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Wheeler Dealer (2)

Out of stock.
  • Description
    Contents of the Game:1 playing board, 3 dice, 3 packs of Commodity cards (coloured red green and yellow) 1 pack of Command cards (coloured blue) various denominations of Credit notes, 6 playing pieces, 6 At Risk Zone Cards, 1 set of Rules.Cards: There are 4 packs of cards which are placed on the playing board, as indicated by the 4 colour coded cards situated between the inner and outer circles. The 4 packs of cards are made up as follows:-Red Commodity Cards - cheapest range from 500 to 1,000 Credits.Green Commodity Cards - middle range from 2,000 to 10,000 Credits.Yellow Commodity Cards - dearest range from 10,000 to 100,000 Credits.Blue Cards - Command cards - instructions must be followed.This game can be played by 2 to 6 players aged 8 and over. There are 3 different levels of the game, each being a little more complex than the last. The first level enables you to get used to the basic idea. The second level introduces more advanced rules and techniques. The third level encourages you to play the game in its purest form, pitting your wits against the other players until a final winner emerges. (You will find a Quick Start Guide on the back of the At Risk Zone Card.)The idea of the game is to be the most successful Wheeler Dealer and depending on which level is played, be the first to have a total wealth of up to 3,000,000 credits. Players start with 8,250 credits and a random hand of 4 red and 4 green Commodity cards on level 1. Players accumulate wealth by selectively buying and selling Commodity cards one at a time, until a set of 3 or more identical cards has been built. Once a set has been built it may be sold to the bank for 2, 3 or 4 (sometimes more) times the face value. It is good practice to place the set to be sold to the bank in the middle of the playing board. Commodity cards sold to the bank are placed at the bottom of the coloured coded deck.Players must start on the outer circle, from any of the blue spaces, in a clockwise direction. Players may only progress to the inner circle when they have sufficient total wealth (150,000 Credits level 1). As soon as one player reaches the inner circle all other players are permitted to enter also, even if they do not have sufficient wealth. Wealth is accumulated faster on the inner circle, however, there are greater risks. All players must announce that they are going to enter the inner circle before the dice are thrown. Before throwing the dice to move around either circle, players may buy one Commodity card from any other player for 3 times the face value. Other players do not have to sell and only one card may be bought at a time. If buying a card makes a set of 3 or more the player may also sell the set to the bank before throwing the dice to move around the circle.Players may at any time during their turn secure loans on other Commodity cards in their possession at face value which is known as the At Risk Value. Such cards must be placed on the At Risk Zone Card, unless they form part of the set to be sold immediately to the bank. At Risk cards may be bought by other players, when it is their turn, at 2 times face value. If asked, the owner of an At Risk card must sell it to the other player, repay the bank the At Risk Value, plus 10% interest. It is good practice to place the At Risk Zone Card to your left, thereby keeping your cards and money away from the other players.Once the above options have been exhausted, the player then rolls the dice (2 outer circle 1 inner circle) and moves his playing piece the number of spaces rolled in a clockwise direction. The player turns over the top card of the colour landed on and may buy the Commodity card at face value. If buying this card makes a set, you must wait until your next turn before selling the set to the bank. If a player does not have or cannot raise enough money to buy the Commodity card or does not want it, the player must pay the bank 10% of the face value to cover the Handlers Charge and the Commodity card is placed to the bottom of the colour coded deck. If the player cannot raise enough money to pay the Handlers Charge bankruptcy must be declared. When landing on a yellow space (outer circle), players have the option of turning over a yellow Commodity card buying it or paying the Handlers Charge, or turning over a blue Command card and following the Commands.If a player lands on a blue space outer circle a 5,000 Credit bonus is paid to the player from the bank. The player also takes a blue card (Command card) from the top of the deck and follows the Commands exactly. If a player lands on a blue space on the inner circle no bonus is paid but a Command card must be taken from the top of the blue deck and Commands followed exactly. - BoardGameGeek
  • Details
    Ages: 8 and up
    Category: Negotiation
    Designer: (Uncredited)
    Players: 2 to 6
    PrimaryName: Wheeler Dealer
    Product Title: Wheeler Dealer
    Publisher: KC Games Ltd
    Time: 90 minutes
    Year: 2005
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