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HOW TO PLAY - CHARGE IT! - GAME RULES
Game
Rules for Charge
It Game:
The object of
Charge It! is to acquire the right combination of "paid up"
credit
cards, purchased items and cash.
Play on the board
goes between the inside track to obtain credit cards
(issued only after
credit is approved) and the outside track to shop.
Players try to
remain on the inside track until they have a credit card
and then go to
the outside track to begin purchasing items. There are
several
ways to go between tracks. Choices must be made between
saving
cash and buying items on credit. Cash is given at Pay Day and
players then must pay on their credit card accounts.
When a player has
purchased any four items with credit cards, the player
is able to draw a
Secret Goal Card from the top of that deck. DO NOT
SHOW IT TO
THE OTHER PLAYERS! This card is kept by the
player for the
remainder of the game. It tells what combination is needed
to win:
the number of Item Cards, the number of paid up credit cards and
how
much cash. There are several different Secret Goal Card scripts.
To attain these goals, a player sometimes needs to buy, sell or trade
Item Cards already owned by the other players.
There may be some
players who believe it is un-wise to have many
credit cards. Some
may fail to get good credit. These players may
choose to win with
one credit card, one purchased Item and $4,000
cash. Can you guess
how the other players will try to win?
Have fun!
EQUIPMENT
The equipment of
CHARGE IT! consists of 1 game board, 2 dice,
4 pawns, 4 sets of action
cards, 16 credit cards, 40 Item Cards that
match the purchase Items on
the board, and 1 bundle of play money.
Have paper and pencil ready
to keep score of the money owed on
the credit card accounts.
THE PLAYERS
There are 2 - 4
players, of which 2 of the players also serve as the
Money Manager and
the Credit Manager.
MONEY MANAGER'S
DUTIES
1. Organize
and keep one supply of game money which is shared
between the Credit
Manager and the Money Manager as needed.
2. Hand out
Pay Day money: $300 each time a player lands on or
passes Pay Day on
either track.
3. Hand out
or take in money as directed by the board spaces
or action cards.
4. Issue Item
Cards to players when purchases are made.
5. Buy back
Item Cards at half price when player needs cash.
CREDIT MANAGER'S
DUTIES
1. Issue
credit cards when players qualify during play.
2. Set up
tally sheet and keep accurate records of money owed
on each credit card
under player's name.
3. Require
minimum payment of money owed on all credit cards
from each player who
lands on or passes Pay Day. May accept
more than the minimum due.
Adjust figures to reflect payment made.
Players may settle with
Credit Manager only on Pay Day.
See tally sheet details.
4. Take back
credit card if a player is unable to meet the minimum
payment due.
Continues to collect from the player each Pay Day
until the full balance
has been paid.
GET READY TO
PLAY
1. Place the
board on a flat surface. Notice there are two tracks:
the
shorter inside track to obtain credit cards and the longer outside
track
for shopping. The outside track corners are divided into two
spaces each. The Pay Day and Pay on Credit Card notices occur
on
the same corner of both tracks. The outside track has eight
differently colored Item groups from which to make purchases.
2. Shuffle
the Secret Goal Cards, the Apply for Credit Card cards,
the Expense
Cards and the Income Cards separately. Place each
deck face down
on its own space on the board.
3. The Money
Manager issues $740 in cash to each player as
follows:
5-$100's 3-$50's 3-20's 3-$10's
4. There are
four different credit cards: Quick Charge,
American Success,
Recover and The Bold Card. The players
must qualify for these
cards as they go around the board.
THE PLAY
1. Before
playing for the first time, please read the CHARGE IT!
game
description on the first page. Each player selects a pawn and
places it on the INSIDE track MARKED "Start". Each player throws
the dice and the player with the highest total begins.
2. The first
player throws the dice again and moves the pawn clockwise the number of
spaces indicated. Follow the instructions as stated by the space.
Any number of players may be on the same space at the same time.
Play passes to the left.
3. A player
who throws doubles gets another turn.
4. PAY DAY -
When passing Pay Day, a player first collects $300 pay, then pays from
minimum to full amount due on each credit card, and follows the
instructions on the square where the pawn lands.
5. APPLYING
FOR CREDIT - When a player lands on "Apply for Any Credit Card" or
"Apply for a Named Credit Card", player then draws a card from the top
of the Apply for Credit Card deck. If the card drawn shows credit
approval, the Credit Manager issues a credit card to the player.
The card is kept during the game as long as the player can make minimum
payments.
6. CHANGING
TRACKS - Play goes back and forth between the tracks in three ways.
The chance to change tracks can only happen when the total on the dice
actually lands a player on one of the opportunity squares.
OPTION CORNERS - At
the three yellow arrow "option" corners: if the player's choice is to
change, slide the pawn along the arrow as a free completion move to the
other track.
GO TO THE INSIDE
TRACK - Two outside track squares have a yellow arrow pointing to an
inside track Expense square. The player must complete the move by
sliding the pawn to the inside track and taking an Expense Card.
GO TO THE OUTSIDE
TRACK - Two inside track squares say "Go to the Outside Track" to any
square in the specific Item group. The player must slide the pawn
directly to the square below. If the Item is available, the player
may purchase it.
A PLAYER MAY
NOT CHANGE TRACKS AT THE PAY DAY CORNER!!
7. A player
who has a credit card usually wants to go to the Outside track to make
purchases. As a player lands on Items on the outside track, the
player has the choice of buying or not buying the Item, if it is
available. Items may only be bought from the board with a credit
card. The Credit Manager records the purchase.
8. SECRET
GOAL CARD - When a player has purchased any four Item Cards with a
credit card, the player is allowed to take a Secret Goal Card. The
cared will indicate to the player what is needed to win. DO NOT
SHOW IT TO THE OTHER PLAYERS. Keep it aside while play continues.
9. BUY, SELL,
OR TRADE ITEMS - At the beginning of their turns, players may buy, sell,
or trade any of their owned Item Cards for those of any other player.
Upon the completion of buying, selling, or trading, players throw the
dice and continue with their regular turns.
10. If a
player is unable to meet the Credit or Money Managers' demands for
payment, the manager must purchase Item Cards back from that player at
half price and return them to the Item Card Deck. The Item Cards
then become available for purchase.
WAYS TO WIN
1. Secret
Goal Card: Play continues until one player announces to the
group and shows that all the requirements of that player's Secret Goal
Card have been achieved. In the event that two or more players
meet their Goal Card Requirements at the same time, the player with the
most cash is the winner.
2.
Surprise Cash Winner: The second way to win is NOT on any of
the Goal Cards. To win, a player must obtain at least one paid up
credit card, one Item Card and $3,300 cash. The surprise aspect
comes as the player may be one who has already drawn a Secret Goal Card
and decides to change strategy. This may be a player who spends to
much time on one track or the other or who fails to obtain enough Credit
Cards or Items. Often this winner is a player who truly believes
in saving cash and purchasing few Items. When a Secret Goal Card
winner and a surprise cash winner tie, the one with the most cash is the
CHARGE IT! game winner. Shorter Game: At the end of a
given playing time, each player totals the purchase price of the owned
Item Cards, adding that to the player's total cash. Next, add up
the amounts still owed on the player's credit card and subtract this sum
from the cash and Item Card total. The player with the highest
total amount is the winner.
GENERAL RULES
No player may
borrow or lend money.
After a draw card
is used, it goes to the bottom of its deck.
Credit cards may
not be sold, traded or used by another player.
Players may have
only one of each credit card.
Credit limit on
each credit card is $800.
Each Item purchased
is limited to one credit card. The total price may not be split
between two or more credit cards.
The purchase of
Item Cards from the board is only by credit card. All other
transactions must be paid for with cash.
No player may own
more than 10 Items.
Minimum Payment: |