Homeworkopoly Rules

OBJECTIVE
To learn the responsibility of doing your homework and turning it on time.

EQUIPMENT

The equipment consists of a game board, dice, and name card markers. There are also 20 Community Chest cards.

PREPARATION

Print off game board, trim, and attached to a magnetic board. Cut out HOMEWORKOPOLY title and glue in the center of the game board (either straight or diagonally, which ever you choose). Cover game board with clear contact paper to make it last. Type in the name of your students on the name cards and print out. Cover with clear contact paper and attach a sticky magnet on the back of the name card. Print out Community Chest Cards, cut, and laminate or cover with clear contact paper to make them last. Keep Community Chest Cards and extra name cards in separate zip-lock bags.

GETTING STARTED

1. When a student brings in any homework, have them go over to the board, roll the dice and move. Each student will do this when their homework is handed in if they have done the assigned homework.

2. The students will continue to do this throughout the year. It never has to end.

3. Deal with special spaces as the students land on them.

4. Having a rotating "Game Show Host" to keep check on the board as students move will make your job easier.

SPECIAL PLACES

Community Chest- When you land on these spaces, take the top card from the deck indicated, follow the instructions and return the card face down to the bottom of the deck. The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, then they may keep it (attach it to the back of the game board with a magnet), and use it when needed.

Chance- The teacher asks the student a question from the homework and if they get it right, they get a small piece of candy, Bible Bucks http://www.kidssundayschool.com/Main/Resources/BibleBucks/biblebucks.php

or whatever the teacher thinks is appropriate. If the player answers incorrectly, they must go back to where they were.

Prayer- Any player landing on this place must recite a prayer. It can be a prayer of their choice or whatever the teacher chooses (specify before playing the game). If the player says the prayer correctly, they stay where they are. If they are not correct, they go back to where they were.

THE PLAY

Place your marker on the corner marked "GO", then throw the dice and move your marker (in the direction of the arrow) the number of spaces indicated by the dice. After you have completed your play, the turn passes to the next student that has turned in their homework. The markers remain on the spaces occupied and proceed from that point on the player's next turn. Two or more players may rest on the same space at the same time. Depending on the space your marker reaches, you may be obliged to draw a Community Chest Card, Go To Jail, say a prayer or answer a question, etc.

If you throw doubles, you move your marker as usual, the sum of the two dice, and are subject to any privileges or penalties pertaining to the space on which you land. Retaining the dice, throw again and move your marker as before. If you throw doubles three times in succession, move your marker immediately to the space marked "In Jail".

GO

Each time a player's marker lands on or passes over “GO”, whether by throwing the dice or drawing a card, the student may receive a little prize, such as picking a piece of sugarless gum or little trinket out of the pencil box of goodies, Bible Bucks or whatever the teacher thinks is an appropriate prize. However, if a player passing “GO” on the throw of the dice lands beyond it on Community Chest and draws the "Advance to GO" card, they collect a prize for passing “GO” the first time, and another prize for advancing to it the second time by the instructions on the card.

JAIL

You land in Jail when...
(1) Your marker lands on the space marked "Go to Jail"
(2) You draw a card marked "Go to Jail" or
(3) You throw doubles three times in succession.
When you are sent to Jail you cannot collect a prize in that move since, regardless of where your marker is on the board, you must move directly into Jail. Your turn ends when you are sent to Jail. If you are not "sent to jail" but in the ordinary course of play land on that space, you are "Just Visiting", you incur no penalty, and you move ahead in the usual manner on your next turn.


A player gets out of Jail by...
(1) Throwing doubles on any of your next three turns, if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw. Even though you had thrown doubles, you do not take another turn.
(2) Using the "Get Out of Jail Free Card".

CHURCH

Any player landing on this place does not receive any reward of any kind. This is just a "free" resting-place where the player spends time in meditation and prayer. If you receive an “Advance To Church” card, you immediately advance to CHURCH. If you happen to pass “GO”, you many receive a prize.

*All graphics/images/clipart etc. used on this game are not my own and are from various internet sources.