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Acquire
Postal Rules - Version 2.3

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Acquire is published by The Avalon Hill Game Company and was designed by Sid Sackson.

GENERAL
1.

The published rules for Acquire will be used unless modified by these rules.

2. Any variation to these rules must be agreed between the referee and the players prior to the start of a game.
3. The recommended number of players for a postal game is four or five.
PLAYING ORDER
4. The playing order for the players will be established as the setup tiles are drawn by the referee. For example, five players named A to E may be drawn to play in the sequence B-D-A-E-C.
5. In each turn, each player plays once with the exception of the first player, who plays a second turn at the end. This avoids having the same player starting each turn with the advantage of knowing exactly what situation to deal with
6. In the first turn the player drawn first in the setup will play first. For example, the five players shown in the above example will play in the order B-D-A-E-C-B.
7. In subsequent turns, play continues with the next player due to play. For example, in the second turn for the above group of five players, the playing order will be D-A-E-C-B-D.
PLAYER INFORMATION
8. The referee will privately inform players of the tiles they hold at the start of the game and at the start of each turn. Stock holdings and cash in hand will be printed in the game reports together with each player=s current value.
9. The current value of a player will be calculated from their cash-in-hand, the value of all stock holdings, and the value of any majority holder=s bonuses.
ORDERS
10. Each player will submit orders for placement of tiles and stock purchases. In addition, players should provide the referee with information on the actions they will perform in the event of two or more hotel chains merging.
11. Orders may be made conditional on previous events in the turn. This can include tile placement, stock purchases and post-merger actions.
SPECIAL POWERS VARIANT
12. The revised edition of Acquire published in 1995 included a Special Powers Variant. This variant should only be used with the agreement of all players.
13. On any given turn a player may play one (not several) of their Special Powers. Each player may use each Special Power once during the game.
14. The Special Powers are as follows.
Orange Ball 3 Free The three blocks of stock you take this turn are free.
Orange Ball Buy 5 You may purchase five blocks of stock this turn.
Orange Ball Trade 2 Trade two blocks of stock you own for one from the Stock Market. You may do this up to three times this turn. Both cards of a two block set must be from the same chain, but each two block set may be from a different chain. All blocks traded must be from active chains. In addition to the trades permitted by this Special Power, a player may also purchase three blocks of stock in the usual manner.
Orange Ball Take 5 Tiles Take five tiles at the beginning of this turn, bringing you up to 11 tiles in hand. Do not take another tile until down to five at the end of a turn. The usual rules for exchanging permanently unplayable tiles apply.
Orange Ball Place 4 Tiles Place up to four tiles this turn. If a tile causes a merger, it is acted upon before the next tile is placed. Replace up to four tiles at the end of your turn, but not beyond a total of six tiles in hand.
NO MOVE RECEIVED (NMR)
15. In the event of no orders from a player, a tile from their hand will be selected at random for play. If the tile would normally form a chain this will not occur; the tile will simply appear on the board in the same manner as "setting up" tiles which are drawn adjacent to one another.
16. If a randomly drawn tile would cause a merger to occur between hotel chains, the mergers will proceed according to the normal rules. If two or more of the chains are the same size, a die will be rolled to determine the survivor(s).
17. At no time during their turn will a player without orders buy stock.  During mergers, all stock for disposal will be sold.

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Mail me © Keith Thomasson March 31st 2002