Game Rules

THEME/OBJECT
The theme of Monopoly Hacker's Edition is one that includes locating and fortifying security vulnerabilities using common Tiger Team techniques, such as those educated in the Hack Attacks Series.

The object of the game is to become the wealthiest player through buying, securing, and selling networks. Winning PDA notices are placed within the Community Chest and Chance cards, as well as random-allotted spaces on the board. Upon activation, a winner notice will be displayed with a special secure link to a prize confirmation form. 

EQUIPMENT
The equipment consists of a board, 2 dice, player tokens, 32 router access lists and 12 firewalls. There are Chance and Community Chest cards, a System Title card for each property, and play money.

 

PREPARATION
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6 $20's; 5 each of $10's, $5's, and $1's.
 
All remaining money and other equipment go to the Bank.

 

BANKER
By default, the game engine will be assigned all banker responsibilities.

 

THE BANK
Besides the Bank's money, the Bank holds the Server Title cards, router access lists, and firewalls prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out the proper Title cards; it sells access lists and firewalls to the players and loans money when required on property repo.
 
The Bank collects all taxes, fines, loans, interest, and the price of all properties which it sells and auctions.
 
The Bank never "goes broke." 

 

THE PLAY
Each player in turn throws the dice. Each player token, starting on the corner marked "GO," will move in the direction of the arrow the number of spaces indicated by the dice. After you have completed your play, you MUST click "Done" on the panel menu--the turn then passes to the next player. The tokens remain on the spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
 
According to the space your token reaches, you may be entitled to buy real equipment or other properties--or obliged to pay fines, pay taxes, draw a Chance or Community Chest card, "Go to JailŪ," etc.
 
If you throw doubles, you move your token as usual, the sum of the two dice, and are subject to any privileges or penalties pertaining to the space on which you land. Retaining the dice, throw again and move your token as before. If you throw doubles three times in succession, move your token immediately to the space marked "In Jail" (see JAIL).

 

"GO"
Each time a player's token lands on or passes over GO, whether by throwing the dice or drawing a card, the Banker pays him/her a $200 salary.
 
The $200 is paid only once each time around the board. However, if a player passing GO on the throw of the dice lands 2 spaces beyond it on Community Chest, or 7 spaces beyond it on Chance, and draws the "Advance to GO" card, he/she collects $200 for passing GO the first time and another $200 for reaching it the second time by instructions on the card.

 

BUYING PROPERTY
Whenever you land on an unowned equipment space, you may buy that property from the Bank at its printed price. 

 

PAYING FINES
When you land and hack equipment owned by another player, the owner collects fines from you in accordance with the list printed on its Server Title card, also based on the security in place--router access lists and firewalls..
 
If the property has been reposessed, no fines can be collected. 

It is an advantage to hold all the Server Title cards in a color-group (e.g., NT Web and NT SMTP) to implement a network--the owner may then charge double fines for unimproved equipment in that color-group. 
 
It is even more advantageous to secure each network with access lists or firewalls because fines are much higher than for unimproved properties.

 

"CHANCE" AND "COMMUNITY CHEST"
When you land on either of these spaces, the instructions will be followed automatically.
 
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, he/she may sell it, at any time, to another player at a price agreeable to both.

 

"INCOME TAX"
If you land here you have two options: You may estimate your tax at $200 and pay the Bank, or you may pay 10% of your total worth to the Bank. Your total worth is all your cash on hand, printed prices of repoes and unrepoed properties and cost price of all access lists/firewalls you own.
 
You must decide which option you will take before you add up your total worth.

 

"JAIL"
You land in Jail when... (1) your token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
 
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the board, you must move directly into Jail. Your turn ends when you are sent to Jail.
 
If you are not "sent" to Jail but in the ordinary course of play land on that space, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
 
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
 
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
 
Even though you are in Jail, you may buy and sell property, buy and sell access lists and firewalls and collect fines.

 

"FREE PARKING"
A player landing on this place does not receive any money, property, or reward of any kind. This is just a "free" resting place.

 

ACCESS LISTS
When you own all the servers in a color-group you may, build a network, and buy access lists from the Bank and erect them on those servers.
 
If you buy one access list, you may put it on any one of those properties. The next access list you buy must be erected on one of the unimproved server of this or any other complete color-group you may own.
 
The price you must pay the Bank for each access list is shown on your Server Title card for the property on which you erect the access list.
 
The owner still collects double fines from an opponent who lands on the unimproved systems of his/her complete color-group.
 
Following the above rules, you may buy and erect at any time as many access lists as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot implement more than one access list on any one property of any color-group until you have integrated one access list on every system of that group. You may then begin on the second implementation row of access lists, and so on, up to a limit of four access lists to a system. 

 

FIREWALLS
When a player has four access lists on each system of a complete color-group, he/she may buy a firewall from the Bank and install it in front of any system of the color-group. He/she returns the four access lists from that system to the Bank and pays the price for the firewall as shown on the Server Title card. Only one firewall may be erected in front of any one system.

 

SELLING PROPERTY
Unimproved systems, security monitoring facilities and utilities (but not access lists and firewalls) may be sold to any player as a private transaction for any amount the owner can get; however, no property can be sold to another player if access lists or firewalls are implemented on any network systems of that color-group--they must be sold back to the Bank before the owner can sell any system of that color-group.

 

REPOS
Unimproved systems can be repoed through the Bank at any time. Before an improved property can be repoed, all the access lists or firewalls on all the systems in the network of its color-group must be sold back to the Bank at half price. The repo value is printed on each Server Title card.
 
In order to lift the repo, the owner must pay the Bank the amount of repo plus 10% interest. When all the systems of a color-group are no longer repoed, the owner may begin to buy back access lists at full price.

 

BANKRUPTCY
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. 
 
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off access lists/firewalls and repoed property, you must turn over all assets to the Bank. A bankrupt player must immediately retire from the game, and the remaining player left in the game wins.