Don't Go to Jail is a 1991 Parker Brothers dice game for two or more players inspired by Monopoly. The game is played by rolling ten dice and attempting to roll matches to score points. Seven of the dice have various colors, utilities, or railroad icons on them (all from the Monopoly board game). The remaining three dice are blank on four sides, with the other two sides showing "Go," "to", or "jail".
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| - Don't Go to Jail is a 1991 Parker Brothers dice game for two or more players inspired by Monopoly. The game is played by rolling ten dice and attempting to roll matches to score points. Seven of the dice have various colors, utilities, or railroad icons on them (all from the Monopoly board game). The remaining three dice are blank on four sides, with the other two sides showing "Go," "to", or "jail". (en)
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| - Don't Go to Jail / Monopoly Express (en)
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| - Don't Go to Jail / Monopoly Express (en)
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| - Don't Go to Jail is a 1991 Parker Brothers dice game for two or more players inspired by Monopoly. The game is played by rolling ten dice and attempting to roll matches to score points. Seven of the dice have various colors, utilities, or railroad icons on them (all from the Monopoly board game). The remaining three dice are blank on four sides, with the other two sides showing "Go," "to", or "jail". The player scores points for the round if the dice rolled create a monopoly set of colors, utilities, or railroads. The number of dice that need to score points depends on the property. If a die shows the "Go To Jail" icon, that die is placed aside. The player can continue re-rolling unmatched dice until they decide to end their turn and claim their points, or until all three "Go To Jail" dice land face up (causing them to lose all points earned so far that round and pass their turn). One stipulation in the rules is that once a die has been set aside, it cannot be re-rolled during that turn. The dice also feature wilds that may substitute for any symbol on the seven property dice. Two "Wild"s are available to use so it is possible to score a monopoly using only the wilds. The wild die can be moved, but only if the symbol it substitutes for happens to be rolled later that round, in which case the wild must then be immediately placed elsewhere (it cannot be rolled again that same turn). The game is won when a player earns enough points from matches. The number of points required to win is determined by the players at the start of the match in the original game. These rules also suggest that if a player surpasses the predetermined number of points, the win is not automatic. The player must then wait for all players to have an equal number of turns and should anyone top the feat, they then become the winner. (en)
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