SECTIONOPOLY

OBJECT...The object of the game is to become the wealthiest player
through capturing, renting and selling property.

EQUIPMENT...a Standard Monopoly™ board is required for game play.

The equipment consists of:

PREPARATION...Place the board on a table and put the INTEL and
CQS cards face down on their allotted spaces on the board. Each player chooses
one token to represent him/her while traveling around the board. Each player is
given 1500 Operatives (OPs) divided as follows: 2 each of 500 OPs, 100 OPs and
50 OPs; 6  20 OPs; 5 each of 10 OPs, 5 OPs and l OP.

All remaining Operatives and other equipment go to Housekeeping.

HOUSEKEEPING--Controller...Select, as Controller, a player who will also
make a good Auctioneer. A Controller who plays in the game must keep his/her
personal funds separate from those of Housekeeping. When more than five
persons play, the Controller may elect to act only as Controller and
Auctioneer.

HOUSEKEEPING...besides the Housekeeping Operatives (Currency), Housekeeping
holds the Title Deed cards, Substations, and Command Headquarters prior to
purchase and use by the players.  Housekeeping pays salaries and bonuses. It sells
and auctions properties and hands out their proper Title Deed cards; it sells
Substations and Command Headquarters to the players, and loans Operatives
(currency) when required on mortgages. Housekeeping collects all Abeyance fines,
loans and interest, and the price off all properties that it sells and auctions.
Housekeeping never "goes broke."  If Housekeeping runs out of Operatives,
the Controller may issue more as needed by writing on ordinary paper.

THE PLAY...Starting with the Controller, each player in turn throws the
dice. The player with the highest total starts the play. Place your token
on the corner marked "BRIEFING",throw the dice and move your token, in
the direction of the arrow, the number of spaces indicated by the dice.
After you have completed your play, the turn passes to the left. 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
capture real estate or other properties - or be obliged to pay rent, pay taxes,
draw an INTEL or CQS card, "Go to The White Room"," 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
"White Room" (see White Room).

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

CAPTURING  PROPERTY...Whenever you land on an unowned property
you may capture that property from Housekeeping at its printed price. You
receive the Title Deed card showing ownership; place it face up in front of you.
If you do not wish to buy the property, the Controller sells it at auction
to the highest bidder. The buyer pays Housekeeping the amount of the bid
in Operatives and receives the Title Deed card for that property. Any player,
including the one who declined the option to buy it at the printed
price, may bid. Bidding may start at any price.

PAYING RENT...When you land on property owned by another
player, the owner collects rent from you in accordance with the list printed
on its Title Deed card.

If the property is mortgaged, no rent can be collected. When a
property is mortgaged, its Title Deed card is placed inverted in front of
the owner.

It is an advantage to hold all the Title Deed cards in a color-group
(e.g., Centre and Oversight; or Birkoff's Comm Center, Walter's Area and
Nikita's Apartment) because the owner may then charge double rent for
unimproved properties in that color-group. This rule applies to
unmortgaged properties even if another property in that color-group is
mortgaged. It is even more advantageous to have Substations or Command
Headquarters on properties because rents are much higher than for unimproved
properties.  The owner may not collect the rent if he/she fails to ask for it
before the second player following throws the dice.

"INCOMING INTEL" AND "CLOSED QUARTERS STANDBY"...When you 
land on either of these spaces, take the top card from the deck indicated,
follow the instructions and return the card face down to the bottom of
the deck.

The "Get Out of The White Room" 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.

"ABEYANCE"...If you land here you have two options: You may
estimate your tax at 200 OPs and pay Housekeeping, or you may pay 10% of
your total worth to Housekeeping. Your total worth is all of your Operatives on
hand, printed prices of mortgaged and unmortgaged properties and
cost price of all buildings you own. You must decide which option you will
take before you add up your total worth.

"WHITE ROOM"...You land in The White Room when...(1) your token lands on
the space marked "Go to The White Room"; (2) you draw a card marked
"Go to The White Room"; or (3) you throw doubles three times in succession.
When you are sent to The White Room you cannot collect your 200 OPs in that
move since, regardless of where your token is on the board, you must
move it directly into The White Room. Yours turn ends when you are sent to
The White Room. If you are not "sent" to The White Room but in the ordinary
course of play land on that space, you are "Just Interrogating", you incur no
penalty, and you move ahead in the usual manner on your next turn.
You get out of The White Room by... (l) 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 The White Room
Free"
card if you have it; (3) purchasing the "Get Out of The White Room Free"
card from another player and playing it; (4) paying a fine of 50 OPs 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 OPs fine. You then get out of The White Room and immediately move
forward the number of spaces shown by your throw. Even though you are in
The White Room, you may capture and sell property, capture and sell Substation
and Command Headquarters and collect rents.

"FREE MISSION VAN 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.

SUBSTATIONS...When you own all the properties in a color-group you
may buy Substations from Housekeeping and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next
house you buy must be erected on one of the unimproved properties of this or
any other complete color-group you may own.

The price you must pay Housekeeping for each Substation is shown on your
Title Deed card for the property on which you erect the house. The owner
still collects double rent from an opponent who lands on the unimproved
properties of his/her complete color-group.  Following the above rules,
you may buy and erect at any time as many Substations as your judgment and
Tactical standing will allow. But you must build evenly, i.e., you cannot erect
more than one Substation on any one property of any color-group until you have
built one Substation on every property of that group. You may then begin on the
second row of Substations, and so on, up to a limit of four Substations to a property.
For example, you cannot build three Substations on one property if you have only
one Substation on another property of that group. As you build evenly, you must
also break down evenly if you sell Substations back to the Housekeeping
(see SELLING PROPERTY).

COMMAND HEADQUARTERS...When a player has four Substations on each
property of a complete color-group, he/she may buy a Command HQ from
Housekeeping and erect it on any property of the color-group. He/she returns
the four Substations from that property to Housekeeping and pays the price
for the Command HQ as shown on the Title Deed card. Only one Command HQ
may be erected on anyone property.

BUILDING SHORTAGES...When Housekeeping has no Substations to sell,
players wishing to build must wait for some player to return or sell his/her
Substations to Housekeeping before building. If there are a limited number
of Substations and Command HQs  available and two or more players wish
to buy more than Housekeeping has, the Substations or Command HQs 
must be sold at auction to the highest bidder.

SELLING PROPERTY...Unimproved properties, COMM Stations and utilities
(but not buildings) 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 buildings are standing on any properties of that color-group. Any
buildings so located must be sold back to Housekeeping before the owner can
sell any property of that color-group. Substations and Command HQs may be
sold back to Housekeeping at any time for one-half the price paid for them. All
Substations on one color-group must be sold one by one, evenly, in reverse of
the manner in which they were erected. All Command HQs on one color-group
may be sold at once, or they may be sold one Substation at a time
(one Command HQs equals five Substations), evenly, in reverse of the manner
in which they were erected.

MORTGAGES...Unimproved properties can be mortgaged through Housekeeping at
any time. Before an improved property can be mortgaged, all the buildings on all
the properties of its color-group must be sold back to Housekeeping at half price.
The mortgage value is printed on each Title Deed card.

No rent can be collected on mortgaged properties or utilities, but rent can be
collected on unmortgaged properties in the same group. In order to lift the
mortgage, the owner must pay Housekeeping the amount of the mortgage plus
10% interest. When all the properties of a color-group are no longer mortgaged,
the owner may begin to buy back Substations at full price. The player who mortgages
property retains possession of it and no other player may secure it by lifting the
mortgage from Housekeeping. However, the owner may sell this mortgaged property
to another player at any agreed price. If you are the new owner, you may lift the
mortgage at once if you wish by paying off the mortgage plus 10% interest to
Housekeeping. If the mortgage is not lifted at once, you must pay Housekeeping
10% interest when you buy the property and if you lift the mortgage later you
must pay Housekeeping an additional 10% interest as well as the amount of the
mortgage.

BANKRUPTCY...You are declared bankrupt if you owe more than you can pay
either to another player or to Housekeeping. 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.
In making this settlement, if you own Substations or Command Headquarters, you must
return  these to Housekeeping in exchange for OPs to the extent of one-half the amount
paid for them; this currency is given to the creditor. If you have mortgaged property
you also turn this property over to your creditor but the new owner must at once pay
Housekeeping the amount of interest on the loan, which is 10% of the value of the property.
The new owner who does this may then, at his/her option, pay the principal or hold the
property until some later turn, then lift the mortgage. If he/she holds property in this way
until a later turn, he/she must pay the interest again upon lifting the mortgage. Should you
owe Housekeeping, instead of another player, more than you can pay (because of
Abeyance or penalties) even by selling off buildings and mortgaging property, you must
turn over all assets to Housekeeping. In this case, Housekeeping immediately sells
by auction all property so taken, except buildings. A bankrupt player must immediately
be CANCELED from the game. The last player left in the game wins.

MISCELLANEOUS...Operatives can be loaned to a player only by Housekeeping and
then only by mortgaging property. No player may borrow from or lend Operatives
to another player.

RULES for a SHORT GAME (60 to 90 minutes)

There are five changed rules for this first Short Game.

l. During PREPARATION, the Controller shuffles then deals three Title
Deed cards to each player. These are
free-no payment to Housekeeping
is required.

2. You need only three Substations (instead of four) on each lot of a
complete color-group before you may buy a Command HQ. Command HQ rent
remains the same. The turn-in value is still one-half the purchase price, which in
this game is one Substation less than in the regular game.

3. If you land in THE WHITE ROOM you must exit on your next turn by 1) using a
"Get Out of The White Room" card if you have (or can buy) one; or 2) rolling
doubles; or 3) paying 50 OPs. Unlike the standard rules, you may try to
roll doubles and, failing to do so, pay the 50 OPs on the same turn.

4. The penalty for landing on "ABEYANCE" is a flat 200 OPs.

5. END OF GAME: The game ends when one player goes bankrupt.
The remaining players value their property: (1) OPs on hand; (2) lots,
utilities and COMM Stations owned, at the price printed on the board; (3) any
mortgaged property owned, at one-half the price printed on the board;
(4) Substations, valued at purchase price; (5) Command HQs, valued at purchase
price including the value of the three Substations turned in.

The richest player wins!

ANOTHER GOOD SHORT GAME

TIME LIMIT GAME...Before starting, agree upon a definite hour of
termination, when the richest player will be declared the winner.
Before starting, Housekeeping shuffles and cuts the Title Deed cards and
deals two to each player. Players immediately pay Housekeeping the price
of the properties dealt to them.