BiggieBills$$$™ is a patented interactive business strategy game. The game is played by 3-8 teams made up of 3 to 6 players each. Teams take on the role of an established business trying to gain the top position in its industry by being the first team to make a billion dollars! The teams play GROWTH CARDS to progress from Stage 1 to Stage 4 while dealing with possible CHALLENGE CARDS played by opposing teams. In addition, each team has to deal with the impact of changes in the industry rules based on the INDUSTRY CARDS randomly assigned by the game moderator for each Business Cycle. The game may last 1-2. Teams may earn BONUS CARDS which can change the direction of the game instantaneously.
There are 24 unique Growth Cards (3 sets for 3-4 teams; 6 sets for 5-8 teams). Growth Cards are categorized from Stage 1 to Stage 4. Growth Cards are used to grow the firm and to progress across all 4 stages. To play a Growth Card teams must pay the cost listed on the card and this cost is deducted from the team’s bank account. If a team cannot afford the cost to play a Growth Card, then the team will be prohibited from playing that specific growth card.
All Growth Cards played by a team are successfully completed at the team’s next turn or when the Business Cycle ends. The first team to successfully complete a Growth Card receives a higher payoff while teams that complete the same Growth Card second (or later) will receive a lower payoff (as described on the growth card). Each team can successfully complete each unique Growth Card once.
If a Growth Card is challenged, it will not be successfully completed, and the team may play that Growth Card again. More than one team can challenge a Growth Card. When a Growth Card is challenged, there is no payoff and the team loses their initial investment (the cost of playing the card) and pays the penalty (as listed in the Growth Card) to the team who successfully challenged them.
For example, if a Team plays the “Vendor Management” Growth Card (a Stage 1 card) and is not challenged by any other team before its next turn then the “Vendor Management” Growth Card is Successful and the team collects the reward amount listed on the card. But if the Growth Card is challenged then the team loses their initial investment and must pay the penalty to every team that challenged them.
There are 24 unique Challenge Cards (2 sets for 3-4 teams; 4 sets for 5-8 teams). These cards are played to challenge other team’s Growth Cards. There is no cost to play a Challenge Card, however, an instant payoff is received from the team whose Growth Card was challenged. Playing a Challenge Card counts toward a team’s turn. Any team may use their turn to challenge an active Growth Card played by another team. The challenging team must:
There are 24 unique cards that state the rules for each Business Cycle (two turns). No Industry Rules Card is selected for the first Business Cycle at the start of the game. At the beginning of next new Business Cycle, an Industry Rules Card is randomly selected by the game moderator. The changes in the rules due to the Industry Card are announced and are in effect for only one Business Cycle.
There are two types of Bonus Cards: Flexible Challenge Cards that Challenge any Growth Card (in the specified Stage) and Block a Challenge cards that block a challenge to any Growth Card. There are 24 “Flexible Challenge Cards”-12 cards can be used for stages 1& 2 and 12 cards can be used for stages 3&4 and 24 “Block a Challenge” cards for a total of 48 Bonus Cards in a game of 3-4 teams and then doubled for 5 to 8 teams. Bonus Cards are not dealt to teams are earned while playing the game.
There are 4 ways a team is declared the Winner of BiggieBills$$$™:
For participants playing the online version of the game, download details will be provided via a separate communication.