Community Chest

Move on Up!

 

Examine the top CHANCE card.  Replace it.  You may advance to the next CHANCE space if you wish.

 

 

(Play this card and discard it)

 

Community Chest

Bermuda Triangle!

 

You are kidnapped by aliens for one turn.  You may not collect rent while you are gone (2 turn by each other player).  Collect $150 when you return by selling your story to the National Inquirer.

 

(Keep this card until used)

 

Community Chest

Six of One, ˝ Dozen of the other!

 

When you roll a 12, you may move ANY number of spaces (1 to 12).  You may not roll again even though you just rolled  “doubles.”

 

 

(Keep this card until used)

 

Community Chest

Extra Visits!

 

Anytime you pass the Jail/Just visiting (JV) space, you may, at your discretion, choose to count the Jail and JV portions as separate spaces (Jail first).  If you use this option and end your movement on Jail, you are Jailed.

 

(Keep this card until used)

Community Chest

Claim Jump!

 

Play this card when you land on any of another player’s unimproved colored property.  That property becomes yours.

 

 

(Keep this card until used)

 

Community Chest

Dice Control!

 

Play this card immediately AFTER any player has rolled one or more dice for any reason.  You may turn any one die upside down!  This new total is used instead.

 

(Keep this card until used)

 

Community Chest

Buy Ahead!

 

You may increase your roll by any number at a cost of $100 times that number.

 

 

 

(Keep this card until used)

 

Community Chest

Two out of Three Ain’t Bad!

 

Play this card before you roll two dice for any reason.  You roll three dice and pick the two you want to use.

 

 

(Keep this card until used)