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EQUIPMENT
The board, 2 dice, player tokens, 32
small armies, and 12 tank armies.
There is a deck of 16 EVENT cards,
and 16 HIGH COMMAND cards, 22 CITY, 4
LEADER, and 2 OIL FIELD, control cards.
Players can build from 1 to 5 armies
on a city.
Strength
Equivalent
x
Brigades or Regiments
xx
Division
xxx
Corps
xxxx
Field ARMY
xxxxx
Group/Front
Note: The general term is army or
armies. Upper Case ARMY specifically
refers to a 4 strength xxxx Field ARMY.
The colour and shape of small armies
does not matter. Just make sure there are 32
available in total. Any combination of trucks,
halftracks, and guns, can be used to
represent army strength from 1 to 4 on any
particular city. A large Group (Soviet term is
Front) must use a single tank (German term
is panzer). You are not allowed to use five
small pieces for a Group/Front, you use a
strength 5 tank piece.
(In standard Monopoly, you use green houses
up to 4, and use a hotel, for level 5).
THE BOARD
Various spaces on the board, and
cards, have a German Cross, and, a Soviet
Star. If you are the German player, the
(Balkan) cross refers to you. The red star is
for the Soviet player. This is for thematic
flavour. The actual description has no effect
on the game.
WHATS DIFFERENT?
This version of Monopoly is mostly the
same as the standard game, just cooler. You
use different pieces for houses, hotels,
tokens, and the various cards. Terminology is
different, but has the same effect. If you are
familiar with standard Monopoly, you can
have fun spotting the changes. For example,
Leaders fulfil the role of railways. Instead of
paying rent you pay Combat Cost in
Resource Points. If you have never actually
seen a copy of the Monopoly rules, in living
memory, they are rewritten here, in their
entirety. You might be amazed to learn that
some of the house rules you believed in
(such as the fictitious house rule about free
parking) are NOT in the standard rules!
Jail is now displayed on the board as a
separate space called SURROUNDED, not
actually on the main track. But it plays out
exactly the same.
GO is now READY. Utilities are Oil
Fields. Rent is combat cost. Mortgages and
selling houses is Disbanding. Lifting a
mortgage is Rebuilding. Houses are
armies. Hotels are tanks.
A special rule, FORTRESSES has been
added. Optional but highly recommended.
Finally, Germany, always goes first on turn
one, just to be unfair.
THE BANK
Its still called The Bank. No
unnecessary name changes here! Select as
Banker, a player who is going to be most
reliable. They also manage the auctions.
Ensure they keep their personal RP funds
separate from those of the bank.
The Bank holds the Control Cards for
all Cities, Leaders & Oil Fields, prior to
purchase by the players. The Bank pays
various RPs and bonuses. It handles the
exchange of RPs when cities are captured
and hands out the control cards. It sells
armies and tank tokens to players, and gives
RPs when armies are disbanded.
The Bank collects all RP costs and
penalties, and the resource cost of all control
cards it sells or auctions. Any RP penalties
players suffer, go to the bank.
The Bank never goes broke. Totals can
be written on ordinary paper.
READY
Each time a players token lands on or
passes over READY, whether by throwing the
dice or drawing a card, the Banker pays
them 200 RP.
The 200 RP is paid only once each
time around the board. However, if a player
passing READY on the throw of the dice lands
2 spaces beyond it on HIGH COMMAND, or 7
spaces beyond it on EVENT, and draws the
ADVANCE TO READY card, they collect 200
RP for passing READY the first time and
another 200 RP for reaching it the second
time by instructions on the card.
THE PLAY
In a two player game, one player is
always GERMAN, and the other is SOVIET.
Players 3 to 6, can be any combination of
United Kingdom, France, Italy, United States.
Or Finland, Rumania, Bulgaria whatever.
Just make sure you have colour playing
pieces that clearly identify each player.
It has no effect whether you are part of the
Axis (Germany and allies), or Allies (Soviet
Union and allies). This is purely for
background flavour. All players begin with
token on READY space.
GERMAN player always goes first.
Forget all that mucking around rolling dice to
see who goes first. This is Barbarossa.
Germany always starts the play. Place your
token on the corner marked READY, throw
the dice and move your token in the
direction of the arrow the number of spaces
indicated by the dice (result is 2 to 12). After
you have completed your play, the turn
passes to the left. The tokens remain on the
spaces occupied and proceed from that point
on the players next turn. Two or more tokens
CONTROLLING CITIES
Whenever you land on an uncontrolled
city/leader/oilfield you may buy it from the
Bank at its printed RP cost. You receive the
Control Card to show you now own it; place it
face up in front of you.
If you do not wish to buy the card, the
Banker sells it at auction to the highest
bidder. The buyer pays the Bank the amount
of the bid in RP and receives the Control
Card. Any player, including the one who
declined the option to buy it at the printed
RP cost, may bid. Bidding starts at 10 RP; if
no one else bids, the Banker receives it at
the default cost of 10 RP.
COMBAT COST
When you land on a card controlled by
another player, the owner collects RP from
you in accordance with the list printed on the
Control Card.
If a card is DISBANDED, no combat
cost can be collected. When a Control Card is
2
ECONOMIC DISRUPTION
If you land here you always pay 200
RP (Same as in the standard version Short
Rules). This is a war of annihilation no
mercy asked for, none given.
NO RETREAT
A player landing on this space does
not receive any money, cards or reward of
any kind. It is just a free resting place.
SURROUNDED
You go to SURROUNDED when:
3
DISBANDING CARDS
Ungarrisoned cities, Leaders & Oil
Fields can be DISBANDED through the Bank
at any time. Standard Monopoly calls this
Mortgaging. This version uses the phrase
Disbanded, although other terms could be
Abandoned cities & oilfields, Sacked
Leaders; same thing. Before a garrisoned city
can be disbanded, all the armies on all the
cities of its colour-group must be sold back to
the Bank at half price. The Disband Value RP
is printed on each Card.
No Combat Cost can be collected on
Disbanded cities, leaders or oilfields, but
Combat Cost can be collected on
undisbanded Cards in the same colour-group
In order to REBUILD (lift the
disbanding), the controller must pay the
Bank the RP amount of the disbanding plus
10%. When all cities of a colour-group are no
longer disbanded, the controller may begin
to rebuild armies again, at full RP cost.
The player who disbands Cards retains
possession of it and no other player may
control it by paying the rebuild RP to the
Bank. However, the controller may sell this
disbanded card to another player at any
DEFEAT
The last player surviving in the game
wins. You are declared DEFEATED (bankrupt)
if you owe more RP than you can pay either
to another player or to the Bank. If you
cannot pay another player, you must hand
over to that player all that you have of value,
and exit the war. In making this settlement, if
you own armies, you must disband them to
the Bank, in exchange for 50% RP of build
cost you paid for them; these RPs are given
to the player who defeated you. If you have
disbanded Cards, you also turn these over to
the victor, but the new controller must at
once pay the Bank 10% plus lift the
disbanding. If they decide not to lift the
disbanding, they must pay the 10% again
upon undisbanding it later.
Should you owe the Bank, instead of
another player, more RP than you can pay
(such as penalties from spaces or event