MAKE TRADE FAIR GAME Printable Version
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1 MAKE TRADE FAIR GAME Printable Version Welcome to the Make Trade Fair Game! This is a printable version that contains everything you need to play except a pair of dice. The objective of this game is to learn about the international trade system and the obstacles that developing countries face operating within it. Players have the choice to play as an individual under the existing 'unfair' rules, or to work with the other players to overcome some of these obstacles. Bending the rules is encouraged if all players agree and it leads to a fairer way to play the game!! There is a short and long play version. Depending on how things go, the short version can take from 2 to 4 hours. The long version runs approximately 4 to 6 hours. A teacher s guide is included to provide more information surrounding the issues mentioned in the game. Enjoy! P.S. All feedback is welcome. Please send it to oxfam.mtf@hotmail.com Page 1 of 43
2 FAIR TRADE GAME RULES Except where it is indicated, the rules are the same for the long play and the short play versions. Objective The objective of this game is to learn about the international trade system and the obstacles that developing countries face operating in it. As a player you have the choice to play as an individual under the existing 'unfair' rules, or to work with the other players to overcome some of these obstacles. Bending the rules is encouraged if all players agree and it leads to a fairer way to play the game!! The equipment consists of: Equipment a board 2 dice player tokens 12 rice farm tokens 12 coffee farm tokens 12 sugar farm tokens 12 agribusiness tokens 16 market access cards 16 multi-lateral ruling cards 22 country ownership cards (one for each country) 4 inputs & services cards (oil, seeds, patents, transportation) 8 big noise cards play money World Bank Representative Select a player to be the World Bank Representative who will also make a good Accountant and Auctioneer. When more than five people play, the Representative may choose to act only as Banker and Auctioneer. Page 2 of 43
3 FAIR TRADE GAME RULES Preparation Long Play Version Place the board on a table and put the Market Access and Multi-Lateral Ruling Cards face down on their allotted spaces on the board. Each player chooses one token to represent them while travelling around the board. Each player is given $1000 divided as follows: Distribution of funds per player: 1 $500, 2 $100's, 2 $50's, 6 $20's, 5 $10's, 5 $5's, and 5 $1's. All remaining money and other equipment goes to the World Bank. Short Play Version Place the board on a table and put the Market Access and Multi-Lateral Ruling Cards face down on their allotted spaces on the board. Each player chooses one token to represent them while travelling around the board. Each player is given $200 divided as follows: Distribution of funds per player: 6 $20's, 5 $10's, 5 $5's, and 5 $1's. All remaining money and other equipment goes to the World Bank. The World Bank Representative then shuffles the packs of Country Ownership and Inputs & Services cards together and the player to the left cuts them. The World Bank Representative deals the cards out one at a time to each player (including themself) starting with the player on the right. If there are cards left over, they should be auctioned off to the highest bidder. Bidding may start at any price. The winner pays the World Bank the amount of the final bid. The World Bank Representative may participate as a player in this auction. Players will be able to trade countries and inputs/services with each other on their turn during the game. Page 3 of 43
4 FAIR TRADE GAME RULES The World Bank Long Play Version Besides the World Bank's money, the Representative holds the Country Ownership cards, Inputs & Services cards and the Farm/Agribusiness tokens prior to purchase by the players. Any subsidies or loans are paid out by the Representative and any membership fees, debt payments or interest are collected. The World Bank never goes broke. If the Bank runs out of money, the Representative may issue as much as needed by writing on ordinary paper. Short Play Version The World Bank Representative holds the Bank's money. Any subsidies or loans are paid out by the Representative and any membership fees, debt payments or interest are collected. The World Bank never goes broke. If the Bank runs out of money, the Representative may issue as much as needed by writing on ordinary paper. Play Each player in turn throws the dice. The player with the highest total starts the play. Place your token on the corner marked Start, then throw the dice and move your token (in the direction of the arrow) the number of spaces on the dice. After you finished your turn, it passes to the left. Two or more tokens may rest on the same space at the same time. If you throw doubles, you take a second turn. Start Each time a player s passes over Start, the World Bank issues a $100 grant. If you land directly on the Start space you collect $200. The exception is if you pull a Get Dumped On card. In this case if you happen to pass Start you do not collect any money. Page 4 of 43
5 FAIR TRADE GAME RULES Purchasing Countries or Inputs/Services Long Play Version Whenever you land on an unclaimed country or input/service square, you may purchase it from the World Bank at its printed price. You then receive the ownership card showing the game rules for that country or service/input (e.g. trade revenues, farm prices, etc.). Place the ownership card face up in front of you. If you do not wish to claim rights to the country or service/input, the World Bank sells the rights through an auction to the highest bidder. The winner pays the World Bank the amount of the final bid. Trading Country Ownership and Inputs & Services Cards Short Play Version Players may make deals with each other to trade Country Ownership cards or Inputs & Services cards. These deals must be negotiated and carried out during a player's turn. Any player, including the one who declined the option to buy it at the printed price, may bid. Bidding may start at any price. Players may make deals with each other to trade Country Ownership cards or Inputs & Services cards. These deals must be negotiated and carried out during a player's turn. Collecting Trade Revenues When you land on a country that is owned by another player, the owner collects trade revenues from you according to the list printed on the ownership card. With the exception of countries in Europe and North America, if the country is in debt, the owner can only collect 50% of the trade revenues that are due until the debt is repaid. Players who own the following countries can continue to collect 100% of trade revenues even if they are in debt: France, Germany, UK, Canada and US. It is an advantage to hold all of the Country Ownership cards in a geographic region (e.g. Peru, Chile and Columbia or UK, Germany and France) because the owner can then form a trading block and collect double the trade revenues for that geographic region. If a country in a geographic region is in debt and cannot collect trade revenues, other countries in the same region can still collect double the trade revenues. Page 5 of 43
6 FAIR TRADE GAME RULES Collecting Trade Revenues It is even better to have farm or agribusiness tokens on countries because trade revenues are higher than for countries without established farms. Paying Inputs & Services Fees If you own 1 Input/Service (e.g. Seed Company, Transport Company) and another player lands on this space, they must roll one die and pay you the amount shown. If you own 2 Inputs/Services (e.g. Seed Company, Transport Company) and another player lands on this space, they must roll one die and pay you 4 times the amount shown. If you own 3 Inputs/Services (e.g. Seed Company, Transport Company) and another player lands on this space, they must roll one die and pay you 8 times the amount shown. If you own 3 Inputs/Services (e.g. Seed Company, Transport Company) and another player lands on this space, they must roll one die and pay you 20 times the amount shown. Market Access and Multi-Lateral Ruling Cards When you land on either of these spaces, take the top card from the deck indicated, follow the instructions and return the card face down to the bottom of the deck. The "No Dumping" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, they may sell it to another player at a price agreeable to both. You get dumped on when: Dumped On 1. Your token lands on the space marked "Get Dumped On" 2. You draw a card marked "Get Dumped On" When you are being Dumped On, you can collect only the base trade revenues for Countries that you own. In other words, no additional trade revenues for farm or agribusiness tokens can be collected while a player is being Dumped On. You must move directly to the Dumped On square without collecting your $100 grant from the World Bank. Your turn ends here. Page 6 of 43
7 FAIR TRADE GAME RULES Dumped On If a player lands on the Dumped On space, they can pass through without penalty on their next turn. A players gets out of being Dumped On by: 1. Throwing doubles on any of your next turns. You do not get another turn for throwing doubles. 2. Using a "No Dumping" card 3. Purchasing a "No Dumping" card from another player 4. Paying a fine of $50 before you roll the dice on any turn Even if you are getting Dumped On, you can buy and sell properties or farms/agribusinesses. The Big Noise When you land on the Big Noise space, you will be shown one of Oxfam s 8 objectives for making trade fair. You can choose, at this point, to change one of the game rules to make it fairer for all of the players. This change will last for one turn. For example, you may decide that countries in Africa, Asia, and Latin America now collect double the trade revenues until your next turn. Make it realistic and productive do not change the rules simply to better your own situation! Farms When a player owns all of the Country Ownership cards for a particular geographic region, they may buy farm tokens from the World Bank and establish farms on these countries during their turn. All of the farms on a specific country must be of the same kind (e.g. sugar, coffee) If you buy one farm, you may put it on any country in a complete geographic region, however the next farm you buy must be on one of the unimproved countries of this or any other geographic region you may own. In other words, you may buy and establish farms at any time if you are financially able, however you must build evenly (i.e. You cannot establish a new farm on any country of a geographic region until all of the other countries have the same amount of farms). The price you must pay the World Bank for each farm is shown on your Country Ownership card. As you establish farms evenly, you must also break down evenly if you sell farms back to the World Bank. (See 'Selling Farms') Page 7 of 43
8 FAIR TRADE GAME RULES Agri-Businesses Long Play Version When a player has four farms of the same kind on every country in a geographic region, they may buy an agri-business from the World Bank. They return the farms from that country to the Bank and pay the price for the agri-business as shown on the Country Ownership card. Short Play Version When a player has established three farms of the same kind on every country in a geographic region, they may buy an agribusiness from the World Bank. They return the farms from that country to the Bank and pay the price for the agri-business as shown on the Country Ownership card. Farm Shortages When the World Bank has no farms to sell, players wanting to buy farms must wait for another player to return or sell their farms to the Bank before building. When farms or agri-businesses are returned to the World Bank and there are two or more players wanting to buy, they may be auctioned off to the highest bidder. Selling Countries and Inputs/Services Unimproved countries as well as inputs & services (but not farms or agri-businesses) may be sold to any player as a private transaction for any amount the owner can negotiate. Farms and agri-businesses must be sold back to the World Bank before the owner can sell any country in that geographic region. Farms and agri-businesses may be sold back to the World Bank at any time for ½ the price paid for them. Farms/agri-businesses must be sold back in reverse order to ensure that there are an equal number of farms on each property in a particular geographic region. Debt Countries with no farms or agri-businesses can obtain a loan from the World Bank at any time. All farms and agri-businesses must be sold back to the World Bank before a loan can be granted. The loan amount for each country is shown on the Country Ownership card. Once a country has taken a loan, they are considered to be in debt. With the exception of countries in Europe and North America (France, Germany, UK, Canada, US), only 50% of trade revenues can be collected on countries that are in debt. Countries in Europe and North America can continue to collect 100% of trade revenues Page 8 of 43
9 FAIR TRADE GAME RULES while in debt. Debt Trade revenues can be collected on countries in the same geographic region if they are free of debt. In order to get out of debt, the country owner must pay the World Bank the amount of the loan plus 10% interest. When all of the countries of a geographic region are no longer in debt, the owner may begin to buy farms and agri-businesses at their full price. Players who take loans for a particular country retain possession of it and no other player may buy it by paying off its debt. The owner may, however, sell this country to another player at an agreed price. The new owner then has the option to pay off the debt at the full loan amount plus 10% interest. Bankruptcy Long Play Version You are declared bankrupt if you owe more than you can pay either to another player or to the World Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own farms or agri-businesses, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them. This cash is given to the creditor. If you have countries in debt, you also turn these properties over to your creditor who still must pay the Bank the amount of interest on the loan, which is 10% of the value of the country. The new owner who does this may then, at their option, pay the principal or hold the country until some later turn, then pay the debt. Should you owe the World Bank, instead of Slow Play Version The first player to go bankrupt retires from play, as in the regular game (refer to long play version). However, when the second bankruptcy occurs, the game ends. Play immediately ceases, with the bankrupt player s turning over to there creditor all that they have of value, including farms/agri-businesses and any other countries. This happens whether the creditor is a rival player or the World Bank. Each remaining player then values his/her holdings. (1) Cash on hand (2) Countries and/or Inputs & Services owned, at the price printed on the board (3) Any country in debt, at one-half the price printed on the board (4) Farms, valued at purchase price (5) Agri-businesses, valued at purchase price including the value of the three farms turned in Page 9 of 43
10 FAIR TRADE GAME RULES Bankruptcy another player, more than you can pay The Player with the most assets wins. even by selling off farms and taking loans, you must turn over all assets to the World Bank. In this case, the World Bank immediately sells by auction all countries taken. A bankrupt player must immediately retire from the game. The last player left in the game wins. Page 10 of 43
11 FAIR TRADE GAME BOARD Page 11 of 43
12 FAIR TRADE GAME BOARD Page 12 of 43
13 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 13 of 43
14 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 14 of 43
15 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 15 of 43
16 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 16 of 43
17 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 17 of 43
18 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 18 of 43
19 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 19 of 43
20 COUNTRY OWNERSHIP CARDS FRONT BACK FRONT BACK Page 20 of 43
21 INPUTS & SERVICES CARDS FRONT BACK FRONT BACK Page 21 of 43
22 BIG NOISE CARDS FRONT BACK FRONT BACK Page 22 of 43
23 BIG NOISE CARDS FRONT BACK FRONT BACK Page 23 of 43
24 MARKET ACCESS CARDS FRONT BACK FRONT BACK Page 24 of 43
25 MARKET ACCESS CARDS FRONT BACK FRONT BACK Page 25 of 43
26 MARKET ACCESS CARDS FRONT BACK FRONT BACK Page 26 of 43
27 MARKET ACCESS CARDS FRONT BACK FRONT BACK Page 27 of 43
28 MULTI-LATERAL RULING CARDS FRONT BACK FRONT BACK Page 28 of 43
29 MULTI-LATERAL RULING CARDS FRONT BACK FRONT BACK Page 29 of 43
30 MULTI-LATERAL RULING CARDS FRONT BACK FRONT BACK Page 30 of 43
31 MULTI-LATERAL RULING CARDS FRONT BACK FRONT BACK Page 31 of 43
32 GAME PIECES AND MONEY BOARD PIECES Player Pieces Rice Farms Coffee Farms Sugar Farms Page 32 of 43
33 GAME PIECES AND MONEY BOARD PIECES Agribusiness Page 33 of 43
34 GAME PIECES AND MONEY MONEY - $1,000 Page 34 of 43
35 GAME PIECES AND MONEY MONEY - $500 Page 35 of 43
36 GAME PIECES AND MONEY MONEY - $100 Page 36 of 43
37 GAME PIECES AND MONEY MONEY - $50 Page 37 of 43
38 GAME PIECES AND MONEY MONEY - $20 Page 38 of 43
39 GAME PIECES AND MONEY MONEY - $10 Page 39 of 43
40 GAME PIECES AND MONEY MONEY - $5 Page 40 of 43
41 GAME PIECES AND MONEY MONEY - $1 Page 41 of 43
42 GAME PIECES AND MONEY MONEY Coins Page 42 of 43
43 GAME PIECES AND MONEY Page 43 of 43
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