Mari-Rama (1973)
Speeltijd: 0
Min. Leeftijd: 18
Spelers: 4 - 6
Uitgever: Mari-Rama, Inc
Ontwerpers: Onbekend
Kunstenaars: Onbekend
Mechanismen: Elapsed Real Time Ending, Dice Rolling
Min. Leeftijd: 18
Spelers: 4 - 6
Uitgever: Mari-Rama, Inc
Ontwerpers: Onbekend
Kunstenaars: Onbekend
Mechanismen: Elapsed Real Time Ending, Dice Rolling
Beschrijving Tonen Opmerkingen Tonen Prijstrend
Mari-Rama is a game intended to test an individuals ability to survive by finding and maintaining a foothold in the underground society of "Mari-Rama".
Before the game begins, each player receives $3000.00 in any denominations from the City Fund. Next dealers decide by mutual agreement who shall start the game and take turns in a clock-wise direction. The starting dealer rolls the dice, moves their colored pawn the appropriate spaces on the board and follows the instructions on the space on which they land.
Players land on either routes or "special spaces". If a dealer lands on a route space which is not yet invested in by another dealer, they may purchase it from the "city fund" at the investment price indicated on that space. If they do this they receive the route receipt proving their investment. When a dealer lands on a route that is already invested in by another dealer, they must pay the owner the "street price" indicated on the space.
If a dealer can acquire all routes of a particular type of marijuana, they may increase their investment in these routes by offering a greater quantity for sale.
The game ends when a dealer lands in jail for the fifth time or at the end of a predetermined time limit. The winner (of a time limit game) is the dealer with the largest holding of money plus assets.
Before the game begins, each player receives $3000.00 in any denominations from the City Fund. Next dealers decide by mutual agreement who shall start the game and take turns in a clock-wise direction. The starting dealer rolls the dice, moves their colored pawn the appropriate spaces on the board and follows the instructions on the space on which they land.
Players land on either routes or "special spaces". If a dealer lands on a route space which is not yet invested in by another dealer, they may purchase it from the "city fund" at the investment price indicated on that space. If they do this they receive the route receipt proving their investment. When a dealer lands on a route that is already invested in by another dealer, they must pay the owner the "street price" indicated on the space.
If a dealer can acquire all routes of a particular type of marijuana, they may increase their investment in these routes by offering a greater quantity for sale.
The game ends when a dealer lands in jail for the fifth time or at the end of a predetermined time limit. The winner (of a time limit game) is the dealer with the largest holding of money plus assets.
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Mari-Rama
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ag.gameitem.lastUpdated: 2025-04-25 01:06:45.471