Maloney's Inheritance: Rules

Translation is made by Robert P. Smith

  1 game board
  1 pawn
  1 car
64 action cards
  6 jokers
  1 testament (wood)
24 suitcase cards
  2 short game rules

Old man Maloney was already a cunning fox while he was alive.

He had a number of smoky taverns to call his own, from Chicago to New Orleans, and further west.  Despite the prohibition, he would have a glass of whiskey at the bar, and then go to the back room to engage in a few crooked games.

It was also clear to him that after his death his relatives could maliciously tear each other apart.

They must measure their worth in a competition.  They were a strange sort, and were not averse to a little contest.  The meaning was quickly apparent:

"Each of you must, starting with $10,500, travel to the different cities where my houses are.  All of you together have only a single car which you must use wisely.   The difficulty is this: that everybody must be at a different place at the same time.  If you are where you are supposed to be on the appointed day then you must show your card.  Don't be worried, there is another approach; in each place there is a suitcase with a small surprise.  Underneath each of these there are some points, a few measly points.  Yes, yes, I know that you are only looking for money and trinkets, but this is how the game works.  Whoever arrives in a place on the correct day receives seven points.  Each day later receives one less point.  Whoever first reaches 69 points will receive my entire estate."

After this will was read, the relatives tried each morning to take each other apart...

What is this about?
Whoever wins this contest will receive the entire estate.

First the preparations:
Before you begin the contest there are a few necessary preparations: if you are to accumulate points quickly you should take a few things with you.  The number of points for each destination is obvious from the action card.

It is necessary before you begin the game to choose a "Notary".  He must have the trust of the players to keep the bank and keep record of the points.

Now on to the game:
You must first mix up the suitcase cards, and put one on each place on the map.  The remaining eight suitcase cards will not be needed.

Every player receives a Joker (that may be stacked underneath the action cards) and -- I see you taking deep breaths -- finally receive money for the game: each of you should receive $10,500 (7 x $1,000, 6 x $500, 5 x $100) and not one cent more.  The remaining cash stays in the bank.

The testament will be needed later.

You must shuffle the action cards.

Each of you will receive 12 action cards face down.  If there are six players then each will receive 10 cards.

These cards tell you:
A which places you must visit (in any order)
B on which weekday you can receive the most points.

The remaining action cards are put in a pile next to the game map.

If any of you has received more than two cards from the same place (you will see the name of the place and the number) you must exchange these cards with ones from the deck.   This process may be repeated until you have no more than two cards from any one place.

The first card from the deck is then shown, and the game begins.
1.  The car is placed in the town named on this card.  From here the drama will begin.
2.  The pawn is placed on the appropriate day of the week.  At the beginning of the game the pawn is placed on the day for which the exposed card would receive seven points.  For our example card this would be Thursday (Donnerstag).

Before you continue to read the rules you should make sure you understand the previous steps.

The contest of the inheritance:
The greedy relative must all follow the rule of the competition: Everyone must travel from city to city with a single car.  Everyone will want to reach a different city at the same time in order to maximize their points (which naturally cannot happen).  That's the way it is.

Each morning the car will be played for.  This is done through an auction.  The minimum bid is $100.

For example:
Player A offers "$500, going one, going twice..." when player B offers "$600 going once ..." and player C says "$700 going once, going twice..." and again player A bids "$1,000 going once, going twice and sold".

The winner has the right to choose the destination of the car that day.  An example of how to choose among the destinations:

From Sacramento (No. 3) the player can choose one of place number 1-2, 6-9 or 16.   This means he can choose San Francisco (1), San Diego (2), Cheyenne (6), Santa Fe (7), Chicago (8), Kansas City (9), or Charleston (16) as that day's destination.

After the auction round the winner must pay the bank the amount of the auction ($1,000 in our example) and become the driver of the car.  The car should be driven to another city.

The driver receives the suitcase that lies on the city.  This suitcase can indicate that the driver receives up to five points or $1,500.  It may also say that he loses up to three points or $1,000.  In both cases the Notary must fulfill the outcome of the suitcase card.  The suitcase card is removed from the game and no new suitcase is placed on that location.

Now, what will interest you the most: how the points are awarded.

Each player must check to see if he has one or two action cards from the city at which you have arrived.  You can lay these cards face up on the table.  The Notary must write down how many points are received, depending on which day you arrived in the city.

Example: the map calendar says that it is Thursday (Donnerstag) and the action card says Do=7.  The player who played this card receives seven points.

You can naturally also receive fewer points.

The highlight of the story is that everybody who is riding in the car can receive points from their action cards.

You are not required to use you action cards.  You can keep them in the hope that you will arrive in the same city on a day that will give a more favorable outcome.

Once a city is reached and the points have been counted, the day draws to a close.   The testament come into play.  Whoever is currently in first place takes the testament and displays it.  The pawn is advanced, and a new auction is held for the car.  In this manner the week will pass.

The weekly calendar has two special days: Tuesday (Dienstag) and Friday (Freitag).

When you are on these days and can play one or two action cards, you will receive double points.

The suitcase cards on these days keep their regular value.

Sunday is Lucky Day

Sundays are different.  The top card on the deck is turned over.  The car is taken to this location.  Points are awarded as on any regular day.  If there is a suitcase card, then the reward from this card is awarded to all players.

Each player can, once in the game, use the joker to become the driver.  The joker is played during the auction.  The player is not
required to pay to become the driver when the joker is used.  He can drive the car in the normal way.

You can only use the Joker on the four "normal" days (Monday, Wednesday, Thursday and Saturday).  After it is used it is removed from the game.

And who will receive my inheritance?

The game ends either when a player has received 69 points or when someone runs out of action cards.  Each player can then buy additional points for $1,000 each.  The joker has no value.

Whoever has the most points wins the game.

The following glossary may help you understand the game:

Deck of cards:
The action cards should be laid open next to the map.

The first card must be taken from the deck.  The pawn is placed on the chosen weekday, and the car is placed in the chosen city.  If any player has an action card for this location it cannot be played on this turn, but must be saved for a later turn.

If the first weekday is a Tuesday or a Friday, then there are immediate doubled points.   Sunday is handled like a normal weekday.

Car breakdown:
The car cannot stay for two days in the same town.  Every day it must move to a new town.

High offer:
It is most suitable to make a high bid for the car on a day when you can drive to a city to realize a large number of points.

If two or more players play a joker on the same day, then the car belongs to the player who played the joker first.

No bid:
If nobody bids on the car, then the driver from the previous round may drive the car for free to its next destination.  Points are awarded in the normal way.

Suitcase cards:
The outcome of the suitcase cards belongs only to the driver.  Exception: On Sundays all travelers receive the same outcome.

The bank is laid open on the table, including all money and all points.

The numbers under the names of the places indicate which places can be reached from each other city.

Any player who has no more money cannot receive credit from the Notary.  This player must rely on the hope that the car will be taken to appropriate days on beneficial days of the week.

Buying points:
At the end of the game each point costs $1,000.  Each $100 gives a tenth of a point.   Therefore $3,500 is 3.5 points.

Counting points:
Points are immediately totaled by the Notary.  The current point totals are always available to all players.

If the card chosen indicates that the car should drive to the same city where it currently lies, then another card must be chosen.

Whoever bids more at auction then he currently has in cash must pay a $2,000 fine.   If this player has less than $2,000 then he must pay his entire wealth.  The auction is then restarted from the beginning.

All auctions shall be conducted in a way that is fair, such that all bids can be heard by all players, and everyone has a chance to participate.



Home page Home

This site is created and maintained by: Carl-Gustaf Samuelsson