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Monopoly (game Show)





GAMEPLAY



Round 1


Three contestants played. Starting on Mediterranean Avenue, and continuing clockwise through each color-group property on a standard ''Monopoly'' gameboard, a Crossword Puzzle -style clue was read. The first player to buzz-in with the correct answer won the value of the property in cash and gained control of it. Each incorrect answer deducted the value from the player's score. Each entirely missed question halved the property value until someone gave a correct answer.

If more than one contestant controlled properties in the same color group, a series of play-off questions would determine which player gained control of the "monopoly" in that group. (Example: If the Red player controlled Connecticut Avenue, and the Green player had Vermont and Oriental Avenues, the Green player could gain control of the entire Light Blue group by answering just one question, while the Red player would need two to do the same.) Because in this game, split color groups were not allowed. In the case of each of the three players owning one property in a color group, a toss-up was asked of all three players. The player to get the right answer immediately took control of one of his opponent's properties in that group. The other opponent would now have to answer two questions to gain the monopoly, while the player who answered correctly has to answer only one additional question to take control. The player who earned the monopoly of a color group also earned the value of all the properties in the group (from an additional $120 for the Purple group to $750 for the Dark Blue pair of Park Place and Boardwalk).

The first letter of each answer was given to the players. All questions asked along one "street," or side of the gameboard, started with the same letter.


Round 2

During a commercial break, the players used the money accumulated during Round 1 to purchase houses ($50 each) and hotels ($250 each) to place on their properties. This determined the value of each question asked while on that property.

A pair of dice were rolled, and an indicator light (starting on GO) traveled that many spaces clockwise on the board. If it landed on a color group property, whoever controlled the property was given the question first; if that player missed, no penalization was assessed for that player but the clue was given to his/her opponents, who lose the amount if incorrect.

Utilities (Electric Company and Water Works) were played for $100 times the number rolled to land on it (i.e. a roll of 8 meant the question would be worth $800).

Railroads allowed for "hostile takeovers". A toss-up was asked of all three players. Whoever answered correctly could move to the first property of an opponent, and attempt to answer as many questions as there were properties in the group to take control of it. If the player succeeded, control of the monopoly was theirs, and movement would continue from the last property in the group. If the player missed a question, the "hostile takeover" failed, and movement continued from the last property the player tried to take over.

Chance and Community Chest cards could contain bonuses, penalties, or movement instructions.

When the indicator light passed GO, all players received a $200 bonus. If it landed exactly on GO, all players received $400.

Income Tax and Luxury Tax acted like their regular game counterparts, taking (respectively) 10% or $75 from all players' banks.

Free Parking was a toss-up space worth a jackpot starting at $500 and added to by any fines collected from taxes or cards.

Go To Jail sent the indicator to the In Jail space and cost the players $250 each to continue.

Play continued in this fashion until time was called. At that point, the houses and hotels were sold back to the bank and the players received back the money for the buildings on the properties they controlled. The player in the lead at that point won the game and kept the money.


Bonus Round

In the Bonus Round, the day's winner tried to complete one circuit of the gameboard in five rolls of the dice, while avoiding landing on one of the Go To Jail spaces on the board.

Before the Bonus Round, the player chose one space on Second Street (the board side with the Maroon and Orange properties), one space on Third Street (Red & Yellow side) and two spaces on Fourth Street (Green & Dark Blue Side) to be Go To Jail spaces. In addition, the standard Go To Jail corner space already on the board was in play, making for five total Go To Jail spaces on the Bonus Board. The other spaces on the board had no bonus or penalty attached to them for the Bonus Round.

The player could stop after every "safe" roll (a roll not landing on a Go To Jail space) and take $100 for every space passed. A roll of doubles added an extra roll to the total rolls that could be taken. Landing on any Go To Jail space ended the Bonus Round and the player earned no extra money. Making the complete circuit of the board by passing GO was worth $25,000. If the player landed ''exactly'' on GO, the amount won was doubled to $50,000. (During the summer run of the series on ABC, the $50,000 bonus was never won.)


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