Tabletop Simulator

Tabletop Simulator

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How to Play: The Inventors: The Game of Crazy Inventions!
By Gimmepaint
This is a guide on how to play The Inventors: By Parker Brothers, this requires the mod from the workshop also created by me.
   
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PRELUDE:
Hello, this is a guide on how to play "The Inventors", to play this you need to have the workshop mod installed which is created by me, if you have not go and get that. Enjoy if you have any questions just comment below and I will explain them.
GOAL:
The goal of the 'Inventors' is to amass the most money by wisely purchasing and investing in actual old time inventions.
PREPARATION:
Before the game begins you will need to assign two players to the job of either the 'Banker' who keeps all the extra money and the other will be assigned with the job of the 'Invention Keeper' who keeps the uninvented inventions and discarded patent claim clips (The silver number cards.) Each player gets 125,000 dollars from the bank and they also get 3 Eureka cards. (Shuffle the Eureka cards before dealing them. And don't know the other people which Eureka card, put them in your hand.) Be sure each player's pawn are on the corner to their right. After you get all that set up the game begins.
PLAYING THE GAME:
On the turn the player must do ONE of the following only:
1. Roll the dice and move to his LEFT on the invention track (The outside trail)
2. Play ONE Eureka card from his hand and draw a new Eureka card to replace it. These cards may only be played on the invention track
3. The player may return ALL his Eureka cards to the bottom of the deck and draw 3 new cards
After the player does ONLY ONE of the 3 his/her turn ends.
THE INVENTION TRACK:
A. If a player lands on an "Invention" space, he/she may purchase that invention (if unowned) from the bank for the indicated price. Players may own any number of inventions.

B. When a player lands on a corner space by exact count he/she must decide if they will follow the directions on that space or enter the Royalty track (the connecting inside track) on their next turn.

C. When a player lands on an "Uh-oh" space that requires him/her to pay a legal fee, the money is placed at the "Law Office" corner. The first player who lands on that space by exact role can either choose to collect the money or enter the royalty track on their next turn.

D. When a player lands on the "Steal an Invention" space they can steal an invention from another player, HOWEVER if the player whom they try to steal from is on the royalty track or at the entrance they can not steal the invention.

E. If a player lands on an invention owned by another player they must roll the dice and pay the owner 1,000 times the total of the dice (This fee is never shared with an investor.)

F. IF a player lands on an invention he already owns he rolls both dice and collects from the bank 1,000 times the total of the dice.
PATENT CLAIM CARDS: (The Silever Square Cards)
Patent claims increase the value of an invention. They are acquired by landing on the appropriate spaces or by using a Eureka card. A player is entitled to a patent claim only if he owns an invention. He selects one invention and the invention keeper must give him a claim. A claim card will represent 0, 1, or 2 claims. Only one claim card may be used on each invention card. Cards marked with "0" do not increase the value of the invention. Patent claim cards may not be removed from the inventions to which they are originally attached.
THE ROYALTY TRACK:
When the owner of an invention lands on a corner space by exact count, or when he plays a Eureka card directing him to a corner space, he may elect to enter the inside Royality Track. At that time the player places his pawn on the dollar sign and announces which invention or inventions he will play on the track. Any number of inventions belonging to the same letter category (A, B, or C) may be taken through the Royality Track together.
As soon as the player announces that he will enter the Royalty track, a player holding a "Silent Partner" card may invest in one of the inventions to be taken through the track. The Silent Partner pays an investment fee which is printed on the back of each invention card, and in return receives half of all royalties and sales of the invention as it passes through the Royality track.
If more than one player holds a Silent Partner card and wishes to become an investor, each player involved must roll one die, and the player rolling the highest number becomes the investor.
An "Eliminate Your Silent Partner" card may be used to get rid of an unwanted investor. Strategic Note: The holder of this card should remember to collect his investment fee first and then eliminate the SIlent Partner, all in the same play. (Additional Silent Partner cards may not be played at this time.)
On his next turn, the player entering the Royalty track rolls one die and moves on the Royalty track in a CLOCKWISE direction.

1.If the player lands on a "Royalty" space, they collects from the bank the amount specified on the back of each invention card. The numbers in the left-hand column of the chart correspond to the numbers on the Royalty track. First a player finds the corresponding number on the left hand column of the chart and reads across to determine the money due to him/her. For example, if he/she lands on the "5 Times Royalty" and he/she has an "A" Invention with 1 claim, he receives 60,000. If he has a Silent Partner they each receive 30,000.

2. If he lands on a "3 Times Royalty or Sell for Twice Value" space, they may decide to sell their invention back to the bank. The money they receive, depending on the number of patent claims, is DOUBLE the price indicated on the Actual Value Chart on the back of each invention card. If a player has more than one invention on the Royalty track and decides to sell, they must sell all of them back to the bank at the time.

3. If a player has a Silent Partner, all royalties and/or proceeds from selling are equally divided between both players.

4. When inventions are sold, a player moves his playing piece to the corner space on the outside Invention track. His inventions and patent claim cards are returned to the Invention Office, and the clips may not be used again during the game. The player may not follow the directions on the corner space.

5. If a player on the Royalty track, lands by exact count on the next dollar sign, they may, on their next turn, enter the adjoining Royalty track with the same inventions (and investor, if there is one)

6. If a player does not land by exact count on the next dollar sign, they must continue their move to the outside Invention track, counting the dollar sign and the corner as separate spaces. At that point he must return the inventions and patent claim cards which he took through the Royalty track. The player then follows the instructions on the space occupied by his marker.

7. An invention is not out of the game after it has been taken through the Royalty track and returned to the Invention Keeper. Any player may then purchase the invention by landing on the appropriate square again.
WINNING THE GAME:
The game ends when the last patent claim card has been taken out of the Invention Keepers inventory of Patent Claim Cards. At this time each player adds together their total cash on hand and the value of their inventions. Invention values are printed on the back of each invention card. The player with the most money based on cash and inventions, wins!
LEGAL STUFF:
I did not create the board game/wrote the instructions, however, the port to TableTop Simulator and the conversion of the instructions to use mostly cards and not including the “Claim Clip/ Dice Roller Machine” were done by me! The original game/ instructions were created by Parker Brother, I do not take claim for the game, just the port to TTS. Just have fun! Seriosuly why are you reading this?