Contents:

  • Game Board
  • 4 Player Tokens
  • Play Money
  • 20 Risk Cards
  • 15 Pay Day Cards
  • 45 Bet Cards
  • 30 Luck Cards
  • 15 Double or Nothing Cards
  • 1 ea. 10-Sided Die
  • 5 ea. 6-Sided Dice
  • Free Space Tray
  • Rehab Fund Tray
  • Dice Rolling Tray
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Theme

Experience winning and losing as you work to accumulate as much cash as possible while trying to be the first player to enter gamblers anonymous and collect $2,500.
Bet against the bank and opponents to maximize your wealth, but be careful not to gamble away all of your money or you are out!

Banker

Choose player to be the banker who will conduct all cash transactions involving the bank.

Set Up

Each player begins with 1 token and $4,500 in cash as follows: (5)-500’s (13)-100’s (6)-50’s (12)-20’s (10)-10’s (10)-5’s (10)-1’s
Place the rehab fund tray and free space tray next to the game board. The banker places $500 Into the free space tray and replaces it whenever the tray is emptied. Shuffle each of the card decks and place them face down next to game board.

START

Each player rolls the 10-sided movement die. Player with highest roll goes first and play continues clockwise. Players begin from the start space and follow the arrows around the board. The 6-sided dice are used for betting.
Players can not borrow money from the bank or any other player. Any player who runs of money is out!!

Free Space & Rehab Fund Trays

Certain spaces and cards instruct players to collect from or pay into the free space or rehab fund trays. 

Whenever a player lands on a free space, that player collects all money from the free space tray and the banker then replaces the original $500 after it is emptied.

Token Movement & Sharing Spaces

The 10-sided die is used for token movement. If a zero is rolled, tokens do not advance.
When landing on a new space, always do what the space says first. The only spaces that can be shared are start, pay day spaces and when in gamblers row. No other spaces can ever be shared, therefore move token to the next available space including the occupied space in the count.

Lose Next Turn Spaces

When landing on a lose next turn space, place token in the red part of the space until your next turn, then place token in the penalty box.

Switch Token Spaces & Being Sent Forward or Backward

There will be times when a player gets sent to a new space. That player must do what the new space says immediately, then play continues in order.

Bet Cards

When landing on a bet card space, draw one bet card and follow instructions. Players are never required to bet and opponents are never required to bet with you. Betting is always optional.
The players betting can bet any amount not to exceed their net worth. The bank will always bet with you. If no betting occurs, turn is over.
Risk cards can never be used while betting. When betting more than one player, there is only one winner and any ties get re-rolled.
Players also have an option to purchase one or two bet cards for $200 each. This can only be done at the beginning of your turn before rolling the movement die. All betting will take place immediately and each card treated separately.

Luck Cards

When landing on a luck card space, draw one luck card and follow instructions. If a payment is due you have the option of drawing a risk card to possibly offset any payment due. Be careful, it may not go in your favor. Remember to only use the 6-sided dice.

Pay Day Cards

When landing on a pay day space draw a pay day card and use that roll to determine the amount collected.

If a player is sent to a pay day space, that roll is used to determine amount collected.
Remember that players can share a pay day space.

Risk Cards

Players may draw one risk card to try and reduce or cancel a payment due. When you land on a space requiring a payment, if you owe money from a luck card or you owe an opponent money (not from betting) you can draw a risk card. Risk cards can not be drawn against another risk card. When making a shared or reduced payment round up to the nearest dollar.
Risk cards can never be used when betting.
Drawing a risk card is optional.

Double or Nothing Cards

These cards can only be drawn by a player who is about to collect money. Anytime you are about to collect, whether from a space, a tray, card or bet, you have the option of trying to double your money. When collecting from another player, that player must agree with you before you can use this type of card on them.
EXAMPLE of using Risk & Double or Nothing Cards:
Player (a) owes player (b) $500.
Player (a) has the first option to draw a risk card to reduce or cancel the payment.
If player (a) draws a risk card and still owes money then player (b) can draw a double or nothing card if player (a) agrees.
Remember this is all optional and risk cards can not be used when betting, but double or nothing cards can be used when betting.

End of Game

First player to enter “gamblers anonymous” collects $2,500. Players need exact roll to enter.
Remember players can share spaces in gamblers row while trying to enter. Players that have entered gamblers anonymous cannot be moved out but are still subject to betting and card results. Game is over when all players have successfully entered.

At this time, each player then rolls all 5 dice.
Highest roll collects any remaining money in the rehab fund. Lowest roll collects any free space money. Remember, you can draw a double or nothing card at this time also. Player with the most cash wins!!!

Addendum

If a player is resting on a Pay Day space and rolls a zero on their next turn, then that player draws another Pay Day card and uses the zero to determine amount collected for that roll.

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