The following detailed description is of the best mode or modes of the invention presently contemplated. Such description is not intended to be understood in a limiting sense, but to be an example of the invention presented solely for illustration thereof, and by reference to which in connection with the following description and the accompanying drawings one skilled in the art may be advised of the advantages and construction of the invention.
Referring now to the Figures,
It will be noted that game board 12 has a plurality of tracks around which the tokens move. Players start at the first or outside level, and move toward the inner tracks when they meet the criteria stated in the rules of the game.
The game comes with a game board, playing tokens, dice, informational cards, and auxiliary tokens. Optional CD or video may be included with the game to provide instructions. A player selects a token corresponding to the instrument (or vocal music) she wishes to play (or sing).
The player starts off as an amateur player in a suburban garage band, represented by the outside track on the game board. The player places her token on the board, on a square bearing a manager's image. The player rolls a pair of dice, and moves her token clockwise the number of squares exposed on the dice. The player draws a card of the category shown on the square on which her token lands, or in some cases follows the directions printed on the square.
When a player lands on a manager's spot, she draws a card from the manager's set. If the manager on the card matches the manager on the square, the player automatically can draw a contract card. If there is no match, the player can keep the manager card or return it. (It is advisable to keep at least one manager card, as the player cannot advance without one.)
Then the player continues playing on the first level until she lands her token on one of the corner squares containing a recording studio. If the player has a manager card, she may now draw a contract card. If the contract card carries a logo that matches the recording studio on which the player's token has landed, you are automatically signed, and can advance to the second level. If the contract is unsatisfactory, of course, the player can decline to sign, and play on in the hopes of landing a better contract.
The player can also obtain a contract by landing on a manager's square, and drawing a signed manager's card. However, note that a player cannot draw a manager's card if he already holds 3 such cards. So it is best to limit your manager's cards.
Manager's cards also help in token movement. If a player has yet to acquire a manager, he must roll 2 dice and advance the number of squares indicated. If the player has a manager, every roll of dice he rolls gives him a choice of squares to move his player clockwise:
“Snake eyes” (rolling two dice, each showing a value of 1) offers a special opportunity for the player. In addition to moving in accord with the above rule (forward or backward 1 or 2 squares), the player may draw a manager card or a contract card. However, he may not draw a signed card from rolling snake eyes.
At the outer (first) level, the players have no money. They may go into debt, though they will have to pay off before exiting the final level. The player simply holds on to the expense card until receiving the money to pay it off and turn it in.
At the 2nd level and above, players can earn money through playing ‘gigs’ and through receiving sales cards. Only cards and gigs specifying amounts are payable to the player. There is no credit for movie and video recordings and productions, for ‘lucky breaks’, and the like.
A player advances to the 2nd level by landing on a corner recording studio for which he has a contract, signed, and a manager. The player hands back any Level 1 cards to the bank, for he has no further need of them. The player collects a signing bonus per the contract, and a new release black record disk. On the next turn, the player may advance to the 2nd row on the board—a U.S. tour.
The player has now advanced to the upper levels. As noted previously she will place her token on the recording studio whose contract she has accepted and signed. Collect a black record disk, and when recording is completed on your next turn, you will roll two dice and choose one, moving your token the value of the die selected. All movement on upper levels is clock wise only unless you roll doubles. If you do roll doubles, you may either move forward or backward the value of one die. [The World tour on Level 3, however, used one die only, clockwise.]
The player will begin his US Tour at the first city at the upper left of your studio logo, for instance, Los Angeles is the starting point for WB Records. For example, suppose the player entering level two rolls a one and a five. The player will choose the movement of one over the five and collect $ 500,000 cash for each of your performances in Los Angeles, 1 square from WB studios. Had the player selected the 5, his token would land in Seattle, thus worth only $100,000 per performance.
In each turn thereafter, the player continues to roll two dice and choose one only to indicate token movement. If either one of the numbers rolled equals the exact number necessary to reach an expense card square, the player must take that value and draw an expense card. Thus, the choice of die to control movement cannot avoid expense cards.
Snake eyes gives her a choice of card to draw, management, sales, or expense. The token can be moved in the manner used for doubles, forward or backwards the value of 1 die.
Management cards determine work, such as recording new releases, going on world tours, producing videos or movies, and so forth. They also include potential traps. Most of these cards however are positive and are needed to keep the contract pieces flowing. Notice that the management spots each have a musical Instrument on them. These form an added strategic bonus, potentially to the player's advantage. If a player's token lands on his Instrument spot, the player can choose to draw any card, record a new release, begin a world tour, or perform a benefit concert if needed. This helps even the opportunities allowing musicians closer to fulfilling the terms of their contracts. The player must follow the Instructions on each card drawn.
One way a player may advance to the world tour is through drawing a management card with a globe on it which says ‘World Tour’.
The only other method is by landing her token on her instrument. The card will instruct her which country to begin her world tour in. If she landed on the square by choice, she may choose the starting country. She must hold on to her world tour card until she has decided to exit the tour permanently. This will remind her where on the board her token came from if she decides to, or must leave the tour for any reason other than a conviction resulting in jail time. The choice is hers. If she wants to resume a world tour, she may do so. Or she may simply start into a US tour, for instance if a card has taken her out of the tour for any reason. When ending your world tour, turn in the card. On this level you roll one die and move clock wise only. Collect as much cash as you can and be strategic with your decisions.
Returning to the world tour does not allow the player to collect another globe. She has probably made a strategic decision to return to the world tour to collect a lot of money.
On this Final level, the player is assigned to do a specific job—to produce videos or movies. The player arrives at Level Four by drawing a management card that instructs her go to Hollywood for video recording. If she decides to accept this work offer, she must place her token on the video space in level four, roll one die and multiply the value on the card by $ 100,000. This is her budget for each video. A player can only make three videos per black disc in hand. Flops, Gold, and Platinum disks don't count toward the total. Thus if a player has two black discs, he can make a maximum of six videos as long as he has the hard cash to pay for them. If he can only afford one video, then he may make only one video. Sorry, no credit for videos.
For example: you placed your piece on the video tape in Hollywood and roll a four. Your cost is $ 400,000 per video. You then get another free toss before the end of that turn. You roll a three. Place $ 300,000 on the video card in front of you. You need $ 100,000 more to collect your token. Next turn you roll a five. You now have $ 800,000, which you can use to pay for and collect two video cassettes. Continue on in this manner each turn rolling one die and paying the indicated sum of money until you either reach your maximum video allowance or you run out of cash. When finished taping them simply return to the US tour unless you have drawn the taping card from the world tour and you choose to return there. You must have your world tour card in hand in order to return to the world tour.
Movies are produced much—the same way. Instead of rolling two dice you roll one die and multiply by $ 1,000,000. That will indicate the player's budget per movie. Be sure you have this amount in hard cash—otherwise you can not make your movie. In the same turn roll two dice and multiply by $ 100,000 and place that amount in front of you. Then each turn thereafter follow the same process, setting aside the amount determined by the roll. Collect the movie reel and a black sound track disc once the budget has been reached. You may then resume your tour as before.
After a player has produced a movie, she can now be nominated for an Oscar, and collect movie royalties. Plan these strategies wisely. A player should have a minimum of $ 6,000,000 cash on hand before accepting a movie offer.
Musicians receive Oscar and Grammy nominations through Sales records or by landing on the Awards ceremony spot. The card will be either an Oscar or a Grammy nomination. [They are two different awards and tokens.] Most contracts require the musician to win at least one or both awards.
If nominated by a sales card, the player will pick up her token and place it on the award ceremony spot located on one of the four corners. On the player's next turn, she must choose high or low. High represents a die showing four or better, with low being three or less. The player then rolls one die. If the ‘high-low’ selection turns out correct (ie, she rolls a 4 after selecting ‘high’), the player wins the award. She may give her speech and collect her prize. If the player mis-guesses, no award.
On the next turn, the player may elect to continue a U.S. tour or resume a world tour. If she were nominated while on world tour, she can choose to return to that tour, or simply proceed now on a US tour. Alternatively, the player may elect to try one more time to win the Award. Again, she will pick high or low, and roll one die. With good luck, she will win the award 2nd time. If not, she must roll on next turn and elect a tour as per above.
Royalties are granted by either choosing to land on the spot or by drawing a sales card which indicates where to place the player's token on the board. Royalties pay one hundred thousand dollars times the number showing on the sum of two dice, after the player rolls the dice. Sales cards offer even greater rewards, paying higher dollar payouts per roll of one or two dice. The player should, as always, read and follow the instructions on the sales card. Royalties are drawn from sales of records, videos, movies and merchandising residuals of all sorts.
A player whose token lands on a vacation square in the normal course of play pays nothing. It's a free spot unless one's token is sent there on card instruction. On occasion, a token will be sent there by a card drawn from Management and Expense cards. Unless a player voluntarily stops on this spot, he will always lose one turn for rest and relaxation, and pay for the vacation.
The amount paid for the vacation is determined by rolling the dice as specified on the instructions on the card. If the player doesn't have the money for the vacation, he'll have to ‘charge it’ by holding on to that card and paying the maximum value when the player later has the cash to pay off debts.
A musician, or the entire band, is sent to court by drawing an Expense or management card. This spot means nothing if the player chooses to stop and visit the court room on that turn. But if the player has drawn a card in which he is being sued or facing criminal charges, again the player must follow instructions on the card. ‘Pick up your token and place it in the court room and do exactly what the card says.’
Most civil suits can be settled out of court. A musician may wish to do so—if he has the money. This avoids the player wasting precious time that could be spent earning money working on his Contract. Alternatively, the player can fight the case by rolling a specific roll of one or two dice as specified in the court docket. If a settlement is possible, a player can settle at any time while fighting the charges before the third turn dead line. After 3 turns, he loses his opportunity to settle, and must fight.
If you a player loses a case and doesn't have the money to pay the damages, he may hold on to the court card and pay it when he acquires the money. No player may claim victory of the game unless all debts are paid.
Criminal cases could end in jail time. If a player is jailed, he will stay there until he rolls doubles, allowing him to he released. Good news though. While in jail, you were highly creative. He can after release return to the studio and record a new release. Collect a black disc at studio expense.
While the present invention has been described at some length and with some particularity with respect to the several described embodiments, it is not intended that it should be limited to any such particulars or embodiments or any particular embodiment, but it is to be construed with references to the appended claims so as to provide the broadest possible interpretation of such claims in view of the prior art and, therefore, to effectively encompass the intended scope of the invention.