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|[[File:Monopoly Millionaires' Club Game Show.jpg|center|250px]]
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|align="center" colspan=2|'''Host/Executive Producer'''
 
|align="center" colspan=2|'''Host/Executive Producer'''
 
|-
 
|-
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|align="center" colspan=2|'''Broadcast'''
 
|align="center" colspan=2|'''Broadcast'''
 
|-
 
|-
|[[File:Monopoly Millionaires' Club Game Show.jpg|center|160px]]Syndication: 3/28/2015-present
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|Syndication: 3/28/2015-4/30/2016
 
|-
 
|-
 
|align="center" colspan=2|'''Packagers'''
 
|align="center" colspan=2|'''Packagers'''
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==Gameplay==
 
==Gameplay==
Winners of a 2nd Chance online drawing (see official website below for details) will be selected at random from groups representing ''Monopoly'' playing pieces from the studio audience to come up onstage to play a series of ''Monopoly''-style games (mostly based on properties and other spaces) for up to $100,000.
+
Holders of the game's scratch-off tickets (formerly winners of a 2nd Chance online drawing; as it began as a number draw game) will be selected at random from groups representing ''Monopoly'' playing pieces from the studio audience to come up onstage to play a series of ''Monopoly''-style games (mostly based on properties and other spaces) for up to $100,000.
   
 
One player is designated a representative of a specific lottery section, five in all. That player will divide all non-endgame winnings between themselves and the other 38 people in that section.
 
One player is designated a representative of a specific lottery section, five in all. That player will divide all non-endgame winnings between themselves and the other 38 people in that section.
   
 
===Games===
 
===Games===
* '''Electric Company:''' The player faces a game board of 25 lightbulbs and a display of ten switches, each of which lights up anywhere from 1-10 bulbs on the board (the first ten are worth $50 apiece, the next five add $100 to the total, #16 is worth an additional $1,000, #17-#21 each add $5,000, #22 and #23 are each worth $10,000, and #24 is worth the remaining $50,000). The player can stop at any time once the possibility of lighting the red lightbulb (#25) is present, since lighting it will cause a blackout and no money to be awarded.
+
* '''Electric Company:''' The player faces a game board of 25 light bulbs and a display of ten switches, each of which lights up anywhere from 1-10 bulbs on the board. All bulbs are initially turned off, and the top right bulb is red. The first ten are worth $50 apiece, the next five add $100 to the total, #16 is worth an additional $4,000, #17-#21 each add $5,000, #22 and #23 are each worth $10,000, and #24 is worth the remaining $50,000. The player throws one switch at a time, lighting bulbs from left to right starting on the bottom row and working up to the top. S/he can stop at any time once the possibility of lighting the red light bulb (#25) is present, since lighting it will cause a blackout, end the game, and no money to be awarded. If every remaining switch will light the red bulb, the game ends early and the player receives the banked total.
** NOTE: In most shows, the switches were numbered from 1 to 10, while in one show, the switches were color coded and the displays now show the number of lightbulbs lit. Plus the amounts under the bulbs were easier to read.
+
** NOTE: For the first six taped episodes of Season 1, the switches were all red and numbered from 1 to 10, while the amounts under the bulbs resembled the large display above them. For all other shows, the switches are color-coded and the displays now show the number of light bulbs lit, plus the amounts under the bulbs are easier to read.
* '''Ride the Rails:''' Ten different railroad names are listed (the first four of which are ''Monopoly'' railroads), each of which will release a certain number of railroad cars other than the caboose. Each revealed car adds add money to the money meter ($1,000/$2,000/$3,000/$5,000), and the player can hit the brakes at any time because if the caboose comes out before the brake is pressed, all the money from that turn is lost. If after four turns the money meter reaches $50,000, the bank is doubled to $100,000. Otherwise, s/he keeps the money the player did win.
+
* '''Ride the Rails:''' Ten different railroad names are listed, the first four of which are ''Monopoly'' railroads. Each railroad has a model train with a different number of green cash cars attached, from 1 to 10, plus a red caboose. The player chooses a railroad and watches as its train pulls into view, one car at a time. Each revealed car adds add money to the money meter and the player can hit the brakes by pressing a button at any time to bank the money earned for the exposed cash cars, but if the caboose comes out before the brake is pressed, all the money from that turn is lost. Once the player stops a train, it pulls fully into view to show the total number of cash cars attached to it. The player has four turns, with increasing cash car values of $1,000, $2,000, $3,000, and $5,000. If after four turns the money meter reaches $50,000, the bank is doubled to $100,000. Otherwise, s/he keeps the money the player did win.
* '''Block Party:''' The contestant faces a board of twelve cards. Eight have colors representing the monopolies on the board (Brown (replacing purple): $1,000/Light Blue: $2,000/Pink: $3,000/Orange: $4,000/Red: $5,000/Yellow: $6,000/Green: $10,000/Dark Blue: $20,000), three have strikes, and there's one Block Party card that will light up all properties on a chosen block. If two strikes are found, the current bank will be cut in half, and finding all three strikes ends the game and lost the money. Winning all eight monopolies augments the total to $100,000.
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* '''Block Party:''' The player faces a board of twelve cards numbered 1 through 12. Eight have colors representing the monopolies on the board and a dollar amount (Brown (replacing purple): $1,000/Light Blue: $2,000/Pink: $3,000/Orange: $4,000/Red: $5,000/Yellow: $6,000/Green: $10,000/Dark Blue: $20,000), three have strikes, and there's one card marked "Block Party" that will light up all properties on a chosen block (though sometimes it is necessary to light up the other half of the block when the first half is already lit). The player chooses one card at a time. Finding a monopoly lights it up on the board and adds its value to the bank. Finding the Block Party card allows the player to which side of the board to completely light up; the card(s) for those groups are then taken out of play. Uncovering the first strike did nothing but gave the player the option to stop after any turn and take the banked money. If two strikes are found, the current bank will be cut in half, and finding all three strikes ends the game and lost the money. Winning all eight monopolies augments the total to $100,000.
* '''No Vacancy:''' Five limos are presented per turn, each of which has anywhere from one to five passengers to be placed on one of three hotel floors, with a limit of seven per floor. Each floor's rooms are worth money and each floor has a different value. The money is multiplied by the number of guests checked-in. The rooms on the bottom floor are worth $1,000, $2,000 per person on the middle floor and $3,000 per person on the top. Filling up all 21 spaces exactly wins the $100,000, but overbooking any level ends the game.
+
* '''No Vacancy:''' The object of the game is for the player to try and fill a three-floor hotel that has seven rooms per floor. Five limos are presented per turn, each of which has anywhere from one to five passengers to be placed on one of the three hotel floors. The player chooses one and must book all the passengers on the same floor, one passenger per room. Each floor's rooms are worth money and each floor has a different value. The money is multiplied by the number of guests checked-in. The rooms on the bottom floor are worth $1,000, $2,000 per person on the middle floor and $3,000 per person on the top. Filling up all 21 spaces exactly wins the $100,000, but overbooking any level ends the game. Once each floor has at least three filled rooms, the player can stop after any turn and take the banked money.
* '''Advance to Boardwalk:''' The objective is to roll one die and make it 14 spaces (the first space is worth $1,000 with each space worth $1,000 more than the last, up to $13,000; these amounts are cumulative) to Boardwalk without re-rolling any numbers. The contestant can repeat one number and continue, but the 2nd repeat ends the game and loses the money. Making it to "Boardwalk" wins the $100,000. In the event that the contestant is unable to reach "Boardwalk" exactly because the number(s) needed to get there were already rolled, an automatic bailout/cash out will commence.
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* '''Advance to Boardwalk:''' One of the show's models stands at one end of a 14-space path, holding a giant token that corresponds to the player's audience section. The player rolls a giant die to determine how far the model moves. The objective is to make it 14 spaces down the board (the first space is worth $1,000 with each space worth $1,000 more than the last, up to $13,000; these amounts are cumulative) to Boardwalk without re-rolling any numbers. Rolling numbers that will put him/her beyond "Boardwalk" will not be counted against them. The player is given one "Roll Again" token, which allows the contestant to repeat one number and continue, but the 2nd repeat ends the game and loses the money. Making it to "Boardwalk" wins the $100,000. In the event that the contestant is unable to reach "Boardwalk" exactly because the number(s) needed to get there were already rolled, it's an automatic bailout.
* '''Park-It:''' There are 10 colored cars on either side of the game board with five levels of parking spaces, each worth a dollar amount from $1,000-$10,000. The object of the game is to park five cars on each of the five levels in order from low to high and win the $100,000.
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* '''Park-It:''' There are 10 colored cars on either side of the game board, which was a parking garage with five levels of parking spaces. Each car worth a different dollar amount from $1,000 to $10,000 in $1,000 increments. The object of the game is to park five cars on each of the five levels in order from low to high and win the $100,000. The player chooses one car at a time, its value is revealed and added to the bank, and he/she must decide where to park it. A lower-value car may never be parked above a higher-valued one. Successfully filling the entire garage wins the $100,000, but if the player cannot legally park a chosen car (in other words if the chosen car doesn't fit), the game ends and he/she loses everything. After any turn, the player may stop and take the banked money.
* '''Community Chest:''' In each round, 10 community chests are presented, each filled with dollar amounts ranging from $500-$5,000. After an amount is revealed, the player can either keep that or give it back and pick another chest, knowing the remaining dollar amounts will double each time. Picking an amount less than the amount given back lost the game. In case of a tie, ties go to the contestant.
+
* '''Community Chest:''' Ten community chests are presented, each filled with dollar amounts ranging from $500-$5,000. On each turn, the player picks one chest; once its amount is revealed, the values of all remaining chests are doubled (up to the maximum of $100,000). After an amount is revealed, the player can either stop and keep the money, or give it back and pick another chest. However, if the player's next pick is less than the amount given back, the game ends and all money is lost. Ties are broken in the player's favor.
  +
** For Season 2, the amounts range from $0 to $6,000, and the goal is to bank a total of at least $50,000 in four turns. As before, the chest values double after each turn; following the third turn, the player can either stop and keep the banked total or pick a fourth chest. If the final bank is at least $50,000, the player wins $100,000; if not, he/she loses everything.
* '''Bank Buster:''' Before the player is a vault with six locks on it and 12 keys to unlock the locks. Each pair of keys has a dollar amount ($6,000, $7,000, $8,000, $9,000, $10,000, and $20,000). The contestant picks off keys and each time an amount is revealed, it is added to the bank and a lock is unlocked. But if at anytime the contestant uncovers a match (an amount previously revealed), the lock gets relocked, the amount gets taken out of the bank and becomes out of play; the contestant does however continues on but with a risk factor involved. Making two matches ends the game and loses all the money. Unlocking five locks by revealing five unmatched amounts wins the $100,000.
+
* '''Bank Buster:''' Before the player is a bank vault to which its door is secured with six locks on it and 12 keys to unlock the locks. Each pair of keys has a dollar amount ($6,000, $7,000, $8,000, $9,000, $10,000, and $20,000). The contestant picks off keys one at a time and one of the models inserts it into the vault's key slot to determine the lock it matches. Each time an amount is revealed, it is added to the bank and a lock is unlocked. But if at anytime the contestant uncovers a match (an amount previously revealed), the lock gets relocked, the amount gets taken out of the bank and becomes out of play. Making two matches/relocking two locks ends the game and loses all the money. So, after any turn, the player can stop and take the banked money. Unlocking five locks by revealing five unmatched amounts wins the $100,000.
   
 
===Go For a Million===
 
===Go For a Million===
  +
The finale of each show, where one player gives up his/her winnings (including the half shared with the audience section) for a chance to win up to $1,000,000 in cash and prizes. Only the player willing to give up the most money plays this game; all others keep their winnings.
The finale of each show. Each player has the option to surrender their (and their section's) winnings to play. If more than one player chooses to surrender, the one with the higher total gets to play. If there is a tie for winnings, a randomizer is used to determine who actually plays the endgame. The winnings of those who don't get a chance to play are safe, although it is not known what happens if none of the eligible players opt to play the endgame. NOTE: In most shows, the contestants stood on the board with the order going from low to high, while on one show, the contestants remained seated in their sections with the order going from high to low.
 
  +
  +
On the first six taped episodes of Season 1, the contestants stood on the board with the order going from low to high. Each player had the option to surrender their (and their section's) winnings to play. If more than one player chose to surrender, the one with the higher total got to play.
  +
  +
For the rest of the series, the contestants remain seated in their sections with the order going from high to low, and Billy asks each section's representative for a verbal response.
  +
  +
In both cases, the winnings of those who don't get a chance to play are safe. If there was a tie for winnings, a randomizer was used to determine who actually played the endgame. If none of the contestants who won money choose to play, then the ones with no winnings become eligible.
  +
 
Like in the 1990 endgame, the objective is to go once around the board. The dice are rolled on a shaker table called the "''Monopoly'' Rock-and-Roller," which the player stops by pressing a button. As before, five rolls of the dice are provided and doubles award an extra roll, but, like the board game, rolling three doubles in a row will send the player to Jail and end the game with no winnings. All properties award cash as shown below.
  +
  +
'''Brown:'''<br />
  +
*<font color="brown">Baltic Ave.</font>: $2,000
  +
  +
'''Light Blue:'''<br />
  +
*<font color="cyan">Oriental Ave.</font>: $2,500
  +
*<font color="cyan">Vermont Ave.</font>: $3,000
  +
*<font color="cyan">Connecticut Ave.</font>: $4,000
  +
  +
'''Magenta:'''<br />
  +
*<font color="magenta">St. Charles Place</font>: $5,000
  +
*<font color="magenta">States Ave.</font>: $6,000
  +
*<font color="magenta">Virginia Ave.</font>: $7,000
  +
  +
'''Orange:'''<br />
  +
*<font color="orange">St. James Place</font>: $8,000
  +
*<font color="orange">Tennessee Ave.</font>: $9,000
  +
*<font color="orange">New York Ave.</font>: $10,000
  +
  +
'''Red:'''<br />
  +
*<font color="red">Kentucky Ave.</font>: $12,000
  +
*<font color="red">Indiana Ave.</font>: $13,000
  +
*<font color="red">Illinois Ave.</font>: $14,000
  +
  +
'''Yellow:'''<br />
  +
*<font color="yellow">Atlantic Ave.</font>: $15,000
  +
*<font color="yellow">Ventnor Ave.</font>: $16,000
  +
*<font color="yellow">Marvin Gardens</font>: $17,000
  +
  +
'''Green:'''<br />
  +
*<font color="green">Pacific Ave.</font>: $18,000
  +
*<font color="green">North Carolina Ave.</font>: $19,000
  +
*<font color="green">Pennsylvania Ave.</font>: $20,000
  +
  +
'''Dark Blue:'''<br />
  +
*<font color="blue">Park Place</font>: $30,000
  +
*<font color="blue">Boardwalk</font>: $40,000
  +
  +
Other spaces award various prizes or start mini-games:
  +
* '''Railroads:''' For Season 1, each railroad awards a different trip. In Season 2, each railroad gives a choice of three tunnels, two with trips and one with "Lose a Roll."
  +
* '''Electric Company:''' Player's electric bills are paid for one year.
  +
* '''Water Works:''' Player chooses one of four faucets, each awarding a different water-related prize (hot tub, jet ski, trip to Hawaii, etc.)
 
* '''Chance/Community Chest:''' Player chooses one of four cards that can award bonuses or penalties. On the side between "Go to Jail" and GO, one "Advance to GO" and one "Go to Jail" are in each set of four.
  +
* '''Just Visiting:''' For Season 1, the player wins a trip. For Season 2, the player chooses one of two jail cells, receiving either a trip or "Lose a Roll."
  +
* '''Free Parking:''' Four parking meters are presented, three of which have automotive-themed prizes (a new car, a year's worth of free gasoline, etc.). For Season 1, the fourth meter was "expired" (a dud), while Season 2 changed this to "Lose a Roll."
 
* '''Income Tax:''' Awards cash or an extra roll.
  +
* '''Luxury Tax:''' For Season 1, the player chooses one of two ring boxes; one box cuts the cash total in half, and the other takes it away. In Season 2, the space cuts the cash total in half and ends the game immediately. Prizes are not affected under either set of rules.
 
* '''Go to Jail:''' Ends the game and takes away all cash and prizes (as does rolling three doubles in a row or drawing a "Go to Jail" card from Chance or Community Chest).
   
  +
If the player hits "Lose a Roll" at any point, it is taken out of play at all other spaces for which it is a possible result.
Like in the 1990 endgame, the objective is to go once around the board. As before, five rolls of the dice are provided and doubles award an extra roll, although on this version and like in the board game, rolling three doubles in a row will send the player to Jail (and in this version, end the game). Each property has a cash amount behind it, while the railroads and other spaces hide various prizes:
 
* '''Railroads:''' Various trips.
 
* '''Water Works:''' Four possible prize options, presumably all water-related (on one occasion, the player won a hot tub).
 
* '''Electric Company:''' An electricity-related prize.
 
* '''Chance/Community Chest:''' Played the same as the board game, with four cards presented. The spaces before GO have a "Go to Jail" and a "Advance to GO" card among their sets of four.
 
* '''Just Visiting:''' A trip to Alcatraz.
 
* '''Free Parking:''' Four meters are presented. Three have prizes, one is "expired" (a dud).
 
* '''Luxury Tax:''' Unknown
 
* '''Income Tax:''' An extra roll
 
Go to Jail ends the game and takes away the money (as does rolling three doubles in a row or drawing a "Go to Jail" card from Chance or Community Chest). Running out of rolls before getting to GO means the player keeps the money.
 
   
The player can stop at any time and keep his/her prizes and split their endgame cash winnings with their section. Getting past GO is worth $200,000, while landing exactly on GO or picking the "Advance to GO" card is worth $1,000,000. If the $200,000 is won, they split that amount with their section, but if the million is won, the player wins it and their section splits an Audience Jackpot ($200,000 for all episodes except episode 6, $300,000 for episode 6). Upon winning the million, the contestant is given by the models a diamond encrusted Mr. Monopoly Top Hat.
+
If the player chooses to stop, or runs out of rolls without reaching GO or going to Jail, he/she splits the cash total with the audience section and keeps the prizes. Passing GO awards $200,000 (split with the section), while landing exactly on GO awards $1,000,000 to the player and an Audience Jackpot to the section ($300,000 in episodes 6 and 14, $200,000 in all others). Upon winning the million, the models present the contestant with a diamond-encrusted Rich Uncle Pennybags/Mr. Monopoly Top Hat. Four people won the million.
   
 
===At-Home Element===
 
===At-Home Element===
In addition to the studio game, an at-home game is played with Todd Newton and a player from one of the MMC states, all for $10,000.
+
In addition to the studio game, co-host Todd Newton plays a game with a player from one of the MMC states, all with a top prize of $10,000. Two such games are played per episode in Season 1, and one in Season 2.
* '''Cash Register:''' Six lettered keys are shown, three of which will add one zero to a base of $1 while the other three add two zeroes. The player picks two keys, and wins whatever amount is the result (at least $100).
+
* '''Cash Register:''' The player is spotted $1 and picks two of six keys on a cash register. Three keys each add one zero to the total, while the other three each add two zeroes. The player wins the final resulting amount, a minimum of $100.
* '''Money Bags:''' Eight lettered bags are shown, containing two each of $50, $100, $500, and $1,000. The player picks two bags, and if both picks have matching dollar amounts s/he wins the $10,000. Otherwise, they win the total of the two bags' amounts.
+
* '''Money Bags:''' The player picks two bags from a set of nine, one containing $0 and two each containing $50, $100, $500, and $1,000. If the amounts in the two bags match, the player wins $10,000; if not, he/she wins their sum.
  +
* '''Hotels:''' The player chooses two of four blueprints, each hiding a certain number of hotels, and wins $10,000 for finding five altogether. Otherwise, he/she wins $250 per hotel. Four blueprints were used in Season 1, each with a different number of hotels from zero to three; a fifth blueprint, also with one hotel, was added for Season 2.
* '''Hotels:''' Four lettered blueprints are shown, containing between 0-3 hotels. If the two biggest blueprints are chosen, both of the least valuable colored monopolies will be occupied with hotels; otherwise, it's $250/hotel.
 
   
 
==Studio==
 
==Studio==
The Rio Hotel, Las Vegas Nevada
+
* Season 1: The Rio All-Suite Hotel and Casino, Las Vegas, Nevada
  +
* Season 2: Bally's Hotel, Las Vegas, Nevada
   
==Inventor==
+
==Inventors==
  +
* Kevin Belinkoff
Steve Saferin of Scientific Games Property
 
  +
* Todd P. Levitt
 
* Steve Saferin of Scientific Games Property
   
 
==Trivia==
 
==Trivia==
Line 79: Line 132:
   
 
==See Also==
 
==See Also==
''[[Monopoly (TV game show)]]''<br />
+
* ''[[Monopoly (TV game show)]]''<br />
''[[Monopoly Millionaire's Club]]''
+
* ''[[Monopoly Millionaire's Club]]''
   
 
==Links==
 
==Links==
[http://www.playmmc.com/ Official Site]<br />
+
* [http://www.playmmc.com/ Official Site]<br />
[http://www.youtube.com/user/PlayMMCLottery YouTube Channel]
+
* [http://www.youtube.com/user/PlayMMCLottery YouTube Channel]<br />
  +
* [http://www.facebook.com/PlayMMCLottery Facebook Page]
 
[[Category:Monopoly]]
 
[[Category:Monopoly]]
 
[[Category:Derivative Games]]
 
[[Category:Derivative Games]]

Latest revision as of 01:49, 27 November 2023

Monopoly Millionaires' Club Game Show
Host/Executive Producer
Billy Gardell
At-Home Host
Todd Newton
Models
Paige Collings & Korrina Rico
Announcer
Joe Cipriano
Broadcast
Syndication: 3/28/2015-4/30/2016
Packagers
Entertain The Brutes/Hasbro Studios
Distributor
Scientific Games

Monopoly Millionaires' Club is a lottery game show based on the board game, Monopoly.

Gameplay

Holders of the game's scratch-off tickets (formerly winners of a 2nd Chance online drawing; as it began as a number draw game) will be selected at random from groups representing Monopoly playing pieces from the studio audience to come up onstage to play a series of Monopoly-style games (mostly based on properties and other spaces) for up to $100,000.

One player is designated a representative of a specific lottery section, five in all. That player will divide all non-endgame winnings between themselves and the other 38 people in that section.

Games

  • Electric Company: The player faces a game board of 25 light bulbs and a display of ten switches, each of which lights up anywhere from 1-10 bulbs on the board. All bulbs are initially turned off, and the top right bulb is red. The first ten are worth $50 apiece, the next five add $100 to the total, #16 is worth an additional $4,000, #17-#21 each add $5,000, #22 and #23 are each worth $10,000, and #24 is worth the remaining $50,000. The player throws one switch at a time, lighting bulbs from left to right starting on the bottom row and working up to the top. S/he can stop at any time once the possibility of lighting the red light bulb (#25) is present, since lighting it will cause a blackout, end the game, and no money to be awarded. If every remaining switch will light the red bulb, the game ends early and the player receives the banked total.
    • NOTE: For the first six taped episodes of Season 1, the switches were all red and numbered from 1 to 10, while the amounts under the bulbs resembled the large display above them. For all other shows, the switches are color-coded and the displays now show the number of light bulbs lit, plus the amounts under the bulbs are easier to read.
  • Ride the Rails: Ten different railroad names are listed, the first four of which are Monopoly railroads. Each railroad has a model train with a different number of green cash cars attached, from 1 to 10, plus a red caboose. The player chooses a railroad and watches as its train pulls into view, one car at a time. Each revealed car adds add money to the money meter and the player can hit the brakes by pressing a button at any time to bank the money earned for the exposed cash cars, but if the caboose comes out before the brake is pressed, all the money from that turn is lost. Once the player stops a train, it pulls fully into view to show the total number of cash cars attached to it. The player has four turns, with increasing cash car values of $1,000, $2,000, $3,000, and $5,000. If after four turns the money meter reaches $50,000, the bank is doubled to $100,000. Otherwise, s/he keeps the money the player did win.
  • Block Party: The player faces a board of twelve cards numbered 1 through 12. Eight have colors representing the monopolies on the board and a dollar amount (Brown (replacing purple): $1,000/Light Blue: $2,000/Pink: $3,000/Orange: $4,000/Red: $5,000/Yellow: $6,000/Green: $10,000/Dark Blue: $20,000), three have strikes, and there's one card marked "Block Party" that will light up all properties on a chosen block (though sometimes it is necessary to light up the other half of the block when the first half is already lit). The player chooses one card at a time. Finding a monopoly lights it up on the board and adds its value to the bank. Finding the Block Party card allows the player to which side of the board to completely light up; the card(s) for those groups are then taken out of play. Uncovering the first strike did nothing but gave the player the option to stop after any turn and take the banked money. If two strikes are found, the current bank will be cut in half, and finding all three strikes ends the game and lost the money. Winning all eight monopolies augments the total to $100,000.
  • No Vacancy: The object of the game is for the player to try and fill a three-floor hotel that has seven rooms per floor. Five limos are presented per turn, each of which has anywhere from one to five passengers to be placed on one of the three hotel floors. The player chooses one and must book all the passengers on the same floor, one passenger per room. Each floor's rooms are worth money and each floor has a different value. The money is multiplied by the number of guests checked-in. The rooms on the bottom floor are worth $1,000, $2,000 per person on the middle floor and $3,000 per person on the top. Filling up all 21 spaces exactly wins the $100,000, but overbooking any level ends the game. Once each floor has at least three filled rooms, the player can stop after any turn and take the banked money.
  • Advance to Boardwalk: One of the show's models stands at one end of a 14-space path, holding a giant token that corresponds to the player's audience section. The player rolls a giant die to determine how far the model moves. The objective is to make it 14 spaces down the board (the first space is worth $1,000 with each space worth $1,000 more than the last, up to $13,000; these amounts are cumulative) to Boardwalk without re-rolling any numbers. Rolling numbers that will put him/her beyond "Boardwalk" will not be counted against them. The player is given one "Roll Again" token, which allows the contestant to repeat one number and continue, but the 2nd repeat ends the game and loses the money. Making it to "Boardwalk" wins the $100,000. In the event that the contestant is unable to reach "Boardwalk" exactly because the number(s) needed to get there were already rolled, it's an automatic bailout.
  • Park-It: There are 10 colored cars on either side of the game board, which was a parking garage with five levels of parking spaces. Each car worth a different dollar amount from $1,000 to $10,000 in $1,000 increments. The object of the game is to park five cars on each of the five levels in order from low to high and win the $100,000. The player chooses one car at a time, its value is revealed and added to the bank, and he/she must decide where to park it. A lower-value car may never be parked above a higher-valued one. Successfully filling the entire garage wins the $100,000, but if the player cannot legally park a chosen car (in other words if the chosen car doesn't fit), the game ends and he/she loses everything. After any turn, the player may stop and take the banked money.
  • Community Chest: Ten community chests are presented, each filled with dollar amounts ranging from $500-$5,000. On each turn, the player picks one chest; once its amount is revealed, the values of all remaining chests are doubled (up to the maximum of $100,000). After an amount is revealed, the player can either stop and keep the money, or give it back and pick another chest. However, if the player's next pick is less than the amount given back, the game ends and all money is lost. Ties are broken in the player's favor.
    • For Season 2, the amounts range from $0 to $6,000, and the goal is to bank a total of at least $50,000 in four turns. As before, the chest values double after each turn; following the third turn, the player can either stop and keep the banked total or pick a fourth chest. If the final bank is at least $50,000, the player wins $100,000; if not, he/she loses everything.
  • Bank Buster: Before the player is a bank vault to which its door is secured with six locks on it and 12 keys to unlock the locks. Each pair of keys has a dollar amount ($6,000, $7,000, $8,000, $9,000, $10,000, and $20,000). The contestant picks off keys one at a time and one of the models inserts it into the vault's key slot to determine the lock it matches. Each time an amount is revealed, it is added to the bank and a lock is unlocked. But if at anytime the contestant uncovers a match (an amount previously revealed), the lock gets relocked, the amount gets taken out of the bank and becomes out of play. Making two matches/relocking two locks ends the game and loses all the money. So, after any turn, the player can stop and take the banked money. Unlocking five locks by revealing five unmatched amounts wins the $100,000.

Go For a Million

The finale of each show, where one player gives up his/her winnings (including the half shared with the audience section) for a chance to win up to $1,000,000 in cash and prizes. Only the player willing to give up the most money plays this game; all others keep their winnings.

On the first six taped episodes of Season 1, the contestants stood on the board with the order going from low to high. Each player had the option to surrender their (and their section's) winnings to play. If more than one player chose to surrender, the one with the higher total got to play.

For the rest of the series, the contestants remain seated in their sections with the order going from high to low, and Billy asks each section's representative for a verbal response.

In both cases, the winnings of those who don't get a chance to play are safe. If there was a tie for winnings, a randomizer was used to determine who actually played the endgame. If none of the contestants who won money choose to play, then the ones with no winnings become eligible.

Like in the 1990 endgame, the objective is to go once around the board. The dice are rolled on a shaker table called the "Monopoly Rock-and-Roller," which the player stops by pressing a button. As before, five rolls of the dice are provided and doubles award an extra roll, but, like the board game, rolling three doubles in a row will send the player to Jail and end the game with no winnings. All properties award cash as shown below.

Brown:

  • Baltic Ave.: $2,000

Light Blue:

  • Oriental Ave.: $2,500
  • Vermont Ave.: $3,000
  • Connecticut Ave.: $4,000

Magenta:

  • St. Charles Place: $5,000
  • States Ave.: $6,000
  • Virginia Ave.: $7,000

Orange:

  • St. James Place: $8,000
  • Tennessee Ave.: $9,000
  • New York Ave.: $10,000

Red:

  • Kentucky Ave.: $12,000
  • Indiana Ave.: $13,000
  • Illinois Ave.: $14,000

Yellow:

  • Atlantic Ave.: $15,000
  • Ventnor Ave.: $16,000
  • Marvin Gardens: $17,000

Green:

  • Pacific Ave.: $18,000
  • North Carolina Ave.: $19,000
  • Pennsylvania Ave.: $20,000

Dark Blue:

  • Park Place: $30,000
  • Boardwalk: $40,000

Other spaces award various prizes or start mini-games:

  • Railroads: For Season 1, each railroad awards a different trip. In Season 2, each railroad gives a choice of three tunnels, two with trips and one with "Lose a Roll."
  • Electric Company: Player's electric bills are paid for one year.
  • Water Works: Player chooses one of four faucets, each awarding a different water-related prize (hot tub, jet ski, trip to Hawaii, etc.)
  • Chance/Community Chest: Player chooses one of four cards that can award bonuses or penalties. On the side between "Go to Jail" and GO, one "Advance to GO" and one "Go to Jail" are in each set of four.
  • Just Visiting: For Season 1, the player wins a trip. For Season 2, the player chooses one of two jail cells, receiving either a trip or "Lose a Roll."
  • Free Parking: Four parking meters are presented, three of which have automotive-themed prizes (a new car, a year's worth of free gasoline, etc.). For Season 1, the fourth meter was "expired" (a dud), while Season 2 changed this to "Lose a Roll."
  • Income Tax: Awards cash or an extra roll.
  • Luxury Tax: For Season 1, the player chooses one of two ring boxes; one box cuts the cash total in half, and the other takes it away. In Season 2, the space cuts the cash total in half and ends the game immediately. Prizes are not affected under either set of rules.
  • Go to Jail: Ends the game and takes away all cash and prizes (as does rolling three doubles in a row or drawing a "Go to Jail" card from Chance or Community Chest).

If the player hits "Lose a Roll" at any point, it is taken out of play at all other spaces for which it is a possible result.

If the player chooses to stop, or runs out of rolls without reaching GO or going to Jail, he/she splits the cash total with the audience section and keeps the prizes. Passing GO awards $200,000 (split with the section), while landing exactly on GO awards $1,000,000 to the player and an Audience Jackpot to the section ($300,000 in episodes 6 and 14, $200,000 in all others). Upon winning the million, the models present the contestant with a diamond-encrusted Rich Uncle Pennybags/Mr. Monopoly Top Hat. Four people won the million.

At-Home Element

In addition to the studio game, co-host Todd Newton plays a game with a player from one of the MMC states, all with a top prize of $10,000. Two such games are played per episode in Season 1, and one in Season 2.

  • Cash Register: The player is spotted $1 and picks two of six keys on a cash register. Three keys each add one zero to the total, while the other three each add two zeroes. The player wins the final resulting amount, a minimum of $100.
  • Money Bags: The player picks two bags from a set of nine, one containing $0 and two each containing $50, $100, $500, and $1,000. If the amounts in the two bags match, the player wins $10,000; if not, he/she wins their sum.
  • Hotels: The player chooses two of four blueprints, each hiding a certain number of hotels, and wins $10,000 for finding five altogether. Otherwise, he/she wins $250 per hotel. Four blueprints were used in Season 1, each with a different number of hotels from zero to three; a fifth blueprint, also with one hotel, was added for Season 2.

Studio

  • Season 1: The Rio All-Suite Hotel and Casino, Las Vegas, Nevada
  • Season 2: Bally's Hotel, Las Vegas, Nevada

Inventors

  • Kevin Belinkoff
  • Todd P. Levitt
  • Steve Saferin of Scientific Games Property

Trivia

The Monopoly Millionaires' Club drawings have been discontinued due to low ticket sales, though it was revived as a $5 scratch-off card.

See Also

Links