OBJECT
The object of this game is to "succeed" by earning Fame (), Happiness () and Money ($). This is done by going through the various occupations such as College, Ecology and Big Business. Each player decides, as in real life, what his or her own Success formula will be. The first player to achieve or exceed his or her own Success Formula is the winner of the game.

CONTENTS
Gameboard, Opportunity Cards, Experience Cards, movers, two dice, play money, score pad.

THE OCCUPATION PATHS
On the playing board there are eight different Occupation Paths, such as College, Ecology, Big Business, etc., in which Fame, Happiness or Money can be earned. You may, in the course of the game, enter as many different occupations as you wish, in any order, and may go through any occupation as often as you wish. (Note: an exception to this rule is that you may go through College only once.) You may earn Fame points by landing on the squares with the stars (), may earn Happiness points by landing on the squares with the hearts (), and may earn bonuses or increase your salary by landing on the squares with the dollar signs ($). Some occupations have more opportunities for earning Fame, while others may be better for earning Happiness or increasing salary or winning bonuses.

THE SUCCESS FORMULA
The Success Formula is the number of Fame, Happiness and Money points which you must earn in order to win. The total must always equal 60 points but may be divided in any way between Fame points, Happiness points and Money points. Note that $10,000 equals 1 Money point.

Fame, Happiness and Money points are all roughly equivalent to each other. That is, a Happiness point is just about as hard to earn as a Fame point, or $10,000 in Money, and vice versa. Some examples of Success Formulas are:

$200,000 + 20s + 20Ws = 60 points
$600,000 + Os + os = 60 points
$50,000 + 50s + 5s = 60 points
$1100,000 + 31s + 18s = 60 points
Each player is given a score sheet on which you must write down your Success Formula before play begins. One formula is as good as any other formula as far as chances of winning are concerned, but you must be certain that your formula equals 60 points. Formulas should be concealed from other players by folding the flaps over them.
When only two play, a Success Formula of 100 points makes a good game.

SCORING
Fame Points are represented by s on the playing board. When you land on a square which gives a certain number of s, you write this number in the "" column of your score sheet. It is best to keep a running total. Each time you earn new s, you add them to the s already earned, writing down the new total and crossing out the old.

Happiness Points are represented by s which are scored in the "" column of the score sheet in the same manner as Fame points. Happiness points and Fame points may not be sold or traded.

Money Points are the number of 10,000's of dollars in cash that you have on hand. Therefore, your money score at any time is simply the amount of money, in ten thousands of dollars, you have in your possession. For example: any sum of money from $90,000 up to and including $99,500 is equal to 9 Money points. In playing, it is necessary to understand the difference between salary and cash on hand. Salary refers only to the money which you are entitled to collect from the Paymaster each time you pass Payday. When you collect your salary, the money you receive becomes part of your cash on hand.

If you have a Success Formula of $200,000, plus 20 stars, plus 20 hearts and if you have reached 20 stars or 20 hearts, you should continue to add any additional ones which you get. It makes no difference if you exceed any part or parts of your Success Formula, for the game is won the moment a player reaches or exceeds his or her entire Formula. As an example: if, under the above formula, you have 29 stars and 50 hearts, you win the game as soon as you have $200,000 or more on hand-provided, of course, that no other player has reached their Success Formula first.

PREPARATION
Shuffle each of the two packs of cards separately (the "Opportunity Cards" and the "Experience Cards"), and put them face down in the spaces printed at the center of the board. Sort out the play money by denominations. Place one token for each player on the Payday square. Give each player a score sheet, a mover and a $10,000 bill. Each player decides on and writes down his other Success Formula. Appoint one player to act as Paymaster. The Paymaster is in charge of the bank money and pays all Salaries and collects all bills, taxes, etc. Exception: If there is a "Doctor", he or she collects all Hospital bills. (The player who earns the Medicine degree becomes the Doctor.) If, however, the Paymaster also wishes to be a player in the game, he or she must be careful to keep their personal funds separate from the bank funds which are handled by the Paymaster. Throw the dice to determine which player is the first to play. Play in turn in a clockwise order around the board, starting with the player throwing the highest number.

THE PLAY
Make sure all players have written down their Success Formula before the play begins. The players move in a clockwise direction around the outside track on the board according to the throw of both dice. They move through the Occupation Paths by throwing one die only. To move from Payday at the start of the game, or from any other outside square during the game except when entering an Occupation Path, THROW BOTH DICE AND MOVE THE INDICATED NUMBER OF SQUARES AROUND THE OUTSIDE TRACK. EACH THROW IS ONE MOVE. Doubles do not entitle a player to an extra turn.

If you land on a beige square you may enter the occupation leading from it on your next turn by throwing one die if you can meet one of the requirements listed. If you land on a square marked "Opportunity Knocks" draw an Opportunity Card from the deck. Opportunity Cards should be read immediately for they may be used on the same turn on which they are drawn. If you land on a yellow square, an orange square, or a corner square, follow the printed directions on the square.

ENTERING OCCUPATION PATHS
To enter an Occupation path, you must first land on or move to the entrance square by exact throw of the dice or by use of an Opportunity Card or an Experience Card. (You do nothing further on that turn.) On your next move you must meet one of the requirements listed on the entrance square. For example, if you wish to enter Big Business, you must give the Paymaster $5,000, unless you have a College Degree, or you have Business experience. (You would have the latter only if you have completed this occupation one or more times previously. A player who has completed an occupation once never has to pay an entrance fee for that same occupation for the remainder of the game.) On this same turn, you THROW ONE DIE ONLY AND MOVE THE INDICATED NUMBER OF SPACES ALONG THE OCCUPATION PATH. Each throw is one move. (Note: One die is used on the turn on which you enter an Occupation Path. You continue to use one die until you complete the occupation and can start a move on the outside track.) You may enter any one or as many different occupations as you wish during a game provided that you land on the Entrance Square by the throw of the dice or by using an Experience or an Opportunity Card and provided further that you can meet one of the necessary requirements for each Occupation Path you enter.

If you cannot meet at least one requirement for an occupation, you cannot enter and must continue around the outside path. You need not enter any occupation unless you have moved to its Entrance Square by means of an Opportunity Card. Then you must enter. Players should score all stars, hearts, and salary increases or decreases on their score sheets as they earn them.

COMPLETING OCCUPATIONS
To receive credit for completing an occupation you must pass all the way through the path. When completing any occupation except College, check your Experience in the "Occupation Record" column of your score sheet on the line for that occupation. The first time you complete a given occupation, check it under the column headed "l St.," and collect one Experience Card. The second time through that same occupation, check it under "2nd," and collect two Experience Cards. The little arrows on the board remind players of this, but the arrows do not count as spaces. Actions referred to by the arrows only apply when a player is completing an Occupation Path. You may go through an Occupation Path as many times as you wish during the course of the game, but if you go through the same one more than three times, you are permitted to draw only three Experience Cards each time.

When completing College, you do not draw an Experience Card; instead you score an automatic salary increase of $20,000, and select a degree as you leave. If you are the first player to pass through College, select any degree from the specialized degrees offered, and check it in the "Education" column of your score sheet. However, each degree may be awarded only once. Thus, if you are the second player to graduate from College, and the first graduate selected the Science Degree, your choice is limited to the remaining three, and so on for the first four players. If you are the fifth or sixth player to pass through College, you may not score any of the specialized degrees, but do score the regular College Degree and the normal salary increase of $20,000. Any College Degree, specialized or regular, may be used for entering Big Business. A player selecting the degree in medicine becomes the Doctor. He or she receives payments for players in the Hospital; the Doctor does not have to pay upon landing in the Hospital and may move out of this space on his or her next turn. (Note: If the Doctor is instructed to go to the Hospital he or she must go immediately even though they do not follow the instructions printed on the square when they get there.) No player may go to College more than once.

OPPORTUNITY CARDS
These cards are used for moving to the Entrance Square of the occupation specified. Every time you land on a space marked "Opportunity Knocks," draw one Opportunity Card from the top of the pile. Whenever you use one of these cards, move in a clockwise direction around the board. If, by so moving you pass Payday, you are entitled to collect the salary which is checked on your score sheet at the time.

When you draw an Opportunity Card you may do one of three things with it. (1) Use it immediately by moving to the entrance square of the occupation specified on the same turn that the card was drawn. (Whenever you use an Opportunity Card you MUST return it face down to the bottom of the deck.) (2) Save it and use it later in place of one whole turn of play ... that is, as a substitute for throwing the die or dice. If you save it, you must keep it face up so that other players can see what opportunities you have. (3) Sell it at any time to another player at any price agreed upon between both of you, or you may use it to make a trade of any kind with another player.

You may use an Opportunity Card to move from any space on an inside path or from any space on the outside track except the Hospital or Park Bench. (Exception: A player holding the Doctor's Degree may use an Opportunity Card to leave the Hospital.) However, if you use one while in an Occupation Path, you do not get credit for completing the occupation which you leave, and you do not collect any Experience Cards.

If you use an Opportunity Card, you MUST on your next turn, enter the occupation to which you have moved. Hence, before using an Opportunity Card you MUST be certain that you can meet one of the requirements printed on the entrance square of the occupation to which you plan to move. You need not pay an entrance fee if you can meet some other requirement. No entrance fee should ever be paid except on the turn on which a player is actually going to enter an occupation. (Note: a player cannot use an Opportunity Card to move completely around the board to the same space from which he or she started.)

EXPERIENCE CARDS
You may earn Experience Cards by completing occupations or by landing on special spaces in the Occupation Paths which direct you to take one or more cards. These cards are saved and may be used in place of throwing the die or dice on any turn. They may be played on either outside or inside squares. You may buy, sell or trade your Experience Cards with another player at anytime during the game. Experience Cards cannot be used on the same play on which they are drawn because they take the place of the throw of the die or dice. You may not use them to leave either of the two penalty squares (Hospital or Park Bench) unless you first pay the required Penalties, with the exception of the Doctor, who pays no penalty on the Hospital square. You may not use more than ONE Experience Card on any one turn.

BUMPING
When you land on any space (except the Hospital or Park Bench) already occupied by another player on the outside path or the inside paths, you MUST either "bump" that player to Park Bench or bargain with him or her and collect a fee, or some other compensation, for letting that player stay on that space.

The player who is bumped and is not willing to bargain must go directly to the Park Bench square; that is, that player does not pass Payday and does not collect their salary. If the player is on an Occupation Path, they do not get credit for completing that occupation or collect Experience Cards when leaving it.

SALARIES
Your salary is the amount of money you collect from the Paymaster each time you pass the Payday square by throw of the dice, or by use of Opportunity or Experience Cards. During the course of a game a player's salary will change. Everyone's starting salary is $10,000. (This amount is already checked as the first entry under "Salary Level" on the score sheet.) Salaries will increase or decrease depending on what spaces are landed on in the various occupations. When you complete College you get an automatic salary increase of $20,000. When you are instructed to increase your salary you do not collect any money until you pass Payday. For example, if you start with $10,000 and earn a $10,000 increase, place a check mark alongside the space marked $20,000 but do not collect this amount until you pass Payday. If you are later told to cut your salary in half, erase the check beside the $20,000 mark and use the check beside the $10,000 mark, etc. Your salary may not always be in even thousands, in which case you write in the exact amount. Your salary never changes except when you land on a space on which the word "Salary" appears. When you pass Payday collect your salary and this money becomes part of your cash on hand. It is not held separately.

BANKRUPTCY
You may declare "Bankruptcy" at any time by turning in all of your cards and cash and starting over again from the Payday square with a $10,000 bill, a $10,000 starting Salary, and a clear score sheet. You may not change your Success Formula, but in all other respects you start over again.

You must declare Bankruptcy if you land on a square requiring a payment you cannot make. However, you may first try to raise the necessary cash by selling any Experience or Opportunity Cards you might have, or by borrowing from other players.

RETIREMENT
Retirement is a privilege which you earn once you have completed any one occupation 3 times. When you earn the privilege of retiring, you may on any turn (except when your mover is on the Hospital or Park Bench or already on the Tropical Vacation square) go directly to the Tropical Vacation space without throwing the dice. That is, you may, in place of doing anything else, move your mover to the corner square marked Tropical Vacation. You may do this as often as you wish. If you pass Payday, collect your salary. Note: Once on the Tropical Vacation square, you may follow the instructions printed on that square.

The advantage of this move is the opportunity to move quickly around the board and collect salary and to earn Happiness points.

SPECIAL NOTES_____________________________________________________________________________________
Sometimes situations arise which are not directly covered by the rules. Here are some of the most common:

A. If you are told to lose 1/2 of your Fame when you have no fame points you lose nothing.
B. If you land on "Shopping Mall" and throw a "1" and have $131,500 in cash, 10% of which is $13,150, you pay only $13,000 as the smallest change the Paymaster has is $500. The Paymaster always takes the loss when exact change cannot be made.
C. Players may make any agreements with each other involving selling, borrowing, trading, etc. However, NO PLAYER MAY SELL, LOAN OR GIVE AWAY FAME POINTS, HAPPINESS POINTS, OR OCCUPATION EXPERIENCE WHICH THEY HAVE ACCUMULATED ON THEIR SCORE SHEET. PLAYERS MAY BUY, SELL AND TRADE OPPORTUNITY AND EXPERIENCE CARDS.
D. Players landing on "Stock Market" may, if they wish, bet (put money in the bank) their capital (cash on hand) in amounts of $30,000 or multiples thereof. For example: A player who has in their possession $110,000 may bet, at once, $30,000, $60,000, or $90,000. This money is put into the Bank. If you bet $30,000 you roll one die once and win $10,000 times the number thrown. Thus, if you roll a 5 you get back from the Bank a total of $50,000. If you roll a 2 you get back only $20,000, etc. If you have bet $60,000 you roll one die twice, add together the amount shown on each roll, and multiply the total by $10,000. Hence, if you roll a 2 and a 6 you get back $80,000 on your $60,000 bet. If you bet $90,000 you roll one die three times and add together the amount shown on each roll, etc. However, you must decide upon landing on "Stock Market" just how much you wish to bet and put that money in the Bank before rolling the die. No player is required to do anything on this space if they don't wish to.
E. Any time you are sent to the Hospital or Park Bench you must go directly there and you do NOT collect any salary. It you are sent to either of these places from an Occupation Path you do not get credit for completing that occupation and do not draw any Experience Cards. When you get out of the Hospital or Park Bench spaces, you do not return to the occupation from which you were sent. You can re-enter that Occupation Path only by roll of the dice or the use of Experience or Opportunity Cards.
F. If you enter the Expedition to Mars you do not collect a salary on the way out because you do not pass over the Payday square. Sorry, but this is the price of adventure.
G. If you land on Park Bench and have no money (cash on hand), you go out free immediately on the next turn. One half of nothing is nothing.
H. Your salary is not raised or lowered by any expenses you have during the game. Your salary goes up or down only if so instructed when going through the various Occupation Paths.
I. If you land on the space marked "Art Gallery" and give the Paymaster $30,000, roll one die and collect as many stars as are shown on the die. If you give the Paymaster $60,000, you roll one die twice and are entitled to as many stars as the total of the two rolls.
J. When you land on "Yachts" or "Charity," you may buy only one of these selections. You cannot combine any two or three of them. For example: You cannot pay $240,000 and receive 20 hearts at "Yachts."
K. The Paymaster, if he or she is also playing, must keep their funds separate from the Bank. He or she personally does not keep any fines or money which should go into the Bank.
L. Whenever the word "MAY" appears on the gameboard, players are not required to follow the directions unless they so wish.

PARTNERSHIP GAME____________________________________________________________________________
This variation of the regular game can be played by two or three couples; each couple is a partnership and plays as a team. In this game the following rules apply:

A. A single Success Formula of 120 points is used.
B. The "Salary Level" and "Experience Record" of each partner is scored separately.
C. All Fame, Happiness and Money points which are earned by either partner are scored on one sheet against the same Success Formula.
D. Money which is earned as well as Experience and Opportunity Cards which are acquired, are held by the partnership rather than by the individual. Thus one partner may use the Money, Experience and Opportunity Cards earned by the other partner. Penalties are paid from the common fund of the partners.
 


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