HMOnopoly - Official Game Rules

Objective: Your goal is to become the dominant provider of health care services. You do this by obtaining as many Health Care Facilities (HCFs) as you can. The game is won by the HMO (player) who owns all the HCFs of a certain type. In other words, the first player to obtain all the hospitals or all the clinics or all the practices wins the game.

HCFs: Health Care Facilities (HCFs) are like properties. You may buy them from the bank when landing on them, and you charge for services when another player lands on one that you own. HCFs come in three types - hospitals, clinics and practices. There are seven of each type. Each HCF belongs to a region and to a specialty. The bar color of the space indicates its region. The background color of the space indicates its specialty (the name of the specialty is also written at the bottom).

HMOnopolies: As you might expect, if you own all the HCFs in a given region, you have dominated that region, giving you an HMOnopoly. All service fees are now doubled on each of the HCFs in that region. But regional dominance is only one of two ways to get an HMOnopoly. You may also obtain all the HCFs of a given specialty. The real power comes from getting double-HMOnopolies. If a player lands on a property that you own, and you also own all the properties in that region plus all the properties in that specialty, fees are doubled twice, or the player pays four times the base fee.

Tokens: Getting an HMOnopoly is only one way to raise your service fees. You can also raise fees by buying tokens to place on your HCFs. The tokens must be bought in the following order - first the certification token (red), then the expansion token (yellow), and finally the network token (green). Tokens are placed on the bar of the space. Only one of each type may be placed.

Service Fees: When another player lands on an HCF that you own, you charge a service fee according to the following rules:

Therefore, the highest fee you will ever charge is $32 million.

Companies: In addition to buying HCFs, you may purchase up to seven companies on the board. There are four telecoms, one consruction company, and two medical supply companies. These companies are not HCFs. Therefore, service fees are not charged when a player lands on them, you cannot place tokens on them, and they are not traded during Acquisitions (see "Acquisitions") and Hostile Takeovers (see "Hostile Takeovers").

Instead, you get revenue when players purchase things from the companies you own. For instance, if you own a telecom, players buy network tokens from you. If you own the construction company, players buy expansion tokens from you. And if you own a medical supply company, players pay their Fiscal Year expenses to you (see "Corner Spaces: Fiscal Year"). These companies provide substantial revenue compared to the price you pay to buy them. Also, they are immune to Acquisitions and Hostile Takeovers!

Corner Spaces: There are four corner spaces:

Prices: The prices of HCFs, companies and tokens are not written on the spaces of the gameboard because of their simplicity. The prices are instead listed below:

Starting the Game: Each player begins on Fiscal Year with $18 million. Players may roll to determine who goes first. Play continues in a clockwise fashion.

Loans: Loans may be withdrawn in increments of $10 million up to a maximum of $40 million. You may not take out a loan until you have passed Fiscal Year (gone around the board once). After that you may take out a loan only when you pass Fiscal Year or when you face a payment you cannot make. Each subsequent time you pass Fiscal Year, you pay the bank 10% of your current loan amount. Alternatively, you can pay back your loan in full and pay no 10% fee. In fact, you may only pay back loans when you pass Fiscal Year. This rule prevents players from paying back a loan just before passing Fiscal Year and then taking out a new one when passing Fiscal Year, thus avoiding the 10% fee (you cannot both pay back a loan and take out a loan on the same Fiscal Year).

Players may also take out a loan when they face a payment they can't make (this does not include optional payments). In this case, however, the player pays an upfront surcharge of 10%. After that, the player continues paying 10% at each Fiscal Year. Loans must be paid back in increments of $10 million. The banker is responsible for keeping track of loan amounts.

Bankrupcy: There is no such thing as mortgaging properties in this game. After reaching your loan limit, you have two choices when facing payments you can't make. First, you can try to cut a deal with your debtor or another player. Second, you may begin selling your properties back to the bank for the original price. Note that you are not compensated for tokens. If you choose to declare bankrupcy, you must return all your money, companies and HCFs to the bank, thus forfeiting the game. You cannot declare bankrupcy by giving all your stuff to another HMO!

Directives: There are two types of cards you will draw when landing on their respective spaces. Directives cards instruct you to do something, such as moving somewhere or paying/collecting a fee. Most Directives cards have positive consequences for the player who draws them. Directives cards cannot be traded!

Acquisitions: As the name implies, the Acquisitions cards force one or more HCFs to change hands. HMOnopolies are constantly being broken up in the game because of Acquisitions. These cards are meant to disrupt normal play, destabilize the game, and stir up controversy. In other words, they make the game more fun! They are a key factor in tipping the balance of the game, and may even determine who wins. As the game proceeds, players will get more nervous each time an Acquisitions card is drawn.

Important Clarifications Concerning Acquisitions:

Hostile Takeovers: Rivaling the fear that Acquisitions cards instill in your mind is a strategy known as the Hostile Takeover. This is a technique in which you attempt to takeover another player's HCFs or money. You may do this only when landing on a space already occupied by another player or when you land on the space Hostile Takeover. This is how it works:

1- you land on a space already occupied by another player

2- you choose to do a Hostile Takeover and roll the dice

3- you pay for each roll (to the bank) accordingly:

4- if you roll doubles (other than double sixes), you may take $1 million times the number rolled from the other player or one of his/her HCFs (of your choice)

5- if you roll double sixes, you may take all of the other player's money or one of his/her HMOnopolies (of your choice); if he/she has no HMOnopolies, you may take only one HCF.

If you land on the space Hostile Takeover, you follow the same steps described above, with two exceptions. First, you may choose any player (but only one) to do the Hostile Takeover on. Second, your first two rolls are free, then you start paying. You may continue rolling for as long as you choose, even after you've already rolled doubles once.

Winning the Game: The game is over when one HMO (player) owns all of the hospitals or all of the clinics or all of the practices. Normally this only happens as a result of an Acquisitions card or a Hostile Takeover, since no player will ever trade an HCF that he/she knows will end the game.


Complete Game Board

Game Cards

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