MONOPOLY Dungeons and Dragons Thieves Movie Edition Board Game Owner’s Manual
- June 10, 2024
- MONOPOLY
Table of Contents
- Dungeons and Dragons Thieves Movie Edition Board Game
- WHAT’S DIFFERENT ABOUT MONOPOLY:
- SET IT UP!
- SPECIAL ABILITIES
- THE BOARD SPACES
- ACTION SPACES
- How do I get out of Jail?
- CRITICAL FAIL & CRITICAL SUCCESS
- DEALS & TRADES
- HELP! I CAN’T PAY!
- THE END OF THE GAME
- BECOME A DUNGEON MASTER!
- Read User Manual Online (PDF format)
- Download This Manual (PDF format)
Dungeons and Dragons Thieves Movie Edition Board Game
Owner’s Manual
Dungeons and Dragons Thieves Movie Edition Board Game
EXPLORE A LAND OF MAGIC AND MONSTERS!
Journey through the Forgotten Realms as part of an intrepid party. Find
adventure at locations above and below ground, seek out useful items and
powerful spells, and collect treasure.
But watch out for monsters, devious Red Wizards, and backstabbing rogues!
The game ends when all the locations have been secured.
The game ends when all the locations have been secured.
The player with the most gold wins!
The player with the most gold wins!
CONTENTS: Gameboard
- 5 Tokens
- 5 Character Cards
- 16 Adventure Cards
- 30 Magic & Mystery Cards
- 9 Dungeon Master Cards
- Dungeon Master Envelope
- 6-Sided Die (black)
- 20-Sided Die (red)
- 95 Cardboard Gold Coins (53 tens, 42 fifties)
WHAT’S DIFFERENT ABOUT MONOPOLY:
DUNGEONS & DRAGONS HONOR AMONG THIEVES?
HELP YOURSELF AND OTHERS! You play as one of five characters seeking
their fortune: Edgin, Holga, Simon, Doric, or Xenk. They form the adventuring
party who are on a quest for treasure in the Forgotten Realms. Each character
has a unique skill, such as the ability to move to any location (see SPECIAL
ABILITIES or the character cards for details). **Also, because you are part
of an intrepid party, if you are ever in Jail and another player lands on Just
Visiting, they immediately break you out of Jail!
GO FORTH TO ADVENTURE! At the start of the game, you place Adventure
cards picture-side-up next to their matching locations. The first player to
land on a location must pay the Bank the amount shown on the space, read the
Adventure card aloud, then flip it over to reveal the details of the
adventure. To secure a location, you must either pay the amount revealed on
the card or take a chance by rolling the red die. Cards stay picture-side-down
until their locations have been secured.
MIND THE MONSTERS!** In the Magic & Mystery deck, you will find powerful
items such as a greatsword, a magic suppression cuff, and even a time stop
spell! These items will increase your chances of success whenever you roll the
red die. But terrifying creatures and other dangers are lurking in that deck,
so watch out!
SET IT UP!
PLAY!
How to win
Move around the board on a perilous quest for treasure in the Forgotten
Realms, and secure as many locations as you can! The more you secure, the more
gold you’ll be able to collect. Use your character’s special ability to gain
an edge—but beware of monsters, Red Wizards, and rogues! If you’re the player
with the most gold at the end of the game, you win!
Who goes first?
Each player rolls the black die.
The highest roller starts, and play moves to the left.
On your turn
-
Roll the black die.
-
Move your token clockwise that number of spaces.
-
Where did you land? Carry out the rules of that board space.
See THE BOARD SPACES and SPECIAL ABILITIES. -
Your turn ends. Pass both dice to your left.
SPECIAL ABILITIES
Each member of the adventuring party has a unique skill! These special
abilities are described below and on the character cards.
Edgin Any time you go to Jail, you may immediately get out for free.
Place your token on the Just Visiting section.
Holga Any time you roll a 1 with the red die, you do not have to pay the
Critical Fail fee of 50 gold to the Bank. See CRITICAL FAIL & CRITICAL
SUCCESS.
Simon
Any time you land on a Portal space, you may move to any location—but if
you pass GO, do not collect 40 gold.
Doric Any time you need to draw a Magic & Mystery card, you may take two
cards. Choose one, and return the other to the bottom of the deck.
Xenk Any time you are close to death (i.e., you’re out of gold), you only
have to roll a 4 or higher with the red die to revive yourself. Then collect
50 gold from the Bank.
THE BOARD SPACES
PROPERTIES
There is one type of property: locations, which come in color sets.
Unsecured Locations
When you land on an unsecured location, you must try to secure it!
To secure a location:
1. If you are the first player to land on the location, pay the Bank the
amount shown on the space and read the picture side of the matching Adventure
card aloud, then flip it over.
If you don’t have enough gold to pay the Bank, do nothing and end your turn.
If you land on an unsecured location where the Adventure card has already been
flipped, you don’t have to pay the Bank.
2. Once the Adventure card is picture-side-down, read the details of the
adventure. Then you must either pay the amount on the card to immediately
secure the location or try to secure it by rolling the red die!
Here’s an example card:
Note: If you roll a 1 or a
20, see CRITICAL FAIL & CRITICAL SUCCESS.
3. If you secure the location, take the Adventure card and place it in front
of you.
If you fail to secure the location, leave the Adventure card picture-side-down
next to the space. You or someone else will have to land there and try again.
Secured Locations
When you land on a location that someone else secured, pay that player the
amount (the tax) shown on the space.
If you don’t have enough gold to pay the tax in full, pay what you can until
you have no gold left. Then see HELP! I CAN’T PAY! for details on how to stay
in the game!
If you land on your own secured location, do nothing.
COLLECT MORE TAX WITH COLOR SETS! When you secure both locations in a color
set, you can collect double the tax whenever another player lands on one of
those locations!
ACTION SPACES
Go When you pass or land on the GO space, collect 40 gold from the Bank.
Magic & Mystery
Take the top card from the deck. If the card says to keep it until you’re
ready to use it, do so. Otherwise, read it aloud, and immediately do what it
says. Return the card to the bottom of the deck when done.
Note: If you’re playing as Doric, you may take two cards. Choose one, and
return the other to the bottom of the deck.
There are Item cards in the deck that can improve your chances of success
whenever you have to roll the red die. There is no limit to how many Item
cards you can have, and you may use more than one Item card per turn. But once
an Item card has been used, it must be returned to the bottom of the deck.
Note: You may not use Item cards to avoid a Critical Fail or to achieve a
Critical Success. See CRITICAL FAIL & CRITICAL SUCCESS.
Portal
Move to any location between that portal space and the next one. Follow the
rules of the space where you land, then end your turn. If you pass GO, collect
40 gold.
Note: If you’re playing as Simon, you can move to any location on the
board—but you may not collect 40 gold if you pass GO.
Free Parking
Nothing happens. You’re close to a decrepit graveyard where many unlucky
souls who perished in a battle long ago lie buried. But there’s no need to
venture there now. Rest for a while!
Just Visiting
Don’t worry—if you land here, put your token in the Just Visiting section.
And if another player happens to be in Jail, you immediately break them out,
and they move to Just Visiting too!
Go to Jail
Move your token to the In Jail space immediately! Do not collect 40 gold
for passing GO. Your turn is then over. You can still collect tax and trade
while you are in Jail.
Note: If you’re playing as Edgin, you may get out of Jail immediately!
Place your token on the Just Visiting section.
How do I get out of Jail?
You have 4 options:
- If another player lands on the Just Visiting section, immediately move your token there too—they’ve just broken you out of Jail!
- Pay 10 gold to the Bank at the start of your next turn, then roll and move as normal.
- Use a Get Out of Jail Free card at the start of your next turn if you have one (or buy one from another player). Put the card at the bottom of the Magic & Mystery deck, then roll and move.
- Roll a 6 on your next turn. If you do, you’re free! Use your roll to move. Your turn is then over.
You can use up to 3 turns to try for a 6. If you don’t roll a 6 by your third turn in Jail, pay 10 gold, then roll again and move.
CRITICAL FAIL & CRITICAL SUCCESS
Any time you roll a 1 with the red die, it’s a Critical Fail! That means you
must pay 50 gold to the Bank in addition to any other penalty you receive for
rolling a 1.
Note: If you’re playing as Holga, you don’t have to pay the Critical Fail fee.
Any time you roll a 20, it’s a Critical Success! That means you collect 50
gold from the Bank in addition to any other reward you receive for rolling a
20.
If you have any Item cards from the Magic & Mystery deck, you may not use
them to avoid a Critical Fail or to achieve a Critical Success (i.e., by
adding to your roll or rerolling).
DEALS & TRADES
You can buy, sell, or trade locations with other players at any time.
Locations can be traded for gold, other locations, Get Out of Jail Free
cards, and/or any other Magic & Mystery cards you were keeping to use later.
The amount is decided by the players making the deal. To trade locations,
simply switch your Adventure card with another player’s card.
HELP! I CAN’T PAY!
-
Pay what you can.
If you owe tax, an Adventure card fee, or a Magic & Mystery card fee, and you can’t pay in full, pay what you can until you have no gold left.
Note: If you land on an unsecured location and can’t pay the Bank the amount shown on the space, do nothing and simply end your turn. -
You are now bankrupt…but you’re still in the game!
In this game, bankruptcy means that you are close to death, so you must now roll the red die in a desperate attempt to revive yourself!
-
If you roll an 8 or higher, you’re back from the dead! Collect 50 gold from the Bank and end your turn. Then, on your next turn, roll and move as normal.
Note: If you’re playing as Xenk, you only have to roll a 4 or higher. -
If you roll a 7 or lower, you’re still at death’s door! Stay where you are (you’re too weak to move!) and keep rolling the red die, once per turn, until you revive yourself.
THE END OF THE GAME
The game ends immediately when all the locations have been secured.
Then players do the following:
-
All players collect tax from the Bank for each of their secured locations (i.e., the amount shown on each space):
º For locations in a color set, collect double tax. -
Now count up your gold. The player with the most wins!
BECOME A DUNGEON MASTER!
Choose someone to be the Dungeon Master (DM). They can play too. The DM may
change the game by adding up to nine Dungeon Master cards to your adventure at
the start.
Beware! This might make the game harder!
Each Dungeon Master card has this symbol on it:
The DM can add as many Dungeon Master cards as they like. Some of these cards
change certain board spaces and the adventures—and potential
dangers—associated with them. Other cards can be added to the Magic & Mystery
deck to give your adventuring party more skin-crawling surprises!
Here’s how to use each type of Dungeon Master card:
Location cards (3)
The DM Location cards are Starmetal Hills, Kryptgarden Forest, and
Driftwood Tavern. Place these cards on any three locations that match their
color on the board. They replace the original board spaces, and work in the
same way as those spaces.
Adventure cards (3)
The DM Adventure cards are Starmetal Hills, Kryptgarden Forest, and
Driftwood Tavern. Place these cards picture-side-up next to their matching
locations on the board. They replace the Adventure cards linked to the
original board spaces, and work in the same way as those cards.
Monster cards (2)
The DM Monster cards are Rakor the Dragon and Gelatinous Cube. Shuffle
these terrifying monsters into the Magic & Mystery deck— and hope that you
don’t encounter them on your epic journey!
Red Wizard card (1)
The DM Red Wizard card is Szass Tam. Place the card on any Magic & Mystery
space—it replaces that board space for the entire game. When you land on the
space, you will have to roll the red die and battle the necromancer, Szass
Tam, instead of drawing a Magic & Mystery card! If you roll an 11 or higher,
you win the battle and don’t have to pay anything. But if you roll a 10 or
lower, you lose the battle and must pay 20 gold to the Bank!
Dungeons & Dragons, D&D, their respective logos, Forgotten Realms, and the
dragon ampersand are trademarks of Wizards of the Coast LLC. ©Wizards. All
Rights Reserved.
The HASBRO and MONOPOLY names and logos, the distinctive design of the
gameboard, the four corner squares, the MR. MONOPOLY name and character, as
well as each of the distinctive elements of the board and playing pieces are
trademarks of Hasbro, Inc. for its property trading game and game equipment. ©
1935, 2023 Hasbro.
MONOPOLY and HASBRO and all related trademarks and logos are trademarks of
Hasbro, Inc. © 1935, 2023 Hasbro.
Hasbro, Pawtucket, RI 02861-1059 USA. Consumer contact / Service à la
clientèle: US/Canada:
Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02861-1059
USA. TEL. 1-800-255-5516
4150C7671002010
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Read User Manual Online (PDF format)
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