Growopoly is a game that uses a standard monopoly board, property cards, houses, hotels and money. In addition, one item needs to be chosen to represent the cop. This can be the car token from the monopoly set, or any other small item. The goal of the game is to grow and sell enough pot to be the first player to pay off their $10,000 loan and achieve financial freedom.
STARTING THE GAME
Players each start with $600. Before starting, one player must be chosen to be the Banker. This person collects rents, places Crop Tokens, and pays players for their crops.
To determine starting order, players each roll one dice. The highest roller goes first, and play continues clockwise.
Player pieces begin on the GO square. The Cop piece begins on the Free Parking square.
On their turn, players have the option of rolling one or two dice to move their piece forward (clockwise), or one dice to move backwards. A player cannot move backwards twice in a row.
The player must declare which direction they are moving before making their dice roll. If the player does not declare the direction then they are assumed to be moving forwards.
After taking a move and doing any actions, the player completes his turn by rolling for the Cop piece and then moving it.
The Cop piece can go either direction around the board. The player in advance of rolling must declare the direction of movement, or else it is assumed to be clockwise. When rolling for the Cop, the player always rolls the same number of dice as he rolled to move his own piece.
If the player rolls two dice and gets a double, then he must take another turn by rolling two dice again after making the move, and continue moving forward. The player must continue making new rolls as long as they roll doubles, with no limit.
If the player rolls a double when rolling for the Cop then the Cop also continues to make subsequent rolls and moves, in the same direction, as long as they roll doubles. A player cannot move backwards past GO, and cannot move backwards from GO.
A player moving forwards who passes GO always has the option of ending their move on the GO square no matter what their dice roll.
ATTACKING AND DEFENDING
Players are sometimes called upon to roll defending dice against the Cop. In this case the player always rolls two dice, while the Cop will roll one to three dice, depending on the situation. The player who last moved the Cop piece is the one who rolls attacks for the Cop.
The person with the single highest dice in the lot wins, with the player always winning if there is a tie.
Landing on an unclaimed Property allows a player to set up one to three Grow Houses on it. The player must immediately pay one rent for each new Grow House as a Set-up Fee, and then must pay rent again for all their Grow Houses every time they pass GO.
The player must take the Property Card for any properties on which he is renting Grow Houses, to keep track of which properties they have Grow Houses on. (The rent and mortgage figures on the Property Card can be ignored.)
The rent is $10 each for Grow Houses on Properties on side one of the board (Purple and Light Blue); $20 each for Properties on side two (Pink and Orange); $30 each for Properties on side three (Red and Yellow); and $40 each for Properties on side four (Green and Dark Blue).
Three Grow Houses can also be indicated by a single Hotel piece. They are equivalent and it makes no difference to game play.
When a player passes GO he must pay the Bank all rents for his Grow Houses. If the player is unable to pay full rent for all Grow Houses on any Property, then the player immediately loses that Property and everything on it.
When passing GO, a player must also pay a flat $20 interest on their loan. A player who cannot pay their $20 interest is out of the game.
Immediately after paying rent, all a player’s Grow Houses receive a harvest. Harvest is one token per $10 of rent per house. (So a Property with three Grow Houses that cost $20 each to rent would get 6 Crop Tokens.) The Crop Tokens are placed directly on each Property square in the form of pennies, nickels and dimes.
A player can also make an extra payment when passing GO, to help pay off their debt. The Banker records these payments, and the first player to pay off $7500 wins the game.
PICKING UP AND SELLING THE CROP
Players must pick up their crops from their Grow Houses and take them to a Railway station, Free Parking, GO, or Jail, to sell them and receive cash.
A Player can pick up the Crop Tokens from all of his Grow Houses in a Property Set when he lands on any of the Properties in the set, whether or not he has any Grow Houses on the Property he landed on.
When picking up his Crop, a player moves the Crop Tokens from off of the Property squares and places them in front of himself.
The number of Crop Tokens in a player’s hand should be visible by the other players.
If a player lands on a Railway and has Crop Tokens in hand he wishes to sell, the player must declare how many of his tokens he is offering for sale, and then roll one dice. This number, times $10, is how much the player will receive per token. The player must sell all of the tokens he had put up for offer at this price.
On Free Parking and GO, players don’t roll the dice to sell their Crop Tokens. On Free Parking players can receive a flat $30 per token, and at GO they will receive a flat $10 per token.
If a player lands on the Jail square, he may attempt to sell his buds to prisoners while in the “Just Visiting” area. To try selling buds to prisoners, the player must make a defensive roll of two dice against the Jail’s roll of three dice. As always, the player wins on a tie. If the player is successful then he may sell all his tokens for $60 each. If unsuccessful the player is Busted and goes to Jail.
If a player occupies the same square as the Cop and has any Crop Tokens in hand, then the player must defend against a police attack roll of 3 dice. If the player loses then he is Busted.
If the Cop lands on a square with any Grow Houses and unclaimed Crop Tokens, then the Cop makes an attack roll with 1 dice per Grow House on the Property. The player defends with two dice as always. If the player loses then the Property is emptied and is returned to the bank. In this case the player is not Busted, he merely loses the property and any unclaimed Crop Tokens on it.
If a player occupies the same square as the Cop and the player has no Crop Tokens in hand then nothing happens. If the Cop lands on a square with Grow Houses but no Crop Tokens then nothing happens.
The “Go to Jail” square acts the same as the Cop piece. A player with no Crop Tokens is not at risk if he lands on this square. If the player does have Crop Tokens in hand then the player rolls two dice against the Cop’s three dice, with a loss indicating being Busted.
A player on a Chance, Community Chest or the GO square is immune to being Busted even if the Cop occupies the square too. A player who is Busted loses all his Crop Tokens in hand and all cash over $600, and must move their piece to the Jail square. The player misses their next turn and then may leave the Jail on the following turn with no further penalty.
A player who lands on it for $400 can buy each utility. This represents a water or electrical bypass, which saves the player 50% on rent each time he passes GO.
Owning both utility cards means the player pays only 25% of their total rents when passing GO.
To determine the rent reduction, total all rents, multiply by the appropriate fraction, and round up to the nearest $5.
However, each time the Cop lands on an owned Utility square, the player must defend with two dice against the Cop’s attack of two dice. A loss means the player loses the Utility and is Busted. Other than this, a player does not lose Utilities when Busted.
Don’t rent more than $300 in Grow Houses on your first time around the board, as you’ll need to pay rent on them all when you pass GO.
Never forget about your impending rents, so start small and build up. Building up too quickly usually leads to a swift bankruptcy. Try to get your Grow Houses onto Properties in the same set. This makes it much easier to collect more Crop Tokens at one time.
Having too much cash on hand can be risky as anything over $600 is lost if you get Busted. But having too little cash on hand limits your flexibility and ability to pay rent and fines. Deciding how quickly to pay back your debt is a key decision.
Don’t let yourself ever have less than $600 on hand when you are carrying Crop Tokens, as if you get Busted without enough cash on hand to pay at least some rents then you could be placed in an unwinnable position.
QUICK GAME RULES
For a quicker game, the amount that needs to be paid off to win can be lowered to $6000. For a longer game, the amount to be paid off can be increased to $15,000.
Under this optional rule, a player may attempt to steal the Crop Tokens from Grow Houses on any Property on which they land but do not control. In this case, the player makes an attack roll using three dice when landing on a Property with Grow Houses that he wants to steal. The defending player rolls two dice.
If the attempt succeeds, the attacking player can take all the Crop Tokens from that Property. If the attack fails, the attacking player is Busted and must go to Jail.
Scrabongo is a game for two to four players. The game uses a standard scrabble board but not the letter tiles. Each player must begin the game with an equal, even number of single “nerds” of bud or hash (12-24 nerds each should be sufficient). Each nerd should be sized so that a player can smoke 3-4 of them in one big bong hit – 0.1 to 0.2 grams is a good size. The object of the game is to smoke as many of the nerds as possible, and to get high on your opponents’ stashes.
HOW TO PLAY
On his turn, a player must place two nerds on the board.
The first player must place one of their nerds on the centre star. The second nerd must be placed in a square that is horizontally, vertically or diagonally adjacent to the first. From then on, each player must play two nerds. One of them must connect horizontally or vertically to a nerd on the board that connects to the central Star.
The other nerd must be on a square that connects horizontally, vertically or diagonally to the first.
If the centre star ever becomes empty then the next player must place one of their nerds onto it.
When a player lines up 6 points of nerds horizontally or vertically then he must pick them all up and smoke them.
A nerd on a double word/letter score (including the center star) equals 2 points. A nerd on a triple word/letter score equals 3 points.
Once all players’ nerds have been played onto the board, then the game enters the second phase. Players must now try to form six-point lines by taking turns picking up single nerds that are not in a chain connected to the center, and placing them horizontally or vertically next to a piece that is part of a chain that connects to the center.
If all nerds are connected to the center, then the player must take any single nerd and reattach it somewhere closer to the center.
Once seven or less nerds are remaining on the board, the game ends and those remaining nerds are shared equally among the players.
Hit The Joints is a game for two players. The game uses the battleship boards but not the boat pieces. The object of the game is to force your opponent to light up and share all his joints while retaining yours.
HOW TO PLAY
To begin, players combine their personal pot stashes together and then roll up an equal number of joints for both players. Ideally it is best to play with four joints each: one king size, two standard zigzag sized joints, and one zigzag pinner. But any equal combination of joints works. Three standard zigzag joints make for a fine game.
Each player must place their joints onto their game board either horizontally or vertically, as if they were boats in a game of Battleship.
As in regular Battleship, the players take turns calling out points on the board, with the opponent replying “hit” or “miss” on each shot.
When a player has called out all the squares covered by one of his opponent’s joints, his opponent must immediately light up the joint and pass it.
Players may use peg markers on their own board to keep track of where they have made attacks.
Play continues until one player has no joints remaining on his board. At this point the game is over, and the victor gets to keep his remaining joints.
Double-barreled Hit the Joint In this version, players take turns calling out two squares on their opponents’ board.
If either one or both of those squares has a joint crossing it, the player must call out “hit.” If neither square has a joint on it the defending player calls out “miss.” The attacking player is not told which one of the two shots hit, or if they both did.
For an even more challenging game, players may also be forbidden from using the peg markers to keep track of their shots.
The first ten letters recieved asking for a free game (Trafficking, refer to CC issue #55 for review) will
recieve the $35 board game for free! These fabulous prizes were provided by www.trafficking.com
Please send your letters to:
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