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EIREOPOLY:
JUROPOLY
A charming game of ESC
bribery and corruption for 2 to perhaps 32 Players.
NOTE: These rules are a bit lengthy. Click
here for a no-frills text version to print out.
If you need clarification on any of the rules, you can e-mail me here
You will need:
The 'Juropoly' board. Click here
for a print-outable copy which can be enlarged/stiffened/laminated
according to whim.
A different coloured counter for each player.
Paper and pencil for each player.
Monopoly money (two sets if necessary).
A pair of dice
One round coin.
Object of the Game:
To control the Eurovision juries in favour of your country.
How to Play:
You have just been made head of the Eurovision delegation for
your chosen nation. The job comes with one stipulation: WIN
or else...
Therefore, you have no option but to bribe
as many juries as possible in exchange for points to get your
country to the top of the scoreboard. However, everyone you're
playing against intends to win by exactly the same means.
Starting off:
Each player adopts one of the 32 countries
represented on the board. No two players can adopt the same
country. They can adopt a singer and a song if it adds to the fun
of the game.
Each player starts with 2,500.
(Three 500s, Six 100s, Six 50s, Three 20s, Two 10s, Five 5s and
Five 1s in Monopoly money)
Starting from the star square in the top
left-hand corner, move clockwise around board.
Players collect 300 and 2 tie-breaker points each time they
pass the star square (unless en-route to Brussels).
Tie-breaker points should be marked in a separate column from the
points allocated by each jury on your piece of paper.
Bribing a jury.
Land on the jury you want via the appropriate throw of the dice.
Pay the amount indicated on that square into the EBU Christmas
Club Fund in the middle of the board.
The buyer rolls the dice. The number rolled indicates the number
of points bought from that jury.
For example: Player 1 has just bribed 'Estonia'.
Player 1 rolls and comes up with 4.
Player 1 receives 4 points from Estonia.
Player 1 then marks Estonia - 4pts on their paper.
The dice then moves to the next player.
It is now impossible for Player 1 to earn 4 points from any other
jury, and (in this example) 'Estonia' cannot award 4 points to
any other player. Those points are now 'earmarked'.
Some juries are less easily bought than others as they already
have strong affilliations with other participating countries
which prove difficult to break, so cost more to bribe.
IMPORTANT: Rolling '9' or '11' renders your
bribe unsuccessful - as neither '9' or '11' points are awarded by
Eurovision juries. Players rolling either of those numbers have
lost their bribe money and the dice are passed to the next player.
ALSO IMPORTANT: Players MUST bribe at least TWO
juries whose names appear in RED and at
least ONE jury whose names appear in BLUE
AND THIS IS IMPORTANT TOO:
Earning your '1' point.
This is obviously impossible with two dice. Therefore, at any
stage of the game, a player may elect to roll just one dice after
bribing a jury to give them a chance of earning that elusive '1'.
Landing on the jury of
a participating player
You must pay that player 200 expenses for entertaining you
whether you wish to bribe or not.
A player cannot bribe their own jury. i.e. Sweden cant
bribe Swedens jury.
Buying a pre-bribed
jury. Once a jury has been bribed,
other countries can still opt to bribe them. However, they must
pay the other player(s) who have already bribed that country 50
to keep quiet.
For example:
Player 1 has already bribed 'Estonia'. Player 2 then lands on 'Estonia'
and wishes to bribe it.
Player 2 can still put the 700 'Estonia' requires into the
Christmas Club Fund, but must also pay Player 1 50 'hush money.
If Player 3 then lands on 'Estonia' and wishes to buy points,
they too must pay the 700, then 50 each to Players 1 and 2,
and so on.
The new buyer still rolls for their points from that jury.
However, a jury cannot give out the same points twice. For
example: Player 2 rolls a 4 after being the second
country to buy Estonia. It cannot receive 4 points because Player
1 has bagged those points already. Player 2 must
continue to roll until a previously unallocated score is earned.
Buying the jury of a
participating player.
REMEMBER: The other players are just as
ruthless as you are, and so prove more difficult to bribe.
For example:
Player 1 wants to bribe Player 2s jury.
Player 2 flips the coin. Player 1 calls heads or
tails.
If Player 1 calls incorrectly, dice is passed to next player.
If Player 1 calls correctly, then the amount required to bribe
that particular jury (ie, if Player 2 were representing France,
it would be 500) goes into the Christmas Club Fund and the 100
entertaining expenses goes to Player 2. Player 1 then rolls the
dice to earn points. Player 2 flips the coin again.
If Player 1 calls correctly, they keep the points. If Player 1
calls incorrectly, no points are 'earned' and the dice pass to
next player.
If Sent to
Brussels for an EBU investigation
into pre-contest corruption then you miss a turn. During this
time, your jury can be bribed for half the amount marked on the
board. The 100 entertainment expenses are waived, and normal
rules resume on your return to the game.
EBU CHRISTMAS CLUB Square. Any player landing on this has won the
regular Club Draw. Half of the money in the middle is theirs. If
there is an odd maount of money in the middle, round UP to the
nearest pound.
Loans/deals between
countries. This is entirely at the
discretion of the players involved.
THE WINNER: When a player has successfully 'earned' the 1-8, 10
and 12 points from the juries (including at least ONE vote from
the BLUE juries and at least TWO votes from
the RED juries) they may declare themselves
the winner. In the event of a tie, the player with the most tie-breaker
points is the winner.
In the event of complete
stalemate/complete boredom/complete lack of money, players can
elect to make the first person to land on the star square the
winner.
The winner can reprise
their winning song if they so desire and if everyone else is in
agreement.
Zu Rak Fun Menu