Rules of the Game

OBJECT OF THE GAME

The object of the game is to be elected President of the United States (POTUS). POTUS is a game of chance, skill and strategy where players through money, cunning and luck pursue a four-year stint in The White House.

ELEMENTS OF THE GAME

The Board and the Players: POTUS can be played by 1 to 8 players, known as candidates. The game is laid out on a board that presents a path to the presidency. Candidates begin by navigating the perimeter until they win a combined total of 5 primaries or caucuses, which then entitles them to advance down the board spokes to The White House.

Finance: Each candidate is issued a $1,000,000 Campaign Fund to start. The fund may
increase or decrease through penalties or rewards earned during the game.

Finance Tips and Pointers: A candidate must earn all of his money on the perimeter of the board. Money issued at the beginning of the game can be used to buy one’s way out of a jam such as the minimum security prison, or as hush money to buy silence, or to neutralize a potential threat. A candidate may decide to accept the penalty and save up for the very costly hazards that are sure to come as the candidate approaches the presidency.

NOW, BEGIN!

Select an Avatar to represent a candidate that will navigate the board.

Roll the Dice to determine placement of your candidate (the avatar).

THE BOARD SQUARES

Reward Squares are based on the Washington D.C. transit system and are identified by a blue banner.

Penalty Squares are associated with law enforcement and are identified by a red banner.

Perimeter Squares are spaces named for Washington D.C. landmarks, which include government buildings, private clubs and political hangouts. When a candidate lands on one of these squares a card will appear that will offer one from a range of consequences. These consequences are for financial gain or loss, penalties for bad behavior or rewards for having accomplished something in the public interest. Candidates will be penalized for their misdeeds or those of their supporters. Penalty cards are based on events ripped from the real-life antics of public figures and officials.

Challenge Squares appear as monuments located at the four compass points on the board. A candidate that lands on a Challenge Square may decide to challenge one or more opponents. The candidate must have enough cash to cover potential losses ($250,000 per candidate challenged).

If the candidate challenges one opponent . . .

• The candidate will decide to answer the question or pass the card to the opponent.
• The winning and losing candidates will be determined by the answer to the challenge question.
• The losing candidate must pay $250,000 to the winning candidate.

If the candidate challenges multiple opponents . . .

• The candidate must answer the question.
• If the answer is correct, each challenged opponent must pay $250,000 to the candidate.
• If the answer is incorrect, the candidate must pay $250,000 to each challenged opponent.

REWARD AND PENALTY CARDS

A candidate may be rewarded or penalized in four basic amounts:

• $50,000
• $100,000
• $250,000
• $500,000

Penalty cards will also impose three levels:

• House Arrest (miss one turn)
• Minimum Security Facility (miss two turns)
• Federal Correctional Facility (miss three turns)

Candidates may buy their way out of incarceration at the price of $100,000 per turn. Primary and endorsement cards are also considered reward cards. Two endorsement cards equal one primary card.

ADVANCING TO THE SPOKES

Candidates must win a combined total of 5 primaries or caucuses to leave the perimeter and advance down the spokes toward The White House. Upon wining the fifth primary or caucus a candidate will be given the option to advance to a monument and on their next turn begin their final Race To The White House. The alternative choice is to remain on the perimeter in order to accumulate more money. If this option is chosen, advancement down the spoke is reserved for any future roll.

TRAVELING DOWN THE SPOKES

A candidate may advance down the spokes toward The White House—one space for an odd roll and two spaces for an even roll. The spokes present challenges to advancement in the form of a set of cards that will instruct the candidate to either:

• Go back two spaces.
• Be detained for questioning and lose a turn.
• In a recount, you lose a primary.
• Pay $1,000,000 or return to a monument.

A candidate must have a combined minimum of 5 primaries and caucuses. If a candidate loses a primary that decreases their total to less than 5, they must return to a monument and navigate the perimeter until they win another primary. Candidates have the option to neutralize these penalties through the payment of money. A lost primary can be re-purchased for $500,000. Go back two spaces can be neutralized for $200,000.

END OF GAME: VICTORY!

The game ends when a candidate lands at The White House. If the game is called before anyone reaches The White House, the candidate with the most cash wins.