sounds are moved around the board according to the number shown on the each dice roll.
When one sound’s piece arrived at a square that doesn’t have an owner, it can be purchased from the bank. If
it isn’t purchased, then the bank can sell the property at auction to the highest bidder. The purpose of ow-
ning the squares is to charge rent to other players that stop in these squares. Rent increases substantially
with extensions of the underground venues, e.g. festivals, international distributors, or full studios. For this
reason, it’s important to increase the capacity of the underground venues via licensing. If any sound needs
money, they can apply for a mortgage on their properties from the bank. If a sound lands on a “420” or “Lucky
Dubplate” square, they must take a card and follow the instructions, even if they are damaging or send them
to the Repair Shop.

GAME ELEMENTS
1 board - 2 dice - 8 sounds - 32 licences / expansions - 12 Festivals / international distributors / full studio –
16 “420” cards – 16 “Lucky Dubplate” cards – 28 properties – 30 bills of each quantity

SIMILARITIES WITH THE ORIGINAL MONOPOLY RULES:


All of the original Monopoly rules are used here, to ensure playability given the tried and tested nature of these
rules over the years and because they are known outernationally.
The only difference is that some names have been changed and the costs of each item has increased one
decimal place (10 => 100). This includes the notes, rents, fines and all prices.

Changes:

· The players become Sound Systems.


· The official currency is the BILL.
· The “GO” square becomes “RUN IT”.
· There are no streets on the board, the properties are Underground Venues, which can be Music Venues,
Record Stores or Recording Studios. Regardless of the type of club, ALL WORK THE SAME WAY.
· Instead of building Houses (red pieces), we use LICENSES on the Underground Venues up to a max-
mum of 4; in the same way that before houses were built up to a maximum of four.
· Instead of building Hotels (green pieces), in Champion Sound we set up FESTIVALS if your under
ground venue is a Music Venue; you have INTERNATIONAL DISTRIBUTION if your property is a Record
Store; and you have a FULL STUDIO if what you have is a Recording Studio; BUT ALL OF THEM WORK
THE SAME AS if they were HOTELS.
· The way construction works is the same, you have to extend the license 4 times (red pieces) to be able
to have the equivalent of a hotel (green pieces)
· The Community Chest cards become LUCKY DUBPLATE, and work in the same way: every time you
land on a LUCKY DUBPLATE square you pick up the corresponding card.
· The Chance cards become 420, and work the same way: every time you land on a 420 box you draw a
corresponding card.
· The Income Tax box is now called CULTURAL VAT.
· The prison is the REPAIR SHOP.
· The Railways are VAN RENTAL.
· The Electricity Company is the TRIPHASE POWER.
· The Free Parking becomes the ROAD BLOCK square.
· The Water Company is a THOMANN ORDER.
· The Go To Jail square becomes the GO TO REPAIR SHOP.
· The Super Tax is called SESAC FEES.

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GAME PREPARATION
The board is placed on a table, with the “420” and “Lucky Dubplate” cards in the spaces in the centre of the
board. Each sound chooses a piece that will travel around the board during the game. They will also receive
15,000 bills. The rest of the money will be kept by the bank, along with all the other properties.
One player must be named as the banker (see Bank and Banker in these instructions).

MONEY
Each sound receives 15,000 BILLS divided in the following way: two x 5,000 bills, two x 1,000 bills, two x 500
bills, six x 200 bills, six x 100 bills, five x 50 bills and five x 10 bills. The rest of the money is given to the Bank.

GAMEPLAY
Starting with the Banker, each sound rolls the dice in turn. The player with the highest number goes first. After
placing their player piece on the RUN IT square, they roll the dice again and move their sound in the direction
of the hand, the number of squares shown on the dice. When their turn is over they pass the dice to the left
hand side and turn order continues in this way.
The sounds will stay on the squares they land on and will continue their next turn from that place. Two of more
sounds can stay on the same square at the same time (meeting). Depending on the square the sound lands
on, the sound can buy underground venues or other properties, or is obliged to pay the rent (if the space is
already owned by another sound), pay contributions, draw a “420” or “Lucky Dubplate” card, go to the Repair
Shop etc. If the player rolls a double (two of the same number on each dice) then they advance their piece as
usual and will still be subject to the rights or penalties of the square landed on. Then the player rolls the dice
again and moves their piece to a new square, according to the number of the new dice roll. If a sound rolls
three doubles in a row, instead of advancing the piece on the board the third time, it must be placed in the
Repair Shop (see Repair Shop in these instructions).

“RUN IT” SQUARE


As the game is played, the sounds complete laps of the board. Each time a piece reaches the RUN IT square
or passes it, the Banker must pay the player 2,000 bills . This has to be paid whether the sound lands on the
square, passes by it, or advances according to a “420” or “Lucky Dubplate” card. The 2,000 bills are paid for
each lap of the table. If, for example, a sound passes RUN IT and lands on a “420” or “Lucky Dubplate” squa-
re and draws a card that says “advance to RUN IT”, they will receive 2,000 for passing RUN IT and another
2,000 for advancing there again due to the card.

ARRIVING AT A PROPERTY WITHOUT AN OWNER


When a sound lands on a property without an owner (i.e. an underground venue which no other player holds)
by rolling the dice or via a “420” or “Lucky Dubplate” card, the sound has the option of buying the under-
ground venue by paying the Bank the price indicated on the board. If the player decides to buy it, they pay the
Bank the said price and they receive the Property Deed, which they should display face up in front of them. If,
on the other hand, the sound does not want to buy it, the banker immediately places the property for sale via
an auction. It will be sold to the highest bidder and once the auction is over, the winning bidder must pay the
price agreed on and will be handed the Title Deed. All sounds can take part in the auction, including the sound
that decided not to purchase the property at the original price. The auction can start at any price.

LANDING ON AN OWNED PROPERTY


If the sound’s piece (as a result of rolling the dice or following a “420” or “Lucky Dubplate” card) lands on
an underground venue that has an owner, this owner charges the visiting sound rent, according to the list of
prices on the Title Deed card.
NOTE: If the property has one or more licenses, the rent is higher than that of an unlicensed venue. If the
property is mortgaged, rent cannot be charged. When a property is mortgaged, the Title Deed card should be
placed upside down.
IMPORTANT: If the owner doesn’t demand the rent before the next player rolls their dice, they can not charge
the rent.

4
OWNERSHIP ADVANTAGES
It is increasingly advantageous to own Title Deeds of the same group of a specific colour because it allows
the owner to charge double rent for properties in this set (this applies to non-mortgaged properties, even if a
different property in the same set is mortgaged). It is much better for an owner to have licenses and Festivals/
International Distribution / Full Studio than properties without a license. This is because their rents are much
higher than unlicensed properties, giving more benefits to their owners.

ARRIVING AT “420” OR “LUCKY DUBPLATE” SQUARES


When a sound reaches a “420” or “Lucky Dubplate” square, they must draw the corresponding card from the
deck on the board and then follow the instructions printed on it, then placing it back with its face down, under
the deck. The “Get out of the Repair Shop” card is kept until it is used, after which it is placed under the deck.
The sound that has it can also sell this card to another sound at a price agreed upon by both parties.
When a sound reaches the CULTURAL VAT box, it must pay 10% of all its assets. This is calculated by looking
at available cash, the total of all values printed on the sound’s properties (whether they are mortgaged or not)
and the cost price of all the licenses you have (venues, Festivals / International Distributors / Full Studio, ser-
vices). The sound also has the option of estimating its tax to the sum of 2.000 bills and paying it to the Bank
immediately. The player can also pay, if preferred, the tax resulting from the above calculation of your patri-
mony, but the player must choose one of the two options before starting to add up the value of their assets.

THE BANKER
A player who is also capable of being a good auctioneer will be chosen as the banker. If, as usual, the Banker
also participates in the game, he is obliged to keep his personal funds separate from the Bank’s funds. When
playing more than five sounds, the Banker can choose to act only as Banker and auctioneer.

THE BANK
The Bank keeps its money, as well as the Title Deed and the licenses and Festivals / International Distributors
/ Full Studio before being acquired and used by the sounds. The Bank pays the salaries and rewards, sells
properties to the sounds and gives them the Title Deed. The Bank also auctions the properties, sells the licen-
ses and expansions for Festivals, International Distributors or Full Studio and lends them, when necessary,
money on mortgages of the properties (the mortgage value is half of the price printed on the board). The Bank
can at any time recover the licenses and Festivals / International Distributors / Full Studio from the properties,
paying in return half of the price. The Bank is paid for all properties acquired from the Bank, plus all contribu-
tions, fines, money transactions, loans and interest. The Bank is never “bankrupt”. If it runs out of money it
can ‘issue’ all the currency it needs, by writing on spare paper.

THE REPAIR SHOP


If during the course of the game one player’s sound lands on the REPAIR SHOP square without having been
“Sent to the Repair Shop” then they are only visiting and suffer no fees or penalties. They continue their turn
as usual the next round.

1) The sound goes to the Repair Shop in the following cases:

a) If their piece lands on the space marked “GO TO THE REPAIR SHOP”
b) If they draw a card that says “GO TO THE REPAIR SHOP”
c) If they roll a double, three times in a row.

NOTE: When sent to the Repair Shop, the sound cannot collect their 2,000 bills at this time, regardless of
where it is on the board, it must go immediately to the repair shop. When a sound is sent to the repair shop,
their turn always ends straight away.

2) The sound gets out of the Repair Shop in the following ways:

a) By rolling doubles in one of their three rolls following their entry to the Repair Shop. If they are able to do
so, they immediately move the sound as many spaces as the dice indicate.

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b) By buying the card “Get out of the Repair Shop” from another sound for the price that both agree on (un-
less they already have one of these cards because they acquired it in a previous turn).
c) By paying a fine of 500 bills before throwing the dice on any of their three rolls after entering the repair
shop. The sound cannot remain there after its third turn (i.e. its stay will be limited to three turns after it has
been sent to the repair shop). Immediately after rolling the dice on their third turn they have to pay a fine of
500 bills unless they roll doubles, then they leave the repair shop immediately advancing the sound as many
squares as the dice indicate. Even though the sound is in the repair shop, they can buy and extend licenses,
sell or buy property and collect rent.

ROAD BLOCK
When a sound lands on this space, nothing happens; they receive no money, pay no bills, fees or costs. They
just get to set up their sound system and have a classic ROAD BLOCK party.

LICENSES
They can only be bought directly from the Bank and can be used only on underground venues that form part
of a complete colour set, and is owned by the sound. (For example: If a sound owns Patate Records, Le Zoo
and Ariwa Studios, in this case all green colour properties, is able to buy a licence from the Bank at any time
and use it in any of the properties of that colour group). The second license will have to be placed in one of
the properties that doesn’t yet have a license, or on a different colour group owned by the sound. On the
Title Deed you can see the cost of the license that must be paid to the bank. When a sound owns a complete
group of one colour, the rent is doubled. The sound may purchase and extend licenses, in accordance with
the above rules and at any time, as many licenses as they like and cash allows, but they must: extend unifor-
mly (it is not possible to use more than one license or expansion per property until each property in the colour
group has at least one license or expansion). Just as you must extend licences uniformly, you must also dis-
pose of the licences uniformly when you sell them back to the Bank.

FESTIVAL / INTERNACIONAL DISTRIBUTION / FULL STUDIO


Before being able to buy an expansion license for a Festival, International Distribution or Full Studio, the
sound must have four expansion licenses in each venue of a full color group. When this is achieved, the sound
can buy a Festival, International Distribution or Full Studio license from the Bank, to be used in any of the
venues of that color group, giving the Bank the four existing licenses there and the price in money indicated
in the Title Deed in exchange. This type of expansion is highly recommended due to the high rents that can be
charged later. In each location there cannot be more than one Festival, International Distribution or Full Studio.

LICENSE SELLOUT
When the Bank doesn’t have any more licenses to sell, the sounds that want to develop their underground
venues have to wait until another sound returns or sells their license(s) back to the Bank. If a small number of
licenses are available and two or more sounds wish to buy a larger number of licences or the same number of
licences as the Bank has, these must be sold at public auction to the highest bidder.

SALE OF LICENSES
Any sound that owns underground venue, Van rental and utilities such as the Thriphase Power and Thomann
can sell them to any other sound in a private operation and for the amount that both agree. However, you may
not sell any other underground venue that already contains a license. Before the owner can sell the premises
of a colored group, they must sell such licenses to the Bank. Sounds can only return or sell the licenses to the
Bank. They can do so at any time and the Bank will pay them half the price they paid for them. The cost of the
Festivals, International Distribution or Full Studio, is the price of five licenses. All the Festivals, International
Distribution or Full Studio, of a group of color can be sold together to the Bank at one time, at half their price
or one at a time, in a uniform way, in the opposite way to how they were extended. (See LICENSING and FES-
TIVAL / INTERNATIONAL DISTRIBUTION / FULL STUDIO).

MORTGAGES
Properties can be mortgaged only via the Bank. The mortgage value of each property is printed on the proper-
ty’s Title Deed. It is forbidden to mortgage the licenses. Only the premises can be mortgaged. Before a pre-
mises can be mortgaged, the sound must return or sell to the Bank all the licences acquired for that property

6
and all the licenses on premises belonging to the same colour group. The Bank will return half of the price
paid for these licences. No rent can be charged on mortgaged utilities or Van rental, but rent can be charged
on non-mortgaged properties belonging to the same group. In order to re-purchase a license on a mortgaged
property, the owner has to pay the Bank the value of the mortgage plus 10% interest and buy back the license
from the Bank for the total price indicated in the corresponding Title Deed. The sound that mortgages their
property retains the possession of it, so that no other sound will be able to buy it from the Bank. However, the
owner may sell their mortgaged property to another sound at the price freely agreed between the two. The
new owner may, if he wishes, pay the mortgage immediately, but will have to pay the bank the price of the
mortgage plus the 10% interest. Even if the mortgage is not paid immediately, 10% interest will have to be
paid to the bank at the moment the property is bought from the other sound. If the mortgage is paid later, you
will have to pay the bank an additional 10% interest.

BANKRUPTCY
A sound goes bankrupt when it owes more to another sound or the bank than it can pay. If you owe another
sound you must turn over all assets to that sound and withdraw from the game. In such liquidation, the owner
must return the licenses to the Bank in exchange for money, in an amount equal to half of the price paid for
the licenses, and deliver the money to their creditor. If you own mortgaged property you will also give the
property to your creditor but in this case the new owner has to pay the Bank the interest on the mortgage loan
immediately, which is 10% of the value of the property. After doing so, the new owner may pay the mortgage
or keep the property until the next turn when they decide to pay it. If you retain the mortgage this way until
your next turn, when you pay it off, you will have to add another 10% interest. If the sound is a debtor of the
Bank, instead of another sound, and owes more than they can pay (because of contributions or penalties) they
will hand over all their assets to the Bank. In this case the Bank will immediately sell all the premises acquired
in public auction, with the exception of the licenses. The bankrupt sound must be removed from the game
immediately. The last sound left will be the winner. Important: Sounds can only borrow money from the Bank
by mortgaging their property. No sound may borrow or lend money to another sound.

FINAL CLARIFICATIONS
Although the game is simple enough, will will answer any common questions that might arise when playing.

1) Do I have to go around the board once before I can buy property? No. You can start buying properties at
the first available place where your sound lands.

2) Can I charge rent while in the Repair Shop? Yes. You can charge rent and do your business as usual while
in the Repair Shop.

3) Do I get paid when I arrive with my sound in the “Road Block” box? No. If you arrive at the “Road Block”
box, you will not receive any money, property, or reward of any kind. It’s a free party!

4) If I own all the properties in a group of one colour, can I make three additions to one property? Nah. You
have to expand evenly at all times. You can’t have more than one license in a colour group location until there
is at least one license in each location of that group.

5) Do I have to wait until my turn to extend licenses? No. You can make transactions such as buying and
selling licenses from/to the bank at any time, when it’s your turn or in between the turns of the other sounds.

6) Can I mortgage a property to buy other venues or licenses? Yes, you can mortgage a property to buy
licenses or other underground venues of any colour group.

7) Common points related to mortgages:

Even after one or more lots in an entire colour group has been mortgaged, you can still charge double rent for
non-mortgaged lots in that group.
If you own all four Van rentals and mortgage one or more of them, you can still charge rent of 200 bills if an
opponent falls on an unmortgaged Van rental.

7
8) Watch out!: whenever a card tells you to move forward to any square, move forward ever, backward never.
When you draw the “Lucky Dubplate” card from “Repairs and Renovations in your Underground Venues”,
you must pay for all the licenses you have at that moment, on the whole board. If you follow the order of a
“420” or “Lucky Dubplate” card, you move to another square and when you do so, you pass the RUN IT box.
Remember to collect your 2,000 bills, unless the card indicates otherwise. When you go through the RUN IT
box and land on the “420” or “Lucky Dubplate” box and draw the “Go to the Repair Shop” card, you will be
able to collect the original 2,000 bills because you went through RUN IT before being sent to the Repair Shop.
CULTURAL VAT is 10% of your total active funds, i.e. cash, property and licences.

9) Are transactions between sounds allowed? Yes. Undeveloped properties, van rentals and utilities (but not
licenses) can be sold to any sound with a private transaction for a price agreed upon between the two.

10) Can I borrow money from another sound? Absolutely no way... You can only borrow money from the
Bank.

11) Why does my game only have 32 licenses? To keep balance of the game, there were always exactly 32
licenses and 12 Festivals / International Distributions / Full Studio in MONOPOLY CHAMPION SOUND. If it were
possible to expand all the properties, it would be difficult to force the opponents into bankruptcy. It’s what it is.

12) Can I set my own rules of the game? Do whatever you want, you’re free.

13) What happens if the bank runs out of money? Some sounds, mistakenly, believe that the Bank is
bankrupt if it runs out of money. The Bank never runs out of bills. To keep playing, the Banker can create new
money by using pieces of paper to write down and remember the banking transactions for each sound, until
the Bank has enough paper money to operate again.

Adapted and Illustrated Non-Profit and under Creative Commons License by Julie Haze and &yellow for
Wadub Kibir Sound System. Translated by Finn Darco.

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