The YouTube Video The COMMODITY™ Evolution
THE BUYING AND SELLING GAME
a. Gives each player (including himself) a $200,000 loan - one $100,000 bill, one $50,000 bill, one $20,000 bill, two $10,000 bills and two $5,000 bills. This loan equals the value of each players company at the start of the game.
b. Gives each player a DEBIT CARD* equal to the amount of the loan.
c. Refers to the section on LOANS* to determine interest and payments.
d. Places $5,000 on the SLUSH FUND* space in the center of the board and restocks it with $5,000 whenever it is emptied.
Some of the other duties of the Banker are:
1. To make sure that all money for interest and income tax is paid by the players.
2. To ensure that all money from COMMODITY Cards is paid and received by the
3. To ensure that all buying and selling prices are correct. A Buy and Sell Chart is
4. To give loans to the players as needed, throughout the game and to supply the
players with the appropriate Debit Cards.
5. To collect payments and exchange the correct Debit Cards with the players.
6. Distributes the proper amount of plastic pieces to the
players when they buy Raw Materials.
A player is placed in bankruptcy when all of the following conditions occur: - He has reached his credit limit of $200,000. - He has taken all Demand Loans possible. - He has no Raw Materials, Products or Commodities on the board or in his warehouse.- He has no money and no means of getting any. FOR THIS PLAYER THE GAME IS OVER.
Refer to number 15 in the Basic Rules.
There are eight gray colored Commodity spaces around the board. When a player lands on a Commodity space he takes the top Commodity Card from the deck and follows the instructions on it. After the Card has been used it is returned face up to the bottom of the deck. Once all the Cards have been used they are shuffled and replaced.
The word debit means a record of debt. Debit Cards are supplied to the players by the Banker to keep track of all money owing to the bank. Each player keeps his own Debit Cards until his loan is paid.
Five dice are used in COMMODiTY. They are as follows: 2 Standard Dice - used to move around the board. 1 Red Numbered 6 sided die - used to buy Raw Materials. 1 Green Numbered 8 sided die - used to buy and sell Products. 1 Blue Numbered 10 sided die - used to sell Commodities. THE ZERO (0) ON THE TEN SIDED DIE REPRESENTS THE TEN (10)
There are two brown Income Tax spaces on the board. When a player lands on an Income Tax space he must pay 10% of the money he has on hand. Should he have any loans he subtracts the amount of the loan from the money on hand and pays 10% on the difference
For Example: Player A has $100,000 cash but owes $30,000. He pays 10% of
$70,000 which is $7,000.
In COMMODITY there are two different loans that are available to the players. These are the MAJOR LOAN and the DEMAND LOAN. They are completely separate and should not be confused with each other.
At the beginning to the game all players are given a credit limit at the bank equal to the value of each of their companies ($200,000). This $200,000 credit limit is called the Major Loan. The following rules apply to this loan:
1. Interest of 10% on the amount owing must be paid when a player lands on or
passes his Main Office (interest is deposited in the Slush Fund).
2. Loan payments may be made at any time during a player's turn.
3. The payments may only be made in multiples of $10,000 and are deposited in
4. Should a player reduce his loan and then need to borrow again a service charge of 10% will be taken from the amount being borrowed This service charge is
deposited in the Slush Fund. Players may only borrow in multiples of $10,000.
5. A player may never exceed the credit limit of $200,000.
6. Appropriate Debit Cards must be given to the borrower by the banker.
The Demand Loan takes its name from the fact that the money owing is demanded from the borrower as soon as he has the full amount in his possession. Demand Loans are only available to a player if he has reached the credit limit of $200,000 on his Major Loan and then finds he needs to borrow more money. These loans are granted on the basis of the quantity he owns in raw materials, products and commodities.
The following rules apply to the Demand Loans:
1. These loans may only be made after a player has borrowed to the limit on his
2. $1,000 can be borrowed for each Raw Material a player owns.
3. $2,000 can be borrowed for each Product a player owns.
4. $3,000 can be borrowed for each Commodity a player owns.
5. Loans can only be borrowed in multiples of $10,000.
6. Each time a player takes a Demand Loan a fee of $1,000 must be deducted from
the loan, which is placed in the Slush Fund.
7. Players must pay this loan off immediately upon obtaining the full amount
8. Appropriate Debit Cards are given to the borrower.
When a player lands on anothers outlet he must buy all of that players Products on the outlet.
The following rules apply to PRODUCTS:
1. The player whose outlet has been landed on is called the seller.
2. When a player lands on another player's outlet he must buy ALL of the
Products on that outlet.
3. When a player lands on someone else's Main Office he has the following
a. To buy Products from as many of the seller's outlets as he desires. The above rule of buying all per outlet applies.
b. To buy none at all.
How to Buy Products
1. The seller determines his sale price by rolling the eight sided die.
2. The buyer pays the seller $2,000 times the number the seller rolled for each
Product(refer to the Buy and Sell Chart).
For Example: Player A lands on player B's outlet. Player B rolls a 5. Player A
then pays Player B $10,000 for each Product on that outlet.
If the outlet had 5 Products Player A would pay $50,000.
3. IF THE SELLER HAS RAW MATERIALS IN HIS WAREHOUSE HE CAN
IMMEDIATELY REPLACE THE SOLD PRODUCTS. If he has no stock
on hand he must wait until his turn to buy more Raw Materials.
After having bought another players Products the player puts these
Products in the Commodities side of his warehouse where they are now
Raw Materials are the first step in the game. Players purchase Raw Materials and place them in the RAW MATERIAL side of their warehouse. One Small Plastic Piece, of the same color as the Players Company equals One Raw Material and One of the larger equals Five Raw Materials.
How to Buy RAW MATERIALS:
1. The player states how many he wishes to buy.
2. He then rolls The red six sided die to determine the price.
3. For each Raw Material he buys he pays the bank $1,000 times the number
rolled. (Refer to the Buy and Sell Chart)
For Example: A Player chooses to buy 30 Raw Materials and he rolls a 6.
Each Raw Material will cost him $6,000. Thirty Raw Materials will cost him $180,000.
HELPFUL HINT: It is a good idea to buy between 20 and 30 Raw Materials
on the first purchase. See Tid Bits
4. The Banker gives the player the number of plastic pieces, of his company's
color, equal to the number of Raw Materials that he bought.
Additional Rules About RAW MATERIALS:
1. A player may buy Raw Materials at any time during his turn but only
once per turn.
2. When a player buys more Raw Materials than he can afford he collects them.
However he must immediately take a Demand Loan to make up the amount
owing. He may use the Raw Materials as collateral. If he still can't pay refer to
the RECEIVERSHIP* section. After he has bought his Raw Materials he
distributes them to his outlets. He can put up to a Maximum of FIVE
Raw Materials on each outlet. He leaves the remainder (if any) in his
warehouse. The Raw Materials on his outlets are now called PRODUCTS*
Each player in turn (clockwise around the board) buys and distributes his intial purchase of Raw Materials.
When a player finds himself in the following situation he is in Receivership - He has reached his credit limit at the bank AND - He has taken as many Demand Loans as allowed AND - Payment is being demanded of him.
The player must immediately:
1. State that he is unable to pay
2. Return to his Main Office and stay there until he has the money to pay the debt that placed him in Receivership. In this case he doesn't pay the usual interest when landing on his Main Office.
The player pays his debt by selling products to other players and selling any Commodities he has on hand; If the player has Commodities in his warehouse he must now sell them all. The bank deducts it's fee after the sale. This is the only time a player may sell Commodities twice in one turn.
If a player is in Receivership because he has landed on someone else's Main Office or outlet and cannot pay for all the products he pays for as many as possible and receives those paid for. He must then sell them as above. He must also pay a 10% Annoyance Fee to the player he owes the money to after the debt is paid and he has collected all the products.
In a company the term Slush Fund is used for the money received from the sale Of junk (slush) etc. There is a Slush Fund space in the centre of the board. All money from income tax, interest, COMMODITY Cards and service charges for Loans is deposited on this center space.
There are also two Slush Fund spaces located around the board. When a player lands on either of these spaces he collects all the money that has accumulated in the fund. The bank then deposits $5,000 in the emptied fund.
Click Here for the EQUIPMENT LIST
TO ALL THOSE WHO HAVE PLAYED COMMODITY™ .
"Special thanks to the following people."
Annette Davidson - Word Processing
Orion Davidson - Rule Checker and Game Player Extrodinaire
Bob Masse - Graphic Artist Who is somewhat of a Celebrity
Shirley Beidner - Assistant Graphic Artist
Paul Sherstibitoff - Game Board Air Brush Work (Amazing Talent)
All the people who played the game and helped work the kinks out
All the investors that helped make it possible.
HIGH RISK GAME KIT
HIGH RISK GAME RULES
EXTRA PLASTIC PIECES
MILLION DOLLAR BILLS
THE HIGH RISK GAME IS AN ADDITION
TO THE ORIGINAL GAME
Started January 1st, 2013
Thank You for Visiting!