How to play Monopoly The Mandalorian
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The object of the game is to protect the child and have the most credits at the end. Layout the board and place each hideout card next to its corresponding space around the board. There is no cash but instead imperial credits. Copper is worth 10 credits and gold is worth 50. Give each player 5 copper and 2 gold credits. Shuffle the signet cards and place them face down on the board. Place the child on just visiting and its character card nearby. Place the Red incinerator stormtrooper here, the black death trooper here, and the grey moff Gideon here. Place Moff’s enemy card here. Sort the enemy cards, and arrange them in sequence from 1 to 4 with 1 on top. Use cards from the top for each player, for example 1 through 3 for a 3 player game, and place each pile next to Moff’s card on the board. Each player chooses a token and matching character card, and places their token on go. Pick a player to go first then play proceeds clockwise.
On your turn if you have the child, roll the green die. If you do not have the child roll the silver die. Then move your token exactly that many spaces clockwise around the board and perform the action based on where you land. If you land on or pass the child, take it with you around the board. Also, take its character card and place it in front of you. If any other player lands on or passes you, they take the child from you.
If you land on an unowned hideout you may buy it from the bank for the price listed on the board and put the hideout in front of you, or you must auction it. The auction starts at 10 credits and increases in increments as little as 10. The highest bidder pays the bank and puts the hideout in front of them.
If you land on a hideout that another player owns, the owner must ask you for rent. If they do, then you pay them the price indicated on the hideout card based on whether they own both hideouts in a colored set or not. If they fail to ask for rent by the time the next player rolls the die, then you do not have to pay.
When you land on or pass go, collect 20 credits from the bank. When you land on Imperial advance, roll the silver die and move the incinerator stormtrooper and death trooper tokens out of their imperial outposts and clockwise that many spaces clockwise around the board. These tokens do not take actions based on where they land. Once all the hideouts have been purchased or if there is only one incinerator stormtrooper or death trooper card left in their respective deck, then you move the Moff Gideon token in the same way. You may never have more than one imperial enemy token on the same space, if you do, move the token that didn’t begin the turn on an imperial outpost (faded ghost effect) one space forward. If an enemy lands on the same space or passes the child while it is alone on the board, then the game ends and everyone loses.
If you land on a signet space, draw the top signet card from the deck. If the card tells you to keep it until you’re ready to use it, you may do so, otherwise immediately do what it says then return it to the bottom of the deck. There is no limit to how many signet cards you may have or how many you can use in a single turn.
If you land on a hyperspace jump space, immediately move to the next unowned hideout and you may buy it. If there are no unowned hideouts, move to the next hyperspace jump space and end your turn. If you pass go, collect 20 credits. If you pass an Imperial enemy, do not battle. If you pass the child, you may not take it.
If you land on imperial credits, collect 30 credits from the bank. If you land on free parking and you do not have the child, then you take the child from wherever it is. If you land on just visiting after the child has been taken, then nothing happens.
If you land on jail, go immediately to jail and go not collect 20 credits for passing go. If you have the child, place it on any hideout you own. If you don’t own any hideouts, leave the child on the go to jail space. While you are in jail, you can still collect rent, bid on auctions, and trade. To get out of jail you may pay 50 credits at the start of your next turn to roll and move like normal. Or you can roll a 6. If you do, then use that roll to move. If you don’t roll a 6 by your 3rd turn in jail, then you are released for free and move your token to the just visiting space and end your turn.
Each character has a 2 unique abilities that may be used throughout the game. Their standard ability is always in effect, and when you have the child you get to use an enhanced ability instead…