These are the rules of play at the start of the game.
Remember that the rules of play may be changed at any time — that's part of the game! Two printable versions of the rules of play are available. Visit our downloads page for more information.
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The Social Justice Game: A Game About Cents & Sensibility represents an educational parody of the game Monopoly, and more generally, of capitalism.
Unlike Monopoly, which assumes a level socioeconomic playing field, The Social Justice Game (SJG) more closely reflects actual inequities under the current American economy. By effecting real-world economic disparities at the start of the game, SJG aims to stimulate a frustration so comically absurd that gameplay evolves into a discussion among the players around the systemic inequities of contemporary capitalism.
Because the true goal is to play SJG reflexively and thoughtfully in order to learn as much as one can about socioeconomics, "winning" the game may take different shapes. Certainly, players may "lose" the game by going bankrupt ("unable to pay outstanding loans when they are due").
The primary goal for each player is to avoid bankruptcy—to survive and thrive, earning enough money to comfortably navigate the costs, penalties, and unexpected twists of fate which arise. The surest way to do that is to purchase properties which produce rent from other players. While Unemployed and Employees will find it difficult to purchase properties initially, they are able to take loans. They may also rise socioeconomically through joining the military or attending college.
Changing the
Rules
Remember, this game is what you make it. Players may change the rules of the
game any time by skipping a turn and proposing a rule.
A player enters bankruptcy as soon as her total cash dips below $0 dollars and she is unable to take out a loan. Players may avoid bankruptcy in several ways:
The Owner player rolls first, at the start of the game. At the start of the player’s turn, she rolls the die indicated on her Role Card and moves her Movement Token to the indicated square. The player interacts with the square she has landed on. A player may purchase any property square she lands on if it’s for sale and improve it (and any other properties she owns) on the same turn. Play then rotates clockwise around the board to the next player.
No Property
Auctions
Unlike Monopoly, there is no public auction for a property when a player
lands on it and chooses not to purchase it.
Players improve their rents on owned properties by adding houses. When purchasing houses, players place the appropriate one-, two-, or three-house token on their property card to keep track of the number of houses owned.
Adding
Houses
A player may add houses to any property she owns at the end of her turn.
Every rule in SJG exists through the democratic agreement of the players. Players may loan each other money, form specific agreements, and even create new rules. If any player whose turn it is wishes to add, eliminate or change a rule, that player may forfeit their turn to propose a rule and call a vote. With a simple majority affirming it, the game rule is adopted.
A proposed rule should pertain to all players, and not simply the person making the rule. Consider the following rule proposed by an Unemployed player:
BAD
I propose that each payday, the rich players all have to pay me half their salary.
This rule seems vague — what is a "rich" player? It’s not a valid rule, nor is likely to win the simple majority of votes to pass. If the player wants to fight the economic injustice she feels, she might try:
BETTER
I propose that Owners — whose earning potential is disproportionately larger than unemployed
and employees — subsidize non-owner payments for Flint Water and Enron Electric, charging us
only $20 each for Flint Water and Enron Electric each payday.
This rule proposal is likely to be more successful because it offers a persuasive rationale and because it reduces the value of the Owner’s utilities, rather than removing their value entirely. This rule would benefit Managers directly, and a Manager might support such a rule.
Players landing on any Change square must draw a card from the Change Cards deck. Read the card aloud to the other players and follow the instructions. Some Change Cards work in a player's favor, others against.
Read
Closely
Most cards apply only to specific roles. Make sure to read the card closely
to discover to which roles the card applies, as well as any special instructions for its use.
Each player receives her payday salary at the beginning of the game, and each time when landing upon or passing through the Payday square.
When passing through this square, Unemployed and Employees may choose to stop on this square and attend college. Managers and Owners will have already attended college.
Players may apply only once for financial aid by rolling a six-sided die:
Roll | Result |
---|---|
1-2 | Rejected |
3-5 | Partial Scholarship. Tuition reduced by half. |
6 | Full ride. Tuition waived. |
When joining the Military, player places the Military Token on her Role Card. When passing through this square, Unemployed and Employees may choose to stop on this square and join the military, with the following results:
For the rest of the game:
While Actively Serving (until player next passes through the Payday square):
When landing on this square, players must pay out of pocket in medical bills. Unemployed players pay $400. Other players pay less according to their role cards. If the player cannot afford this, she may sell any properties or utilities she owns and/or request a loan (see "Bankruptcy").
When sent to jail, the player must place her token on the Jail space in the middle of the board and roll a red 4-sided die () to determine how many turns she must miss before moving again. Upon release, the player proceeds to the Payday square but receives no pay. Owners avoid jail entirely, as may those who have collected certain Change cards.
Any player landing on this square proceeds directly to Payday but receives only half their pay, owing the other half to the IRS for back taxes. (Pay the Bank directly.)
This privatized energy utility is owned by the Owner at the start of the game, who sets, raises and lowers rates at will. The owner of Enron Electric:
This privatized water utility is owned by the Owner at the start of the game, who sets, raises and lowers rates at will. The owner of Enron Electric:
This square represents an aggregate of the various telecom services, mobile devices, and apps we use to stay digitally socially connected. The owner of Froogle sets, raises and lowers rates at will. The owner of Froogle:
The Bank issues Title cards to any player who may then collect rent from any player landing on the square. As houses are added (up to 3) to any property square, the rent increases. A player must first land upon a square to purchase it.
When an Owner lands on this square, she should 1) give a short stump speech outlining which rules she will change from the list below, and 2) call a vote. If a majority of players vote affirmatively, the player becomes the President for that turn. Once president, she formally declares any rule changes. As in real life, the new rules may or may not be exactly what she promised in her stump speech. These are the areas in which she may create rules: