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Jetplay is the JET-SOCIETY game. That is to say, it is the game for
people who rapidly climb (and just as quickly descend !) the social
ladder...
INPI Registration : NB0 92 033 du 26/08/93 & N0 82672 du 04/04/97
Download the deck !
Jetplay is the JET-SOCIETY game. That is to say, it is the game for people who rapidly climb (and just as quickly descend !) the social ladder... To win at Jetplay, you must be a complete (and utter !) Jetplayer. Jet-Society (and thus Jetplay) is interested in all domains - Politics, Culture, Economics. Jetplay's main aim is to blend together in one package elements found in a variety of other games : the question-type game, relevant to an individual culture, (e.g. Trivial Pursuit), the financial based game (such as Monopoly) and negotiating games (like Junta or Diplomacy).
Original English translation : Rowena LOVE (modified by Bertrand Lemaire and Hilda Cabanel to adapt to the new French rules).
CONTENTS:
- Board
- Dice (2 x 6 faced dice)
- Player Counters (x 6)
- Property Title Deed Cards (indicating the base rent, in each case)
- Company Ownership Cards
- Bank notes
- Power Point tokens
- Petrol Point tokens
NB : There is an extra set of bank notes because there is another "player" in the game, albeit one who does not move around the board : the State (see below).
BEFORE THE GAME STARTS:
Players are provided with 300,000 ECUs, 5 Power Point cards, 20 Petrol Point tokens. The players should put their token on the square marked "START". Before beginning the game, each player should write down 10 questions for each subject (see Question Square) as well as the correct answers. All players should be able to prove immediately the accuracy of their questions. The degree of precision is left up to the consensus of those playing, according to their level and to their degree of fair-play. Players may also decide to use questions from a commercial quiz book or from another game.
OBJECT OF THE GAME:
To be the richest.
Players are eliminated by bankruptcy (that is to say when they are financially incapable of covering their obligations). The game may be concluded when there is only one player remaining (the winner) or at the end of a pre-determined length of time (e.g. an hour). At the end of the game, the assets of each player are totalled up. Assets are appraised according to the initial purchase price (and not the price that the object actually went for as a result of any speculation).
HOW TO PLAY THE GAME:
Moving the tokens:
The length of a player's move is determined by the value of the die that he has thrown and the number of Petrol Points (cf below) that he has at his disposal : moving his counter round the board until he has moved the appropriate number of squares or until his Petrol Point stocks have been exhausted. The players each take a turn, moving clockwise round the table. The cycle between 2 turns of the same player is called a CIRCUIT. The tokens have to move clockwise around the board, moving the number of squares indicated by the die thrown, within the limits of their stock of fuel (see below). The die are thrown to determine which player should go first : that honour going to whoever has thrown the highest number.
At a cross-roads, it is possible to take a detour, so long as it is not used as a means of shortening the distance between 2 crossings of the START square. It is forbidden to make a U-turn.
The players move the required distance as shown by the sum of the numbers on the die thrown. Throwing a double gives the player the right (but not the obligation) to play again in the same shot. Movement costs one Petrol Point per square crossed. A player has to stop when he runs out of Petrol Points. When he's "running on empty" (i.e. when the player does not have enough Petrol Points to equal the number of squares thrown) the player has to stop at the point where his last Petrol Point was used up.
A player without Petrol Points is "stuck" and may not move on. Any player who is "stuck" has to play as if this were the first time he lands on the square, when it is next his turn to play. The players' actions will vary according to which square they are on and, eventually, their own personal circumstances uin the game.
Question squares and cards:
When a player lands on a Question square, he throws one die. The number thrown determines the subject of the question which will be put to him by the player on his immediate left. The question should be selected from the person on the latter's own questions.
A player landing on a Question square immediately loses 3 Petrol Points as this square is a traffic jam and there remains the important question - How do you prevent traffic jams ???
VARIATION : It is possible to use pre-prepared questions taken from other board games or from a quiz book. In this case, the player asking the question would draw a question card at random from the pack and would ask a question on the appropriate subject.
Relation between the number on the die and the subject :
1 Geography, Economics and Sociologye
2 Culture, Shows and Entertainment
3 History, Religion and Politics
4 Arts, Literature and Philosophy
5 Science, Technology and Psychology
6 Law
On answering correctly, the player is awarded 3 Power Points. Answering wrongly will cost him 3 Power Points (or all the Power Points he has left, if he has less than three). However, not having any Power Points is not the same as being bankrupt.
At the end of his turn (including having played again, if he threw a double) the player may ask for a question, just as if he had landed on a Question square, regardless of the type of square on which he now finds himself. The effects of these voluntary questions are exactly the same as if they were compulsory ones (i.e. questions asked as a result of landing on a Question square). This possibility is only open to those who have less than 20 Power Points in their possession. In the case of voluntary questions, and ONLY in this case, the player also has the right to decline a question once he knows the subject, but before the question has actually been asked. Declining a question would cost him one Power Point, which he should pay to the bank.
NB: At the end of the game, Power Points are counted as part of a player's assets at a rate of 500 ECUs per Point.
Properties:
When a player lands on a property, he may buy it if it belongs to the State. If not, he must pay rent to the owner. If he refuses to buy it, he has to pay the base rent to the State (and not to the Bank). Similarly, the purchase price also goes to the State.
A player "stuck" on his own property must pay a fine of 10,000 ECUs to the State. A player "stuck" on property which does not belong to him should pay rent to the owner, each turn.
The initial purchase price of a property is indicated on the title deeds as well as on the board. This is also true of the base rent. The rent is equal to the base except if theres an additional tax voted by the Parliament.
Companies and products: general comments
Companies behave like properties whose initial purchase price is 50,000 ECUs and whose base rent is 10,000 ECUs.
Over and above their role as a property, the companies produce products or services : there are thus fuel companies, media companies and Government Contractors.
They are supposed (in the base rules) to function without stocks of supplies or management costs. The companies buy raw materials from the Bank at a rate of 500 ECUs but are free to resell at the price and in the quantity they wish (unless contrary to any rules or Laws - cf Parliament). By default (a State-owned company for instance), the price of sale is equal to the original purchase price. Parliament cannot force companies to operate at a loss.
Start square:
A player passing or landing on this square collects 20,000 ECUs from the Bank.
White square:
On landing on a white square, the player throws a die. The consequences vary depending on what he throws:
1 or a 2: He has to put up for auction one of his properties or companies (he gets to choose which one). If there are no takers, the State will buy it back at the original purchase price. In the case where the State does not have enough money, Parliament may be summoned to levy a tax in order to finance the purchase.
3 or a 4 : He gets to nominate an asset belonging to any other player for auction under the above conditions. An auction always starts with the nationalisation of the property at the original purchase price. Thus an auction always profits the State.
5 or a 6: Fort Knox is under attack ! Everything in the State coffers goes to the player.
Audiovisual standards authority:
The Audiovisual Standards Authority or Media Watchdog is the regulatory body for all the media companies. It watches for any infractions in the management of those companies. A player landing on this square throws one die and each media company has to pay a fine to the State to the order of 10,000 ECUs multiplied by the number thrown.
Revenue court:
The Revenue Court watches for any irregularities in the allocation of Government contracts and the many cases of corruption !!! A player landing on this square throws a die and each Government Contractor has to pay a fine to the State to the order of 10,000 ECUs multiplied by the number thrown.
Rules not linked to squares:
Sale and purchase:
EVERYTHING owned by the players MAY BE BOUGHT OR SOLD AT ANY TIME even when it is not their turn to go, at the behest of the person whose turn it is.
However, initial purchases of property and companies may only occur when a player lands on that square Nothing prohibits the player from reselling his properties or companies. Corruption is the buying or renting of Power Points which are the property of other players.
Petrol Points can only be bought in lots of 10.
Parliament and the State:
Parliament is constituted of players on the principle of 1 Power Point equalling 1 voice. Parliament then runs the State. The owner of a media company has a bonus of 10 Power Points per media company owned. But no player can vote for more than 50% of the total number of voices.
The State may nationalise (buy) anything it wants (except Power Points) at a price more or less equal to the initial purchase price of the thing being bought. Equally, it may decide to privatise all or part of its assets by auction , where the starting bid is at least equal to the normal initial purchase price.
The State spends 5,000 ECUs each circuit on operating costs (even if it does nothing). This sum should be deposited with the Bank at the start of each circuit.
Parliament sets the levels of taxes to be levied in the Budget. The Budget must be always either balanced or beneficial to the State. There is a Budget every circuit.
Parliament establishes Laws. Any number of laws may be added so long as they do not contradict the base rules. The laws have to be noted down in writing because Jetplay law is based on a written code ! Any dispute on the legality of an interpretation of a Law is judged by Parliament. Any such judgement then stands unless or until the Law itself is modified. A Law may never be retroactive. A taxation Law cannot effect the immediate bankruptcy of a player.
Parliament is always in session and voting can take place at the initiation of any player who has at least 5 Power Points at his disposal.
Taxes may only be paid in cash and should affect all players equally according to a pre-determined system (Fixed Tax; Property Tax; Tax proportional to individual holdings). Equally, subsidies (granted by the State to players) must obey similar rules.
State Benefits, money gained from passing the Start square or from clearing out the State coffers (see White Squares, above) cannot be taxed as is. However, a tax on "personal holdings" can tax them in the next circuit...
Under no circumstances may the State be insolvent : if the Public Treasury has insufficient funds to cover its obligations, Parliament has to levy taxes immediately, to at least balance the budget.
Loans:
A player is not allowed to operate in the red - he would be declared bankrupt and lose. In order to avoid that, or for investment purposes, he is allowed to borrow from another player or from the State, at rates negotiated between lender and borrower within the existing legal framework.
REMEMBER: The Will of the State is that of Parliament who is, thus, one of the most influential players.
The Bank is independent of State power. The Bank never borrows or lends. Similarly, it never buys back product tokens which haven't been used except at the end of the game when players' assets are being totalled up.
Family allowance benefits:
At the start of each circuit, just after the payment of the State's operating costs, the players claim their family allowance benefits from the State. Each player throws one die to determine his/her entitlement. The value on the die corresponds to the number of children he/she is responsible for and the entitlement corresponds to 5,000 ECUs per child.
Media companies and games:
Media Companies do not produce anything and thus do not buy raw materials. On the other hand, when (and only when) Parliament is voting, their owners are entitled to 10 bonus Power Points for each Media Company in their possession.
Games : On the board, there is a game square for each Media Company. When a player lands on such a square, he takes part in a game organised by the Media Company concerned. At the start of the game, the owner of every non-media company (including the State) gives 5,000 ECUs in sponsorship to the organising Media Company. The player then has to throw one die and wins 7,500 ECUs multiplied by the value shown on the dice. These winnings will be paid by the Media Company responsible for organising that game.
Government contractors and national projects
Government Contractor companies working under licence to the Government, never buy raw materials and only produce goods within the framework of Government contracts. A Government contract is awarded when a player lands on a National Project square. Parliament is convened to decide which contractor should benefit from the Project. The player who set the procedure in motion then throws one die. The benefits of the National Project, paid by the State to the retained contractor, is equal to 20,000 ECUs multiplied by the value shown on the die.
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