Rules of the Stock Market Game
![Stock Stock](/uploads/1/2/6/8/126880417/998985878.jpg)
Stock Market Game @SIFMAFoundation. The Stock Market Game ™, InvestWrite, the Capitol Hill Challenge, and Invest It Forward are among the SIFMA Foundation's acclaimed financial education programs. Stock Market– stock exchange board game - a business world strategy game - large, rollable gaming mat, easy to care - new way to play: no dice needed (option) If th. There is a copy of the same rules that are printed on the back of the box and a stock market price chart. "A fortune could be yours as you buy and sell shares on the stock market. With a throw of the dice, collect dividends, attend stockholder meetings, and buy and sell company shares.
Summary Table of SMG Rules (printable)
The Stock Market Game, created by the Securities Industry and Financial Markets Association, has been used by teachers around the country since 1977 to give grade-school kids a hands-on lesson in investing. As the kids work in teams to create $100,000 portfolios, they learn teamwork and decision-making skills. Stock Market– stock exchange board game - a business world strategy game - large, rollable gaming mat, easy to care - new way to play: no dice needed (option) If th.
Portfolio Rules
- Each team begins the simulation with $100,000 in cash and may borrow additional funds. How much you may borrow is dependent on the equity in your account. Teams that buy on margin must maintain the Minimum Maintenance requirement. If you dip below this level, you will receive a margin call and must sell off enough investments to meet Minimum Maintenance. If a team still has not met its Minimum Maintenance requirement within seven days, the SMG system will automatically liquidate enough of the portfolio's investments to collect the required amount.
- Interest is charged weekly on negative cash balances at an annual rate of 7%, and credited weekly on positive cash balances at an annual rate of 0.75%. Interest is calculated daily, then summed for the week (Saturday - Friday) and posted Saturday (with Friday's date). The daily rate is based on a 365-day year. Daily Interest = Cash x Appropriate Interest Rate (as a decimal) / 365. Bond coupon payments will be posted when due. Bond buyers will also be charged for accrued interest since the last coupon payment. Bond sellers will receive accrued interest since the last coupon payment.
- Teams may trade only stocks and mutual funds listed on the NASDAQ Stock Market and the New York Stock Exchange. Teams cannot trade over-the-counter or 'pink sheet' stocks since they often price incorrectly. In addition, extremely volatile stocks or stocks that trade infrequently are not permitted and may be liquidated to protect portfolio stability. SMG reserves the right to cancel transactions in these securities as deemed necessary.
- Some regions may also trade a pre-determined group of municipal, corporate, and Treasury bonds. Only bonds provided by SMG may be traded. These bonds will be investment grade, with S&P ratings of 'BBB' or higher. Teams cannot trade unrated bonds or those with lower than 'BBB' ratings, also known as high-yield or 'junk' bonds, as they often carry higher default risk.
- A record of a team's portfolio and transactions will be available daily. A team will not receive a portfolio nor be listed in regional rankings until its initial transaction is entered successfully. A student can only be assigned to ONE portfolio per game period.
- Teams do not have to liquidate their portfolios at the end of the game. Winners will be determined based on either Total Equity or Percent Return Above/Below S&P 500 Growth. (Some states may use additional criteria to determine winners). For more information, please click here.
Transaction Rules
- The minimum market capitalization for stocks in SMG is $25 million, and SMG does not permit buying stocks or mutual funds or short selling stocks that trade below $3 per share the day before and the day of execution. These low-priced stocks, also known as 'penny' stocks, are risky and volatile investments. Sell transactions on long positions and short cover transactions on short positions will be accepted, even if the price is less than $3 per share.
- All stock and mutual fund buy orders and stock short sell orders must be for a minimum of 10 shares. Sell orders on existing inventory and short cover orders for less than 10 shares will be permitted. Municipal and corporate bonds can only be traded in $1,000 increments, and Treasury bonds can only be traded in $100 increments. Bonds and mutual funds cannot be sold short.
- Stock transactions in Real-Time games are executed at market price at the time of entry, while bond and mutual fund transactions are treated as End-of-Day transactions and are executed at that day's closing price. End-of-Day game transactions are priced at market daily closing prices for all asset types. Participants of End-of Day games may delete pending transactions prior to market close.
- SMG is run Monday - Friday with hours of operation from 9:30AM ET - 4PM ET. Teams may trade on any day the participating stock markets are open. Orders may be entered seven days a week during hours the system is available. Stock trades entered after close of market (4PM ET) or on weekends and market holidays will be priced at the next business day's opening price for Real-Time games and at the next business day's closing price for End-of-Day games. Bonds and mutual funds will be priced at the next business day's closing price for both Real-Time and End-of-Day games.
- Transactions entered with a limit price will not be held past the initial attempt to price the transaction during market hours. This applies to both Real-Time and End-of-Day games.
- Trades can only be processed in whole. There are no partial fills.
- A $5 per-trade commission fee is charged on all transactions. An SEC fee is also charged on all sell transactions.
- Short positions held in stocks are marked to the market daily and the resulting gain or loss is added or subtracted from Cash Balance. No mark-to-market transactions are posted in Transaction History. (Please note: there is no short-selling allowed in non-margin cash accounts.)
- No back posting of trades will be done for trades of securities not contained within the SMG Security Table. Once the missing security has been added, the security can be traded. The same rule applies to trades rejected if they are incorrectly pricing below $3. Once the pricing has been corrected, the security can be traded. There is no post-dating of trades due to the system being unavailable.
- Stock and cash dividends and stock splits are automatically computed into portfolios. Every effort is made to simulate as closely to real life as possible a variety of other corporate actions (mergers, acquisitions, spinoffs, etc.), which may include the standard three-day settlement period. In this case, it may be necessary to suspend trading of a given security until the action can be completed. Canadian stocks trading on US exchanges cannot be traded between a split's record date and its payout date. It is the responsibility of teams to check their portfolios for accuracy and notify their Coordinator by email of any problems that are encountered.
Show The Stock Market Board
Additional Rules
- Any violation of the rules of the SMG may result in the invalidation of a transaction. Repeated violation of the rules may result in the disqualification of a team.
- Additional rules have been developed in some states and, if applicable, have been included in your Coordinator's Information Page. It is the responsibility of your team to learn and abide by all rules.
Code of Participation
- SMG advisors must be responsible adults 18 years of age or older. In no case may they be a matriculated student in grades K-12.
- SMG advisors will ensure that every participant on their team(s) has read and understands the SMG Rules and the Code of Participation.
- Teams that do not comply with the SMG Code of Participation will be removed from the portfolio rankings. The authority to remove a team from the rankings lies solely with the team's SMG coordinator organization.
- Teams are responsible for maintaining the secrecy of their password and the integrity of their portfolio. Each team is responsible for any opening or closing transactions entered in its portfolio. Teams may not enter transactions in portfolios other than their own. (When a team asserts that a transaction was entered by a non-member, the team will still be ranked based on their portfolio, which will include the challenged transaction.)
- Only transactions stored on the SMG database will be recognized for the purposes of evaluating portfolio Total Equity and determining rankings.
- The SIFMA Foundation is responsible for the accuracy of market data. Teams are responsible for reporting any major price discrepancies found in their portfolios. Failure to do so may result in disqualification. In extreme cases of disregard for this rule, the SIFMA Foundation reserves the right to delete teams from the game. If a team believes a stock price or other information is incorrect, the team advisor shall notify their Coordinator by email.
- In the event of an error on the part of SIFMA Foundation and/or coordinator organization(s), their liability to a participant shall be limited to the refund of registration fees paid.
STOCK MARKET GAME
Goal: To have the most Money at the end of the game.
Setup:
• Place out the piles for all the Money cards ($1, $5, $10, $50, $100, $500, $2K).
• Place out 10 different Shares piles, including Milk and Tech.
• Place the Event deck, and mark out a location for its discard, and the Boom /Bust spot (see below).
• Each player takes 8 $1 and 2 Milk shares, shuffling them together; this forms their deck, face down.
• Each player draws 5 cards from their deck, holding them in their hand; this is their hand.
• A player is chosen to go first.
Rules:
Most rules are printed on the cards themselves, but the following are not self-evident:
• Each turn, a player may play any Share cards they wish to, and resolve their effects. Then the player decides whether to Trade, pass an Event, or Consolidate.
• If a player Trades, they sell any stocks from their hand that they wish to, then buy any number of stocks from any number of piles. Bought stocks, and any remaining cards in hand or in play, are put in the player’s discard pile, face up. The player then draws 5 cards again.
• If a player passes an Event, they keep their hand, and reveal the top card of the Event deck, resolving its effect.
• If a player Consolidates, they look through their deck, hand and discard for all their Money cards, and may exchange lower for higher value bills as they like. They then shuffle their deck, and draw 5 new cards.
• The game ends EITHER when all the $2K have been taken OR when any 4 Stockpiles are Bankrupt (see below) OR when only one player remains. If more than one player remains, the player who fulfilled the end game condition finishes their turn, and then each other player takes one more turn, in turn order. The player with the most Money at the end wins.
Terminology:
• Play – most Shares (excluding Milk) have some effect written on them. To play a Share, it must be in your hand. You place it in front of you in your play area, and do what the card tells you to do. Played Shares are not discarded until the player Trades, and may not be sold at that time. Shares will sometimes say “$X this turn.” This does not mean to take $X from the Money pile – that Money is only usable this turn, and does not take the form of Money cards.
• Sell/Buy – during Trade, a player determines the current prices of the Shares in their hand they want to sell (see below), returns them to their respective Stockpiles, and takes the calculated worth from the Money piles. The player then uses that Money, as well as any other Money in their hand, and any Money provided by played Shares, to buy any number of any Shares, provided that they have enough Money for it.
Goal: To have the most Money at the end of the game.
Setup:
• Place out the piles for all the Money cards ($1, $5, $10, $50, $100, $500, $2K).
• Place out 10 different Shares piles, including Milk and Tech.
• Place the Event deck, and mark out a location for its discard, and the Boom /Bust spot (see below).
• Each player takes 8 $1 and 2 Milk shares, shuffling them together; this forms their deck, face down.
• Each player draws 5 cards from their deck, holding them in their hand; this is their hand.
• A player is chosen to go first.
Rules:
Most rules are printed on the cards themselves, but the following are not self-evident:
• Each turn, a player may play any Share cards they wish to, and resolve their effects. Then the player decides whether to Trade, pass an Event, or Consolidate.
• If a player Trades, they sell any stocks from their hand that they wish to, then buy any number of stocks from any number of piles. Bought stocks, and any remaining cards in hand or in play, are put in the player’s discard pile, face up. The player then draws 5 cards again.
• If a player passes an Event, they keep their hand, and reveal the top card of the Event deck, resolving its effect.
• If a player Consolidates, they look through their deck, hand and discard for all their Money cards, and may exchange lower for higher value bills as they like. They then shuffle their deck, and draw 5 new cards.
• The game ends EITHER when all the $2K have been taken OR when any 4 Stockpiles are Bankrupt (see below) OR when only one player remains. If more than one player remains, the player who fulfilled the end game condition finishes their turn, and then each other player takes one more turn, in turn order. The player with the most Money at the end wins.
Terminology:
• Play – most Shares (excluding Milk) have some effect written on them. To play a Share, it must be in your hand. You place it in front of you in your play area, and do what the card tells you to do. Played Shares are not discarded until the player Trades, and may not be sold at that time. Shares will sometimes say “$X this turn.” This does not mean to take $X from the Money pile – that Money is only usable this turn, and does not take the form of Money cards.
• Sell/Buy – during Trade, a player determines the current prices of the Shares in their hand they want to sell (see below), returns them to their respective Stockpiles, and takes the calculated worth from the Money piles. The player then uses that Money, as well as any other Money in their hand, and any Money provided by played Shares, to buy any number of any Shares, provided that they have enough Money for it.
The price of a Share is the sum of the base price (on the card), plus or minus the effect of the Boom or Bust in play (see below), plus or minus the effect of Dirty Business on the Stockpile (see below), the result of which is multiplied by the number of Shares owned by players (represented by tokens next to the pile). If no Shares are owned yet of a pile, assume the number to multiply by is 1, not 0. When Shares are bought or sold in bulk, use the price that would be used for the first Share bought or sold for every Share. Thus, buying in bulk is cheaper, and selling in bulk yields more profits. The last Share in a Stockpile cannot be bought.
• Draw – when told to draw a number of cards, take that number from the top of your deck, and put them into your hand. If you go to draw a card, and your deck is empty, shuffle your discard pile, and put it face down. This becomes your deck. Continue drawing until you’ve drawn the required number of cards.
• Event – the Event pile is full of special cards that can change the face of the game (see below). When the effect of an Event has been resolved, it is placed face up in the Event discard, which is separate from each player’s personal discard pile. A player’s personal discard pile is simply called their discard; the Event discard pile is always called the Event discard. When a player tries to pass an Event, and finds the Event deck empty, they shuffle the Event discard, and place it face down. This becomes the Event deck, and they pass their Event.
• Bankrupt – when a Share’s price is reduced to $0, the Stockpile goes Bankrupt. A Bankrupt Share cannot be bought or sold, and cannot be played.
• Return to Stock – this is listed in the played effects of some Shares. This means returning the card to the Stockpile. This is not Selling, so you do not receive any Money. You essentially paid for the played effect to happen once.
Events:
Unless otherwise stated, after an Event is resolved, it is placed in the Event discard.
• Pension – gives extra Money or extra cards each turn. Place this in front of you – the bonus begins on your next turn.
• Fired! – choose a Pension in front of you. Put it in the Event discard.
• Bonus! – immediately gives Money to your discard.
• Bailout – saves a company from Bankruptcy. If the company’s share price is still $0, it will revert back to Bankruptcy at the end of that player’s turn. Play this event immediately, or put it into your discard.
• Speculate – each player passes their hand immediately to the player to their left.
• Swiss Bank Account – place this in front of you, next to your Pensions. At any time, you may place a Money card on the Swiss Bank Account, and at any time return that Money card to your hand. Only one Money card at a time can be on a Swiss Bank Account.
• Boom/Bust – raises or lowers share prices. Each Share has two rows of three numbers on the bottom of the card. In a Boom, refer to the top row; in a Bust, refer to the bottom row. Booms/Busts can be ±1, 2, 3; this refers to the index of the number on the row on the card, from the left. Add or subtract the relevant number from the base price. Be aware that not all Shares increase in price in Booms and decrease in price in Busts. Also be aware that unless otherwise tampered with (see below), Wheat will always go Bankrupt in a -3 Bust.
• Draw – when told to draw a number of cards, take that number from the top of your deck, and put them into your hand. If you go to draw a card, and your deck is empty, shuffle your discard pile, and put it face down. This becomes your deck. Continue drawing until you’ve drawn the required number of cards.
• Event – the Event pile is full of special cards that can change the face of the game (see below). When the effect of an Event has been resolved, it is placed face up in the Event discard, which is separate from each player’s personal discard pile. A player’s personal discard pile is simply called their discard; the Event discard pile is always called the Event discard. When a player tries to pass an Event, and finds the Event deck empty, they shuffle the Event discard, and place it face down. This becomes the Event deck, and they pass their Event.
• Bankrupt – when a Share’s price is reduced to $0, the Stockpile goes Bankrupt. A Bankrupt Share cannot be bought or sold, and cannot be played.
• Return to Stock – this is listed in the played effects of some Shares. This means returning the card to the Stockpile. This is not Selling, so you do not receive any Money. You essentially paid for the played effect to happen once.
Events:
Unless otherwise stated, after an Event is resolved, it is placed in the Event discard.
• Pension – gives extra Money or extra cards each turn. Place this in front of you – the bonus begins on your next turn.
• Fired! – choose a Pension in front of you. Put it in the Event discard.
• Bonus! – immediately gives Money to your discard.
• Bailout – saves a company from Bankruptcy. If the company’s share price is still $0, it will revert back to Bankruptcy at the end of that player’s turn. Play this event immediately, or put it into your discard.
• Speculate – each player passes their hand immediately to the player to their left.
• Swiss Bank Account – place this in front of you, next to your Pensions. At any time, you may place a Money card on the Swiss Bank Account, and at any time return that Money card to your hand. Only one Money card at a time can be on a Swiss Bank Account.
• Boom/Bust – raises or lowers share prices. Each Share has two rows of three numbers on the bottom of the card. In a Boom, refer to the top row; in a Bust, refer to the bottom row. Booms/Busts can be ±1, 2, 3; this refers to the index of the number on the row on the card, from the left. Add or subtract the relevant number from the base price. Be aware that not all Shares increase in price in Booms and decrease in price in Busts. Also be aware that unless otherwise tampered with (see below), Wheat will always go Bankrupt in a -3 Bust.
When a Boom or Bust is drawn from the Event deck, it is placed in the Boom/Bust spot next to the Event deck. If a Boom or Bust is there already, put the previous Boom or Bust in the Event discard.
• Business as Usual – cancels a Boom/Bust. Fills the Boom/Bust spot, just like a Boom or Bust.
• Illegal plays:
o Dirty Business – inflates or deflates the price of a specific Stockpile. Just like Booms and Busts, Dirty Businesses can be ±1, 2, 3, and operate exactly like a Boom or Bust with respect to the numbers on the Share card. The effect of Dirty Business is cumulative with other Dirty Business, and with the Boom or Bust currently in play. For example, in a -2 Bust, Tools (see below) will have a base price of (9-4)=$5. If a -3 Dirty Business is played, Tools’ price will reduce to (9-4-5)=$0, and it will go Bankrupt.
• Business as Usual – cancels a Boom/Bust. Fills the Boom/Bust spot, just like a Boom or Bust.
• Illegal plays:
o Dirty Business – inflates or deflates the price of a specific Stockpile. Just like Booms and Busts, Dirty Businesses can be ±1, 2, 3, and operate exactly like a Boom or Bust with respect to the numbers on the Share card. The effect of Dirty Business is cumulative with other Dirty Business, and with the Boom or Bust currently in play. For example, in a -2 Bust, Tools (see below) will have a base price of (9-4)=$5. If a -3 Dirty Business is played, Tools’ price will reduce to (9-4-5)=$0, and it will go Bankrupt.
Dirty Businesses can also be used to block Pensions, or create fake Pensions. A negative Dirty Business placed on another player’s will block it. A positive Dirty Business can be placed in front of you like a Pension, yielding #*5 Money each turn. For example, a +2 Dirty Business will yield $10 to your hand every turn.
Dirty Business can either be played immediately, or put in your discard. Once played, they remain on the board, and do not go into the Event discard.
o Corruption – can be played on a stockpile to immediately Bankrupt it; can be played on a Bankrupt company to immediately Bailout it; can be played on another player’s Pension to steal it; can be played in front of you to immediately yield $100 to your hand. In any of these cases, the Corruption remains on the board, and does not go into the Event discard. Corruption can be played immediately, or put in your discard.
• Legal plays:
o Corporate Transparency – cancels a Dirty Business, putting both cards in the Event discard. Play this immediately, or put it in your discard.
o Legal Action – cancels a Corruption, putting both cards in the Event discard. The player whose Corruption was cancelled receives a Legal Action token. Any player with 3 Legal Action tokens loses. Play this immediately, or put it in your discard.
o Big Brother – immediately cancels all Dirty Businesses and Corruptions on the board, putting them all, and this card, in the Event discard. Players whose Corruptions were cancelled do not receive a Legal Action token in this case.
o Corruption – can be played on a stockpile to immediately Bankrupt it; can be played on a Bankrupt company to immediately Bailout it; can be played on another player’s Pension to steal it; can be played in front of you to immediately yield $100 to your hand. In any of these cases, the Corruption remains on the board, and does not go into the Event discard. Corruption can be played immediately, or put in your discard.
• Legal plays:
o Corporate Transparency – cancels a Dirty Business, putting both cards in the Event discard. Play this immediately, or put it in your discard.
o Legal Action – cancels a Corruption, putting both cards in the Event discard. The player whose Corruption was cancelled receives a Legal Action token. Any player with 3 Legal Action tokens loses. Play this immediately, or put it in your discard.
o Big Brother – immediately cancels all Dirty Businesses and Corruptions on the board, putting them all, and this card, in the Event discard. Players whose Corruptions were cancelled do not receive a Legal Action token in this case.
Shares:
• Milk ($2) – Never bankrupt (+1,2,3; -1,1,1)
• Apples ($3) – Draw 1 card (+1,2,3; -1,2,2)
• Wheat ($3) – Play two of this. If you do, +$1 to discard (+1,1,4; -1,1,3)
• Tin ($4) – +$1 this turn (+1,2,3; -1,2,3)
• Coffee ($4) – Return to Stock. Pass an Event (+0,1,6; -1,1,3)
• Bikes ($5) – Draw 2 cards (+2,4,5; -2,3,4)
• Copper ($6) – +$2 this turn (+2,4,6; -1,2,3)
• Rubber ($7) – +$3 to discard (+2,4,5; -2,3,4)
• Cola ($7) – Draw 1 card, pass an Event (+2,3,6; -2,3,5)
• Fast Food ($8) – Draw 3 cards (+2,4,6; -2,4,4)
• Tools ($9) – Return to Stock. Search Event deck for a card, play it. Shuffle Event deck (+1,1,6; -4,4,5)
• Porn ($10) – Pass 2 Events (+5,10,15; -1,2,3)
• Silver ($12) – +$6 this turn (+3,6,9; -2,3,4)
• Saffron ($15) – Draw 2 cards, +$5 to discard (+5,10,10; -1,1,1)
• Gold ($20) – +$10 this turn, pass 2 Events (+5,10,10; +10,20,30)
• Oil ($25) – Pass 2 Events, draw 3 cards, +$6 to discard (-5,10,15; +5,10,15)
• Houses ($25) – Reveal top 4 Events. For each different Event, draw a card. Play 1 of the revealed Events, discard the rest (+15, 10, 5; - 15, 10, 5)
• Solar ($30) – Draw 5 cards (+10,20,40; -10,20,25)
• Guns ($40) – Return to Stock. Target player’s Pensions are ignored their next turn (-5,10,20; +10,10,10)
• Tech ($50) – pass 2 Events, draw 4 cards, +$10 this turn, +$10 to discard (+5,10,15; -5,10,15)
• Milk ($2) – Never bankrupt (+1,2,3; -1,1,1)
• Apples ($3) – Draw 1 card (+1,2,3; -1,2,2)
• Wheat ($3) – Play two of this. If you do, +$1 to discard (+1,1,4; -1,1,3)
• Tin ($4) – +$1 this turn (+1,2,3; -1,2,3)
• Coffee ($4) – Return to Stock. Pass an Event (+0,1,6; -1,1,3)
• Bikes ($5) – Draw 2 cards (+2,4,5; -2,3,4)
• Copper ($6) – +$2 this turn (+2,4,6; -1,2,3)
• Rubber ($7) – +$3 to discard (+2,4,5; -2,3,4)
• Cola ($7) – Draw 1 card, pass an Event (+2,3,6; -2,3,5)
• Fast Food ($8) – Draw 3 cards (+2,4,6; -2,4,4)
• Tools ($9) – Return to Stock. Search Event deck for a card, play it. Shuffle Event deck (+1,1,6; -4,4,5)
• Porn ($10) – Pass 2 Events (+5,10,15; -1,2,3)
• Silver ($12) – +$6 this turn (+3,6,9; -2,3,4)
• Saffron ($15) – Draw 2 cards, +$5 to discard (+5,10,10; -1,1,1)
• Gold ($20) – +$10 this turn, pass 2 Events (+5,10,10; +10,20,30)
• Oil ($25) – Pass 2 Events, draw 3 cards, +$6 to discard (-5,10,15; +5,10,15)
• Houses ($25) – Reveal top 4 Events. For each different Event, draw a card. Play 1 of the revealed Events, discard the rest (+15, 10, 5; - 15, 10, 5)
• Solar ($30) – Draw 5 cards (+10,20,40; -10,20,25)
• Guns ($40) – Return to Stock. Target player’s Pensions are ignored their next turn (-5,10,20; +10,10,10)
• Tech ($50) – pass 2 Events, draw 4 cards, +$10 this turn, +$10 to discard (+5,10,15; -5,10,15)
![Stock Market Board Game Rules Stock Market Board Game Rules](/uploads/1/2/6/8/126880417/539487628.jpg)
Components:
The only sheets you need to print multiples of are Money - print 4 $1, 1 $2K, and 2 each of the $5, $10, $50, $100, $500
The Stock Market Board Game Rules
• 150 Money cards (40 $1, 10 $2K, and 20 each of $5, $10, $50, $100, $500) - keep these in separate piles
• 200 Shares cards (10 for each Stockpile) - keep these in separate piles
• 117 Event cards - throw these all together in one pile
o 21 Pensions (6 +$5, 5 +$10, 6 +1 card, 3 +2 cards, 1 +3 cards)
o 4 Fired!
o 7 Bonus! (4 $10, 2 $20, 1 $30)
o 4 Bailouts
o 2 Speculates
o 7 Swiss Bank Accounts
o 15 Booms (6 +1, 5 +2, 4 +3)
o 15 Busts (6 -1, 5 -2, 4 -3)
o 6 Business as Usual
o 18 Dirty Businesses (4 +1, 4 -1, 3 +2, 3 -2, 2 +3, 2 -3)
o 5 Corruptions
o 6 Corporate Transparencies
o 4 Legal Actions
o 3 Big Brothers
• 3 Bankrupt cards - keep these separate
• 200 Shares cards (10 for each Stockpile) - keep these in separate piles
• 117 Event cards - throw these all together in one pile
o 21 Pensions (6 +$5, 5 +$10, 6 +1 card, 3 +2 cards, 1 +3 cards)
o 4 Fired!
o 7 Bonus! (4 $10, 2 $20, 1 $30)
o 4 Bailouts
o 2 Speculates
o 7 Swiss Bank Accounts
o 15 Booms (6 +1, 5 +2, 4 +3)
o 15 Busts (6 -1, 5 -2, 4 -3)
o 6 Business as Usual
o 18 Dirty Businesses (4 +1, 4 -1, 3 +2, 3 -2, 2 +3, 2 -3)
o 5 Corruptions
o 6 Corporate Transparencies
o 4 Legal Actions
o 3 Big Brothers
• 3 Bankrupt cards - keep these separate