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Instruction Financiero

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Maria Laura
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0% found this document useful (0 votes)
38 views4 pages

Instruction Financiero

Uploaded by

Maria Laura
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

FINANCIERO
STRATEGIC GAME ABOUT THE FINANCIAL SYSTEM

"Financiero" is a strategic-economic board game for 2-4 players, where each player has a different
currency with a fluctuating exchange rate throughout the game. The objective of the game is to
accumulate 15 tokens.
The game consists of one board, 4 pawns, 4 flags, 33 factories, 2 dice, 50 tokens, 16 "Action" cards,
13 "Technology" cards, 21 "Events" cards, 26 "Properties" cards, and 208 banknotes divided into four
currencies: Logistic Bank, Industrial Bank, Commercial Bank, and Resources Bank.

1. GAME PREPARATION

Each player chooses one pawn and one of the four currencies. They then take ꞙ1500 of their
currency and one token. All money and tokens that are not owned by players are referred to as the
"Bank". During the game, players can sell factories to the bank for half of their value. The player
who sells the factory receives money in their currency.
Important concept - Payment based on the owner's currency exchange rate: In reality, an example
of payment based on the owner's currency exchange rate is when someone from Poland rents an
apartment for vacation in Spain. The owner of the apartment may demand payment in euros, and
the person from Poland will make the payment at the current exchange rate of euros to zloty. In
such a case, the price of the apartment will depend on the current exchange rate of euros to zloty. In
the Financiero game, it works the same way (see: 5. States and economic zones).

2. GAME

Each player rolls the dice. The player who rolls the highest number starts the game. Players move
their game piece around the board a number of spaces equal to the sum of the dice rolls,
in a clockwise direction, starting from the Start space. Every time a players passes the Start, they
receive money from the central bank (see: 4. Central bank). If a player lands on an unowned state
or economic zone, they can purchase it by paying the corresponding amount in their own currency
to the Bank. The player then receives a property card, which they place in front of them. If a player
decides not to purchase a state or economic zone, it becomes available on the stock exchange. The
property card is set aside. Only when a player lands on the stock exchange can they purchase a
property (see: 8. Stock exchange).

The first state that a player purchases becomes their capital (see: 3. Capital and trade bloc).
If a player lands on a space marked as Events, Actions, or Technology, they draw a card from the
top of the respective deck. If you draw a Technology card, they keep it. If you draw an Action
cards, you keep it and can use it at any time. Action cards are single-use. If you draw an Events
cards, you must use it immediately by selecting one of the options. Used action and event cards
are placed at the bottom of their respective decks.

If a player lands on a state owned by another player, they must pay the trading costs indicated on
the property card. If a player lands on an economic zone owned by another player with a factory,
they must give them tokens equal to the level of the factory. The factory owner must pay the
production costs to the Bank or to the owner of the state (see: 5. States and economic zones).
If a player doesn't have enough tokens, the creditor takes the missing amount of tokens from the
Bank.
3. CAPITAL AND TRADE BLOC 2
States in the game are divided into five Trade Blocks: Eastern, Western, Central, Southeastern, and
Southwestern. The capital state indicates the Trade Block affiliation. The first state a player purchases
becomes their Capital&Trade Block, and they place a flag of their pawn's color there. Players can
have their capitals in states belonging to the same Trade Block. A player can move their capital to
another country they own. Changing the capital may increase the amount of money you receive
after passing the start. If the player has a factory in the capital, they must sell it to the bank for half
price. If they move their capital to a country within the same Trade Bloc, they pay 2 tokens to the
bank. If they go to a country from another Trade Bloc, they pay 3 tokens to the bank.
For example: You have two states, France and Germany. Your capital is in France (Western Trade
Block), and you have a level 4 factory there. You want to move your capital to Germany (Central Trade
Block). You sell the factory and give 3 token to the Bank. You move your flag from France to Germany.

4. CENTRAL BANK

For each pass through the start, players receive an amount of money from the central bank of the
state where they have their capital. This is how money flows into the game. For example: if you have
your capital in Poland, the central bank of Poland issues ꞙ500. You collect ꞙ500 from the Bank each
time you pass through the start.

5. STATES AND ECONOMIC ZONES

Players can only purchase states and economic zones using their own currency! All fees in another
player's states, such as trading costs, production costs, and buying stocks issue of that player on the
stock exchange, are made at the owner's currency exchange rate!

Trading costs
They are paid in states at the owner's currency exchange rate. The mutual value of currencies
between players is calculated based on the number of tokens (see: 9. Tokens and exchange rates).

Production costs
The owner of the economic zone pays the production costs. If the zone is in their own state, they pay
to the Bank. If the zone is in another player's state, they pay that player at their currency exchange
rate. If the owner of the economic zone doesn't have enough money to pay the production costs,
they don't receive tokens and must downgrade the factory by 1 level.

6. TECHNOLOGY AND FACTORY QUITAR GUION

Factories allow players to earn tokens during the game. Factories can only be built in economic
zones located in states belonging to any of players. You cannot build factories if the economic zone
is in a country that has no owner. ANY OF THE
PLAYERS

Tokens
Each factory produces a certain amount of goods, expressed in the number of tokens. Players give
their own tokens to the owner of the factory when they pay production costs (see: 5. States and
economic zones). If someone lacks tokens, or has none at all, the creditor takes the missing tokens
from the Bank. For example: You have 2 tokens, but you need to give 3 tokens. The creditor takes
your 2 tokens and 1 token from the Bank.

There are four colors of factories that correspond to levels of industrialization. Players gain
technologies by drawing the "Technology" card. If a player draws a technology they already have, they
slide the drawn card under the deck and continue playing. To buy a higher level factory, players must
have all lower levels. Lower level factories are upgraded to higher levels by paying the price
difference on the Bank. For example: Factory level 1(price ꞙ500), Factory level 2(price ꞙ1000). You
must deposit ꞙ500 on the Bank.
3
REEMPLAZAR POR LO QUE TE VOY A ENVIAR POR TELEGRAM

Building limits for factories:

In your economic zones of your countries from the same Trade Bloc, you can build factories up to
level 4.
In your economic zones within the same trade bloc, located in other players' countries, you can
build factories up to level 2.
In your economic zones of your countries from other trade blocs, you can build factories up to
level 2.
In your economic zones from other trade blocs, located in other players' countries, you can build
factories up to level 1.
7. STOCK MARKET

On the stock market, players can:

Only one foreign currency can be sold and only one state or economic zone can be bought at a time
on the stock market. COLOCAR AL FINAL DEL PUNTO
Sell another player's currency, receiving an appropriate amount of money at the current
exchange rate.
Buy a state or economic zone that other players have previously given up on buying.
Buy an economic zone that has issued shares. The purchase price is based on the owner's
currency exchange rate.

8. STOCKS AND BONDS

If you don't have money, you can stocks issue or bonds. YOU CAN ISSUE STOCKS OR BONDS

Government Bonds
No trading costs can be charged. You can still collect production costs from your economic zone in
the same country.
Capital Stock
You can still collect tokens and build new factories. Stocks issued can be bought by the owner or
other players only on the stock exchange at the owner's currency rate. When another player buys
stocks, they take over that economic zone.

9. EXCHANGE RATE
QUITAR "a" Y PONER
"THE"

Tokens determine the exchange rate between currencies. Players can calculate exchange rates
between currencies using a table. During the game, players can obtain tokens by drawing "event"
cards or by receiving "goods" from other players. If you have 0 tokens, the exchange rate for your
currency is the same as if you had 1 token.

Examples of tradning costs (see: 5. States and economic zones). The base value of transaction fees is
100f.

1. Debtor (2 tokens), Creditor (0 tokens). The debtor pays ꞙ50.


2. Debtor (1 token), Creditor (5 tokens). Debtor pays ꞙ500.
3. Debtor (7 tokens), Creditor (3 tokens). Debtor pays ꞙ40.
4. Debtor (0 tokens), Creditor (1 token). The debtor pays ꞙ100.

Examples of purchasing stocks (see: 8. Stocks and bonds) on the stock exchange:

1. Owner (5 tokens). Polish economic zone with level 4 factory. Stock value is ꞙ400 + ꞙ400 = ꞙ800.
Owner repurchases the stock on the stock exchange for ꞙ800.
2. Owner (2 tokens). Swiss economic zone with level 2 factory. Stock value is ꞙ100 + ꞙ200 = ꞙ300.
Another player (0 tokens), buys the stock on the stock exchange for ꞙ600.
3. Owner (3 tokens). German economic zone with level 3 factory. Stock value is ꞙ600 + ꞙ300 = ꞙ900.
Another player (5 tokens), buys the stock on the stock exchange for ꞙ540 (60x9).
EXCHANGE RATE TABLE 4
*The exchange rates are calculated in relation to ꞙ100. The numbers represent the amount of tokens owned
by players.

# 0/1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

0/1 100 200 300 400 500 600 700 800 900 1000 1100 1200 1300 1400 1500

2 50 100 150 200 250 300 350 400 450 500 550 600 650 700 740

3 30 70 100 130 170 200 230 270 300 330 370 400 430 470 500

4 30 50 80 100 130 150 180 200 230 250 280 300 330 350 380

5 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300

6 20 30 50 70 80 100 120 130 150 170 180 200 220 230 250

7 10 30 40 60 70 90 100 110 130 140 160 170 180 200 210

8 10 30 40 50 60 80 90 100 130 130 140 150 160 180 190

9 10 20 30 40 50 70 80 90 100 110 120 130 140 150 170

10 10 20 30 40 50 60 70 80 90 100 110 230 130 140 150

11 10 20 30 40 50 50 60 70 80 90 100 110 120 130 140

12 10 20 30 30 40 50 60 70 80 80 90 100 110 120 130

13 10 20 20 30 40 50 50 60 70 80 80 90 100 110 120

14 10 10 20 30 30 40 50 60 60 70 80 90 90 100 110

15 10 10 20 30 30 40 50 50 60 70 70 80 90 90 100

Events Actions Technology Stock Market Economic State


Zone

FINANCIERO ECONOMIC CYCLE

Sale of Goods
(Money)

Transactions
Production of Goods (Buy/Sell countries
(Tokens) and economic zones)

Creators: Production Efficiency


(Technology)
Michał Pawlus & Maria Laura Ponce

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