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![]() Box cover and game layout, Winning Moves 30th Anniversary edition | |
Designers | Paul J. Gruen |
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Publishers | Parker Brothers Winning Moves Games USA |
Players | 2 to 4 |
Setup time | 5 minutes |
Playing time | 45-60 minutes |
Chance | High |
Age range | 8 and up |
Skills | Roll-and-Move Money Management |
Pay Day is a board game originally made by Parker Brothers (now a subsidiary of Hasbro) in 1974. It was invented by Paul J. Gruen of West Newbury, Massachusetts, United States, one of the era's top board game designers, and his brother-in-law Charles C. Bailey. It was Gruen's most successful game, outselling Monopoly in its first production year. Pay Day is currently marketed by Winning Moves Games USA.
The game simulates money management, with the game board resembling a calendar month. Before the game, the players decide how many months to be played (i.e. how many times to travel across the board). During the game, players accumulate bills and expenses to pay, along with collecting their monthly wage on "pay day" at the end of the month. The winner is the player who has the most money at the end of the last month of play.
The object is to be the player who has the most cash and savings at the end of the game. Players decide in advance how many in-game months will be played.
The game is played under the 1974-era rules with the game board, one die, four playing pieces, play money, 16 "Deal" cards, 72 "Mail" cards. Older versions also included a "Savings and Loan Calculator" and 12 "savings and loans" pegs. Later editions replaced the "calculator" and pegs with a "Savings and Loan" pad plus a table to calculate savings and loan interest.
Each player starts with $325. One player is selected to go first. Players roll the die and advance their playing piece from 1 to 6 spaces as indicated on the die. The player follows the instructions shown on the calendar space on the game board. There are 31 days in a Pay Day month.
If a player lands on either a "Deal" or "Mail" space, they will then select the appropriate card(s) from the top of the specified deck.
The player has the option of purchasing the "Deal" for the cost indicated immediately or returning the card to the bottom of the deck. (One may take out a loan to pay for the deal.) The "Deal" is held until that player lands on a "Buyer" space at any time during the duration of the game. A "Deal" card has no value if it remains unsold at the end of the game. Whenever a "Deal" is purchased, all players have an opportunity to win the "Commission" indicated on the "Deal" card. Each player in turn rolls the die, with the highest roller collecting the "Commission" from the bank.
Mail cards have varying content, just like real mail. Some mail cards are bills, some are fortuitous collections, and some are just entertaining (postcards and advertisements).
Bills are due at the end of the month (unless cancelled by Insurance, see below), while collections (except for Lottery Tickets) are payable immediately. Postcards and junk mail are immediately discarded.
Three types of mail cards are "special" mail cards which have unique rules:
Each player in turn, starting with the player who landed there, moves their token back one space and follows the instructions as in a regular turn. If a player's game piece is on the "Start" space when another player lands on "Daylight Savings", they simply collect another $325 and leave the game piece on "Start." The "Daylight Savings" process takes place only once on any turn and should not be repeated if a player lands there as a result of another player having landed there first.
All players must contribute to the town election ($50 per person). If a player does not have the cash, they must withdraw from their savings, or take out or increase a loan. The next player to roll a 6 during the course of the game wins the Pot (including any "Swellfare" money that may already be in there).
Each player has the option of placing $100 on the board. All poker game participants roll the die. The highest roller collects all of the money.
If a player holding a Deal card lands on a Buyer space, they may return it to the bottom of the Deal deck and collect the indicated sale price from the bank. Only one Deal card may be redeemed per turn.
A player may have either a savings account or a loan, but never both at the same time.
As the name indicates, Sweet Sunday spaces have neither an award nor a penalty, just a space to "rest".
A player who reaches this space immediately stops, regardless of any additional counts on the die, and goes through these steps in the indicated order.
The player who finishes the game with the most money (cash plus savings or cash minus loans) after all players clearing the set number of months before the play starts is the winner. If all players are "in the negative" (all have loans exceeding their cash), then whoever is the least "in the negative" wins.
Some of the changes/additions to the 1994 edition included: