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Acquire

The Hasbro/Avalon Hill version of Acquire
Designer Sid Sackson
Publisher Various
Players 2-6
Age range 12+
Setup time 5 minutes
Playing time 90 minutes
Random chance Tile drawing
Skills required Tile laying, resource management

BoardGameGeek entry

Acquire is a board game designed by Sid Sackson. A "game designer" is a person who designs Video games or one who designs traditional games such as Board games Video Games Designer A video game designer A video game publisher is a company that publishes Video games that they have either developed internally or have had developed by a Video game developer A board game is a Game in which counters or pieces that are placed on removed from or moved across a "board" (a premarked surface usually specific to that game Sid Sackson ( February 4, 1920, Chicago&ndash November 6, 2002) was a significant American Board game designer and collector [1] The game was originally published in 1962 by 3M as a part of their bookshelf games series. 3M Company ( formerly Minnesota Mining and Manufacturing Company until 2002 is an American multinational conglomerate corporation with a worldwide The 3M bookshelf game series was a series of Board games produced by 3M from 1962 to 1975 In the most versions, the theme of the game was investing in hotel chains. A hotel is an establishment that provides paid lodging usually on a short-term basis In the most recent edition, published by Hasbro, the hotel chains are replaced by generic corporations, though the actual gameplay is unchanged. Hasbro ( is an American Toy company It is one of the largest toy makers in the world second only to the toy giant Mattel.

Contents

Contents

Rules

For two to six players. Standard tournament games are played with four. When there are only two players, special rules apply when there is a merger (see below).

The game starts with one tile per player picked randomly and placed in their locations. This is used as a convenient way to determine which player goes first: each player draws one of the tiles for the initial setup, and the player with the lowest-numbered tile goes first (for example 1A goes before 1C which goes before 2B). A player will also be chosen as the stock market banker and s/he will take cares of all the money and stock transactions between the players and the bank.

Each player begins the game with $6000 in cash ($1000 x 4, $500 x 3, $100 x 5) and six tiles picked at random for their starting racks. On each turn of the game, the player whose turn it is

  1. must play one tile
  2. must deal with the merger or founding of a new company if one results
  3. may buy three (or fewer) stock of any combination
  4. must draw one tile

Whenever a player places a tile horizontally or vertically adjacent to a tile which is not already part of a hotel chain, that player has the option of founding a new hotel chain, unless all seven hotel chains are already in play, in which case that tile becomes temporarily unplayable. The player may choose to found any chain not already in play, and receives one share of stock in the new chain at no charge. Note that if there is no more stock of that founded company in the stock market, the player will not receive that free share of stock.

Each player may, after playing a tile on his turn, purchase up to three shares of stock in existing hotel chains (hotel chains that are on the board). Only the player whose turn it is may buy stock. According to the official rule, a player may also ask the banker how many shares of a chain are not purchased yet.

When a new tile is placed adjacent to an existing hotel chain, the chain becomes larger and its stock increases in value. When a new tile is placed adjacent to tiles from two or more different chains, those chains merge into a single hotel chain, with the largest chain taking over the smaller one(s). If there is a tie among the largest chains, the player placing the merging tile chooses which of those will take over. In the case of a multiple merger, that is, a merger that merges three or more companies, the largest chain being acquired is dealt with first, and so on for each smaller chain.

When a hotel chain is merged out of existence, the players with the most (majority stockholder) and second-most (minority stockholder) shares receive cash bonuses. If there is a tie between/among the majority stockholders (2 or more), the bonuses of the majority and minority holder are added and divided by the number of players causing the tie. Each player will then receive an equal amount of bonus. Note that any divided bonus that is not a multiple of 100 will be rounded up to the next nearest 100. For example, if the divided bonus is $2250, each player will receive $2300. The same rule applies when there is a tie between/among the minority stockholders, in which case it will the minority stockholder bonus that is being divided (instead of the sum of majority and minority stockholder bonuses). If only one player owns the stock of the acquired chain, s/he will receive both the majority and minority stockholder bonuses. The bonuses are paid by the bank.

In the case when there are only two players, the stock market is also considered a stockholder of the defunct chain to determine who the majority and minority stockholders are. A tile will be drawn randomly to decide how many shares the stock market has. For example, if 8F is drawn, the stock market is considered to have 8 shares. It does not matter if the total number of stocks are over 25, which is the number of physical stocks that can be purchased by the human players. Bonuses deemed to be paid to the stock market will simply be retained with the stock market. The same rule applied at the end of the game when each lasting company is being liquidated.

Each player decides what to do with their shares in the now-defunct chain in the same order of how they place tile on the board, starting with the player who places the merging tile (for example, if they are placing tiles in the clockwise direction, each stockholder will decide what to do with their shares in the clockwise direction also). They may:

  1. Trade them in for cash at face value (the value is calculated based on the number of tiles of the acquired chain BEFORE the merger)
  2. Trade them in at a ratio of two to one for shares of the chain that is taking over (this option is not valid if there is no more stock of the acquiring company in the stock market)
  3. Keep the shares in the hopes that the hotel chain will be founded again later

Note that if a player decides to keep the shares and the chain is never founded again later, the shares will become worthless.

Hotel chains with eleven or more tiles are deemed too big to be merged out. In this situation, the chain is claimed to be safe. A tile which would connect two safe chains is unplayable and may be placed to the side at the end of the player's turn in exchange for a fresh tile.

A player may declare that game is over at the end of his/her turn when

  1. one hotel chain reaching forty-one tiles, or
  2. when all chains are safe

At the end of the game, all hotel chains pay bonuses to the largest shareholders as if they were being merged out, and all shares of stock are cashed in for face value. The richest player wins.

Variants

Awards

GAMES magazine has inducted Acquire into their buyers' guide Hall of Fame. This article is about a US puzzle magazine For the UK computer and video games magazine see GamesTM. The Games 100 is an annual feature of ''Games'' magazine, a United States -based magazine devoted to games and puzzles

References

  1. ^ Shelley, Bruce C. (2007), “Acquire”, in Lowder, James, Hobby Games: The 100 Best, Green Ronin Publishing, pp. Bruce Campbell Shelley is a Computer game designer who helped design Sid Meier's Civilization and Railroad Tycoon with MicroProse James Lowder (born January 2, 1963 in Quincy, Massachusetts) is an American author and editor working most often within the Fantasy Green Ronin Publishing is an American company based in Seattle Washington. 1-4, ISBN 978-1-932442-96-0 

External links

Online Variants

Electronic Versions

Dictionary

acquire

-verb

  1. to get.
  2. to gain, usually by one's own exertions; to get as one's own; as, to acquire a title, riches, knowledge, skill, good or bad habits.
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