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//                             Fortune Street                            //
//                           Venture Card List                           //
//                              Version 1.0                              //
//                       Created By: Paladin Rolan                       //
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//Table of Contents//
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// -Section-                           -Shortcut-    //
//                                                   //
// 1. Version History                    [HIS]       //
// 2. Introduction                       [INT]       //
// 3. Venture Cards                      [VEN]       //
// 4. Credits                            [CRE]       //
// 5. Contact Info                       [CON]       //
// 6. Legal Info                         [LGL]       //
///////////////////////////////////////////////////////

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//1. Version History [HIS]//
////////////////////////////

Version 0.2 (09/20/14) - Started this guide.

Version 1.0  (09/22/14) - Finished adding info, spell-checked and this
            guide is ready to go!

/////////////////////////
//2. Introduction [INT]//
/////////////////////////

Welcome to my list of the 128 Venture Cards that are found within Fortune
Street! This is a relatively simple guide that tells you what you can get
and offers advice on how you can use them.

For those of you who skipped the instruction booklet, Venture cards trigger
events when you obtain them, some good, some not so good. You get to take a
Venture card each time you land on a Suit Square (Spade, Heart, Diamond, or
Club) or a Venture card square (Pink with a ? on it). At the start of each
game you get a random 8x8 grid of cards to choose from.

There are two main ways you can go about selecting cards. The first is to
pick cards in a row, horizontally, vertically, or diagonally (though
diagonally isn't recommended). This is generally the best way to go as you
get cash bonuses for consecutive cards, like so:

--------------------------
|  Line Length   | Bonus |
--------------------------
|    1 card      |   -   |
--------------------------
|    2 cards     |   -   |
--------------------------
|    3 cards     |   -   |
--------------------------
|    4 cards     |  40G  |
--------------------------
|    5 cards     |  50G  |
--------------------------
|    6 cards     |  60G  |
--------------------------
|    7 cards     |  70G  |
--------------------------
|    8 cards     | 200G  |
| (a whole line) |       |
--------------------------

The second way to draw cards would be to try and prevent other players from
getting these bonuses by blocking them off and randomly picking cards. You
won't get bonuses that way, but neither will anyone else.

The 8x8 grid has 64 cards to choose from, all different, so you will only
have half of the possible cards. Even then, depending on which rule set you
are playing with, some cards won't appear at all. If you are using the Easy
Rules, then no cards will appear that involve Districts or Stocks. If you
are playing by the Standard Rules, then cards numbered 101-128 very rarely
appear. The only exception I've found to this is that Card No. 117 isn't
as rare in the Standard Rules.

And now to the main event, what's on these cards and what do they do? For
each card I'll give the number, a Ctrl + F code to find it quickly, which
will be [CARD_XXX] (examples: [CARD_001] for number 1, [CARD_075] for
number 75), the game's description, the general kind of card it is, a
rating out of 10, and more info/comments about it.

////////////////////
//4. Credits [VEN]//
////////////////////

--------------------
  - Card No. 1 -
--------------------

[CARD_001]

"Adventurous turning point! You can choose which
way to move on your next go, ______."

Card Type: Movement

Rating: 6/10

Info/Comments: This card will let you turn around and go the other way
              if movement is possible in that direction. Useful for
              picking up Suits and then running the other way to speed
              up promotions or to avoid an expensive area.

--------------------
  - Card No. 2 -
--------------------

[CARD_002]

"Venture on! Roll the die again and move forward."

Card Type: Movement

Rating: 6/10

Info/Comments: Really simple, this lets you roll again. Hard to argue
              with getting an extra turn, essentially.

--------------------
  - Card No. 3 -
--------------------

[CARD_003]

"Venture through space! Zoom over to any
non-venture, non-suit square you like!"

Card Type: Warping

Rating: 8/10

Info/Comments: This lets you warp to any shop or vacant plot, the Bank,
              Arcades, Roll-on squares, Boon/Boom squares, Stockbrokers,
              etc., just not Suit Squares or Venture Card squares. Very
              useful for travelling around or buying shops where you
              need them, and this and ALL warping cards and effects give
              you your choice of direction next turn.

--------------------
  - Card No. 4 -
--------------------

[CARD_004]

"Moneymaking venture! Roll the die and get 40 times the number
shown in gold coins from the player in first place!"

Card Type: Moneymaking

Rating: 7/10

Info/Comments: This will let you steal coins from the player in first. The
              die used has the same maximum as the board you are on (This
              is true for ALL die-based venture cards that don't state
              their effects from specific numbers). If you are in first
              ALONE, it does nothing. If you are tied for first, you can
              steal from everyone tied with you. This card is quite
              effective right at first when everyone's net worths are the
              same so you can steal from everyone.

--------------------
  - Card No. 5 -
--------------------

[CARD_005]

"Venture through space! Zoom over to any shop or vacant plot!"

Card Type: Warping

Rating: 7/10

Info/Comments: This lets you warp to any shop or vacant plot, that's it.
              Not as useful as No. 3, but still good for getting around
              and great for getting shops where you need them.

--------------------
  - Card No. 6 -
--------------------

[CARD_006]

"Venture through space! Zoom over to any venture or suit square!"

Card Type: Warping

Rating: 8/10

Info/Comments: This lets you warp to any suit square or venture card
              square. Quite useful for collecting suits, and there is
              the added bonus of getting to take another Venture Card
              immediately (since you're landing on those spaces).

--------------------
  - Card No. 7 -
--------------------

[CARD_007]

"Special bonus! Your shops all grow by 7%!"

Card Type: Bonus

Rating: 9/10

Info/Comments: Lucky Number 7, naturally. This instantly boosts the
              value of all of your shops (excluding most vacant plot
              shops) by 7%. This card will always be good, but it will
              be better the later in the game that you draw it.

--------------------
  - Card No. 8 -
--------------------

[CARD_008]

"Venture on! Everyone's shop prices increase by 30%!
Now roll the die and move again."

Card Type: Movement

Rating: 7/10

Info/Comments: All shops will charge 30% more until each of their
              owners next turns, meaning that yours will be more
              expensive the longest. You also get to roll again.
              Can help or hinder, depending on where everyone is
              at the time.

--------------------
  - Card No. 9 -
--------------------

[CARD_009]

"Venture on! Everyone's shops close for the day!
Now roll the die and move again."

Card Type: Movement

Rating: 7/10

Info/Comments: All shops will be closed until each of their owners next
              turns, meaning that yours will be closed the longest.
              You also get to roll again. Can help or hinder, depending
              on where everyone is at the time.

---------------------
  - Card No. 10 -
---------------------

[CARD_010]

"Venture on! Everyone's shop prices cut in half!
Now roll the die and move again."

Card Type: Movement

Rating: 7/10

Info/Comments: All shops will charge 30% more until each of their
              owners next turns, meaning that yours will be more
              expensive the longest. You also get to roll again.
              Can help or hinder, depending on where everyone is
              at the time.

---------------------
  - Card No. 11 -
---------------------

[CARD_011]

"Moneymaking venture! Roll the die and get 11 times the number
shown in gold coins from all other players!"

Card Type: Moneymaking

Rating: 6/10

Info/Comments: This lets you steal a small amount of money from
              everyone. Nice, but not that useful except early on.

---------------------
  - Card No. 12 -
---------------------

[CARD_012]

"Capital venture! You can invest capital in any of your shops."

Card Type: Investment

Rating: 8/10

Info/Comments: This card has the same effect as landing on any of your
              own shops. Very useful if you are having trouble landing
              where you need to.

---------------------
  - Card No. 13 -
---------------------

[CARD_013]

"Misadventure! The values of all your shops drop by 13%!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: Unlucky Number 13, naturally, with its own ominous music
              to confirm that this is bad. All of your shops (excluding
              most vacant plot shops) instantly drop in value by 13%.
              If you draw this, you will almost definitely take a hit.

---------------------
  - Card No. 14 -
---------------------

[CARD_014]

"Misadventure! You give everyone 30G each!"

Card Type: Misadventure

Rating: 2/10

Info/Comments: You have to give all other players 30G, so 90G total,
              normally. Not a serious hit, but a hit nonetheless.

---------------------
  - Card No. 15 -
---------------------

[CARD_015]

"Moneymaking venture! Roll the die and get 50 times the
number shown in gold coins from the bank!"

Card Type: Moneymaking

Rating: 6/10

Info/Comments: This gives you a small to moderate amount of cash.
              Can be good early on, but fairly insignificant later.

---------------------
  - Card No. 16 -
---------------------

[CARD_016]

"Random venture! Shops expand in three districts picked at random!"

Card Type: Expansion

Rating: 7/10

Info/Comments: The shops in three random districts will each have their
              values increased by 10%. The same district can even be
              expanded twice or even all three times, but it's all up
              to chance which districts are picked.

---------------------
  - Card No. 17 -
---------------------

[CARD_017]

"Special bonus! You receive half of your salary!"

Card Type: Bonus

Rating: 9/10

Info/Comments: This instantly gives you a nice cash bonus equal to half
              of your current upcoming salary. Always a good card.

---------------------
  - Card No. 18 -
---------------------

[CARD_018]

"Misadventure! The bank is forcibly buying you out! You're compelled
to sell a shop for only twice its value."

Card Type: Misadventure

Rating: 4/10

Info/Comments: This makes you sell a shop, but you do get twice what
              it's currently worth. This can be helpful if you need
              the cash and have a shop you can spare.

---------------------
  - Card No. 19 -
---------------------

[CARD_019]

"Price hike venture! Your shop prices go up by 30% until your next turn."

Card Type: Moneymaking

Rating: 7/10

Info/Comments: Until your next turn, whenever someone pays at one of
              your shops, they pay 30% extra. Since this only affects
              your shops, only you get to reap the extra rewards.

---------------------
  - Card No. 20 -
---------------------

[CARD_020]

"Revaluation venture! You can expand any one of your shops by 20%."

Card Type: Expansion

Rating: 7/10

Info/Comments: This permanently increases the value of one of your shops
              by 20%. This is independent of capital investment, so you
              can use this to increase the value of a shop even if no
              more capital can be invested into it. Best used on more
              expensive shops as you'll get a larger increase.

---------------------
  - Card No. 21 -
---------------------

[CARD_021]

"Random venture! You receive 20 stocks in a district picked at random!"

Card Type: Stock

Rating: 7/10

Info/Comments: This gives you 20 stocks in a random district. It's
              essentially free money, plus you might get dividends from
              it. Quite useful.

---------------------
  - Card No. 22 -
---------------------

[CARD_022]

"Cashback venture! You can sell a shop back to the bank
for twice its shop value."

Card Type: Moneymaking

Rating: 7/10

Info/Comments: This allows you to sell a shop for four times what it is
              currently worth, but you can choose not to if you wish.
              For double, it can help out if you need the cash.

---------------------
  - Card No. 23 -
---------------------

[CARD_023]

"Revaluation venture! You can expand any one of your shops by 50%."

Card Type: Expansion

Rating: 9/10

Info/Comments: This permanently increases the value of one of your shops
              by 50%. This is independent of capital investment, so you
              can use this to increase the value of a shop even if no
              more capital can be invested into it. Best used on more
              expensive shops as you'll get a larger increase.

---------------------
  - Card No. 24 -
---------------------

[CARD_024]

"Misadventure! The bank is forcibly buying you out! You're compelled
to sell a shop for only 200G more than its value."

Card Type: Misadventure

Rating: 3/10

Info/Comments: This makes you sell a shop, and you only get 200G more
              than its current shop value. It is best if you choose a
              cheap shop since the amount over you're getting is fixed.

---------------------
  - Card No. 25 -
---------------------

[CARD_025]

"Misadventure! Your shop prices halve until your next turn!"

Card Type: Misadventure

Rating: 2/10

Info/Comments: Until your next turn, whenever someone pays at one of
              your shops, they pay you 50% less. Not good, but at
              least your shops are still open.

---------------------
  - Card No. 26 -
---------------------

[CARD_026]

"Lucky venture! You get a big commission until your next turn!"

Card Type: Moneymaking

Rating: 7/10

Info/Comments: Until your next turn, whenever anyone else has to pay
              at a shop, you get a commission of 50% of the amount
              that the player had to pay. Late in the game, the payout
              can be great from this. This card has the same effect as
              landing on a Boom square.

---------------------
  - Card No. 27 -
---------------------

[CARD_027]

"Special bonus! You receive 27 times the number of shops
you own in gold coins from the bank!"

Card Type: Bonus

Rating: 7/10

Info/Comments: For every shop you own, you get 27G. This can add up
              quite fast, especially on larger boards.

---------------------
  - Card No. 28 -
---------------------

[CARD_028]

"Cameo adventure! A goodybag appears!"

Card Type: Cameo

Rating: 7/10

Info/Comments: This summons a Goodybag monster from the Dragon Quest
              series named Gumdrops. Cameo characters act like fifth
              players who take their turns after the player who made
              them appear. At the end of their turns, they may leave.
              Gumdrops will pay the costs of any shops, like any other
              player, except Tax Offices.

---------------------
  - Card No. 29 -
---------------------

[CARD_029]

"Freebie! Take a Heart!"

Card Type: Suit

Rating: 8/10

Info/Comments: This gives you a free Heart, or 100G if you already have
              a Heart. Either way, you get something useful.

---------------------
  - Card No. 30 -
---------------------

[CARD_030]

"Venture on! All shops charge a 100G flat rate!
Now roll the die and move again."

Card Type: Movement

Rating: 7/10

Info/Comments: All shops will charge exactly 100G until each of their
              owners next turns, meaning that yours will be at that
              price the longest. You also get to roll again. Can help
              or hinder, depending on where everyone is at the time.

---------------------
  - Card No. 31 -
---------------------

[CARD_031]

"Random venture! Shops expand by 10% in a district picked at random!"

Card Type: Expansion

Rating: 6/10

Info/Comments: All shops in a random district have their values
              increased by 10%, excluding most vacant plot shops.
              Helpful only if it hits a district that you have a
              presence in.

---------------------
  - Card No. 32 -
---------------------

[CARD_032]

"Random venture! Shops expand by 20% in a district picked at random!"

Card Type: Expansion

Rating: 7/10

Info/Comments: All shops in a random district have their values
              increased by 20%, excluding most vacant plot shops.
              Helpful only if it hits a district that you have a
              presence in.

---------------------
  - Card No. 33 -
---------------------

[CARD_033]

"Cashback venture! You can sell a shop back to the bank
for three times its shop value."

Card Type: Moneymaking

Rating: 8/10

Info/Comments: This allows you to sell a shop for four times what it is
              currently worth, but you can choose not to if you wish.
              At three times, it's a good boost if you need it.

---------------------
  - Card No. 34 -
---------------------

[CARD_034]

"Dicey adventure! Roll 1/3/5 and your shops close for the day.
Roll 2/4/6 and everyone else's shops close."

Card Type: Other

Rating: 3/10

Info/Comments: If you roll 1/3/5 your shops close until your next turn,
              and 2/4/6 closes your competitor's shops until their next
              turns. Either way, this card doesn't really help you.

---------------------
  - Card No. 35 -
---------------------

[CARD_035]

"Stock venture! You can sell stocks you own
at 35% above the market value."

Card Type: Stock

Rating: 8/10

Info/Comments: This lets you sell stock from one district for 35% more
              than its worth. You can make a lot of money from this,
              just make sure you're done with those stocks or can live
              without them.

---------------------
  - Card No. 36 -
---------------------

[CARD_036]

"Capital venture! You can pay 100G for
the chance to invest in your shops."

Card Type: Investment

Rating: 5/10

Info/Comments: This is just like landing on one of your shops, except
              you have to pay 100G extra to invest. Only use this if
              you really need it.

---------------------
  - Card No. 37 -
---------------------

[CARD_037]

"Random venture! Shops expand by 30% in a district picked at random!"

Card Type: Expansion

Rating: 7/10

Info/Comments: All the shop values in one randomly picked district are
              increased by 30%. This will also increase the stock
              prices by that much also. Good, but random.

---------------------
  - Card No. 38 -
---------------------

[CARD_038]

"Stock venture! You can buy stocks in a district of your choice
at 10% above the market value."

Card Type: Stock

Rating: 5/10

Info/Comments: You are allowed to buy stocks, but you have to pay 10%
              more than they're worth. Use this only if you intend to
              invest in a district.

---------------------
  - Card No. 39 -
---------------------

[CARD_039]

"Suit venture! Buy a Suit Yourself card for 100G."

Card Type: Suit

Rating: 8/10

Info/Comments: You are allowed to buy a Suit Yourself card if you have
              at least 100G in ready cash. Buy it if you can spare
              the money.

---------------------
  - Card No. 40 -
---------------------

[CARD_040]

"Misadventure! You give away 10% of your ready cash
to the player in last place!"

Card Type: Misadventure

Rating: 2/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. If you are not in last place,
              then 10% of your ready cash is given to the player
              in last place.

---------------------
  - Card No. 41 -
---------------------

[CARD_041]

"Misadventure! Stock prices fall by 10%
in a district picked at random!"

Card Type: Misadventure

Rating: 3/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. Stock prices in one randomly
              picked district will fall by 10%. This can be good
              if you want to buy more stock or devalue competitors'
              stocks.

---------------------
  - Card No. 42 -
---------------------

[CARD_042]

"Misadventure! Stock prices fall by 20%
in a district picked at random!"

Card Type: Misadventure

Rating: 3/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. Stock prices in one randomly
              picked district will fall by 20%. This can be good
              if you want to buy more stock or devalue competitors'
              stocks.

---------------------
  - Card No. 43 -
---------------------

[CARD_043]

"Misadventure! You pay an assets tax of two gold coins
per unit of stock that you own!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. For each stock that you have,
              you pay 2G. This adds up REALLY fast, so watch out!

---------------------
  - Card No. 44 -
---------------------

[CARD_044]

"Misadventure! Roll the die and pay 44 times  the number shown
in gold coins to the player in last place!"

Card Type: Misadventure

Rating: 2/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. If you are not in last place,
              then you pay 44 times a roll of the die to the player
              in last place. With a low number it's not too bad.

---------------------
  - Card No. 45 -
---------------------

[CARD_045]

"Dicey adventure! Roll 1/3/5 to warp to a take-a-break square.
Roll 2/4/6 to warp to the arcade."

Card Type: Warping

Rating: 5/10

Info/Comments: One of only two "forties" cards that can be good.
              Roll odd and you warp to a take-a-break square and
              close your shops. Roll even and you warp to the arcade
              and play a minigame. Whether or not the warping itself
              helps you, depends on your situation.

---------------------
  - Card No. 46 -
---------------------

[CARD_046]

"Misadventure! You drop your wallet and lose 10% of your ready cash!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. You instantly lose 10% of your ready
              cash. The only small mercy here is that no one else gets
              that money.

---------------------
  - Card No. 47 -
---------------------

[CARD_047]

"Dicey adventure! Roll 2-6 to get all the suits.
Roll 1 and lose all your suits."

Card Type: Suit

Rating: 8/10

Info/Comments: One of only two "forties" cards that can be good, and this
              card actually is quite good, or awful. If you roll a 2, 3,
              4, 5, or 6, then you will get all 4 suits. BUT if you roll
              a 1, then all the suits you have are gone. The odds are
              over 80% in your favor, so that's good. If you already have
              all four suits and roll 2-6, you only get a measly 100G for
              your huge gamble.

---------------------
  - Card No. 48 -
---------------------

[CARD_048]

"Misadventure! All shops in a district picked at random
fall in value by 10%!"

Card Type: Misadventure

Rating: 2/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. One district at random's shops will
              lose 10% of their shop values. Hopefully, it'll be a
              competitor's district.

---------------------
  - Card No. 49 -
---------------------

[CARD_049]

"Misadventure! All shops in a district picked at random
fall in value by 20%!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: If you pick a card in the forties, it will almost
              always be bad news. One district at random's shops will
              lose 20% of their shop values. Hopefully, it'll be a
              competitor's district.

---------------------
  - Card No. 50 -
---------------------

[CARD_050]

"Venture on! Move forward the same number of squares again."

Card Type: Movement

Rating: 6/10

Info/Comments: Whatever your last roll of the die was, you move that
              number of spaces again. This card's usefulness depends
              on where it will put you.

---------------------
  - Card No. 51 -
---------------------

[CARD_051]

"Venture on! Move forward 1 square more."

Card Type: Movement

Rating: 6/10

Info/Comments: You get to move forward just 1 square further. This
              card's usefulness depends on where it will put you.

---------------------
  - Card No. 52 -
---------------------

[CARD_052]

"Venture on! Move forward another 2 squares."

Card Type: Movement

Rating: 6/10

Info/Comments: You get to move forward 2 more squares. This card's
              usefulness depends on where it will put you.

---------------------
  - Card No. 53 -
---------------------

[CARD_053]

"Venture through space! Zoom over to the bank!"

Card Type: Warping

Rating: 6/10

Info/Comments: This card forces you directly to the bank. If you
              have all four suits, then it's great. But at other
              times, it could do more harm than good, since you
              do not get a choice if you want to warp or not.

---------------------
  - Card No. 54 -
---------------------

[CARD_054]

"Venture through space! Pay 100G to zoom straight to the bank!"

Card Type: Warping

Rating: 7/10

Info/Comments: If you pay 100G you can go directly to the bank.
              This card scores better than No. 53 only because
              it gives you the choice to warp or not.

---------------------
  - Card No. 55 -
---------------------

[CARD_055]

"Venture on! Roll the die again and move forward
(with an invitation to browse thrown in!)."

Card Type: Movement

Rating: 9/10

Info/Comments: You get to roll again, and for that roll only, you
              don't have to pay at ANY shops. Very useful.

---------------------
  - Card No. 56 -
---------------------

[CARD_056]

"Venture on! Roll the die again and move forward
(with a half-price special offer thrown in!)."

Card Type: Movement

Rating: 8/10

Info/Comments: You get to roll again, and for that roll only, you
              only pay half the amount at any shops. Useful.

---------------------
  - Card No. 57 -
---------------------

[CARD_057]

"Venture through space! Zoom to any square you like."

Card Type: Warping

Rating: 10/10

Info/Comments: This lets you go wherever you want! Need to buy a shop?
              There you go. Need an isolated Suit? It's yours. Ready
              for a promotion? The bank's ready for you! Even if you
              don't want to warp, you could just select the same space
              that you're on to get another Venture card and your
              choice of direction next turn!

---------------------
  - Card No. 58 -
---------------------

[CARD_058]

"Venture through space! Pay 100G to zoom to any
non-venture, non-suit square you like!"

Card Type: Warping

Rating: 7/10

Info/Comments: For 100G, you can warp to any shop or vacant plot, the
              Bank, Arcades, Roll-on squares, Boon/Boom squares,
              Stockbrokers, etc., just not Suit Squares or Venture Card
              squares. Useful for travelling around or buying shops
              where you need them.

---------------------
  - Card No. 59 -
---------------------

[CARD_059]

"Stock venture! You can buy stocks in a district of your choice
at 10% below the market value."

Card Type: Stock

Rating: 9/10

Info/Comments: This lets you buy stock for 10% less than it's current
              price. Even if you don't need it, buy some stock and
              then sell it for a quick buck. Don't waste this gem.

---------------------
  - Card No. 60 -
---------------------

[CARD_060]

"Random venture! Stock prices increase by 10%
in a district picked at random!"

Card Type: Stock

Rating: 5/10

Info/Comments: One district's stocks will increase in value by 10%, but
              it's random which district, so you could easily help out
              the competition.

---------------------
  - Card No. 61 -
---------------------

[CARD_061]

"Special bonus! You receive a 10% dividend on your stocks!"

Card Type: Bonus

Rating: 8/10

Info/Comments: You receive 10% of the combined value of all of your
              stocks in cash. Late in the game the payout from this
              can be ridiculous.

---------------------
  - Card No. 62 -
---------------------

[CARD_062]

"Special bonus! You receive a 20% dividend on your stocks!"

Card Type: Bonus

Rating: 10/10

Info/Comments: You receive 20% of the combined value of all of your
              stocks in cash. Late in the game the payout from this
              is ridiculous.

---------------------
  - Card No. 63 -
---------------------

[CARD_063]

"Random venture! Stock prices increase by 20%
in a district picked at random!"

Card Type: Stock

Rating: 6/10

Info/Comments: One district's stocks will increase in value by 20%, but
              it's random which district, so you could easily help out
              the competition.

---------------------
  - Card No. 64 -
---------------------

[CARD_064]

"Random venture! Stock prices increase by 30%
in a district picked at random!"

Card Type: Stock

Rating: 7/10

Info/Comments: One district's stocks will increase in value by 30%, but
              it's random which district, so you could easily help out
              the competition.

---------------------
  - Card No. 65 -
---------------------

[CARD_065]

"Forced buyout venture! You can buy a vacant plot or shop for
five times its value, whether someone else owns it or not."

Card Type: Property

Rating: 5/10

Info/Comments: You can use this to buy any shop you want, including
              owned shops, but it'll cost you five times the value.
              Use this only if you need it.

---------------------
  - Card No. 66 -
---------------------

[CARD_066]

"Special bonus! You receive 10 of the most valuable stocks!"

Card Type: Stock

Rating: 9/10

Info/Comments: Whichever stock is currently worth the most per unit
              of stock, you instantly get 10 of them. This'll give
              you money and the power to devalue the most valuable
              stocks.

---------------------
  - Card No. 67 -
---------------------

[CARD_067]

"Stock venture! You can buy stocks in a district of your choice."

Card Type: Stock

Rating: 8/10

Info/Comments: You can buy stocks, just like at a Bank or Stockbroker
              square. It's not fancy, but it's useful.

---------------------
  - Card No. 68 -
---------------------

[CARD_068]

"Special arcade adventure! You're invited to play Memory Block!"

Card Type: Minigame

Rating: 7/10

Info/Comments: You instantly get to play a round of Memory Block,
              just like at the Arcade. It's as good or bad as a
              standard round of Memory Block can be.

---------------------
  - Card No. 69 -
---------------------

[CARD_069]

"Stock venture! You can sell stocks you own
at 20% above the market value."

Card Type: Stock

Rating: 7/10

Info/Comments: This lets you sell stock from one district for 20% more
              than its worth. You can make a lot of money from this,
              just make sure you're done with those stocks or can live
              without them.

---------------------
  - Card No. 70 -
---------------------

[CARD_070]

"Special bonus! You get a sudden promotion and receive a salary!
(You lose any suits you have.)"

Card Type: Bonus

Rating: 10/10

Info/Comments: This gives you an instant promotion! Your level goes up
              and you get your salary. This card will take up to four
              suits from you, however, including Suit Yourself cards
              if you lack Suits. Still, it's an exceptional card!

---------------------
  - Card No. 71 -
---------------------

[CARD_071]

"Capital venture! You can invest up to 200G of
the bank's money in your shops"

Card Type: Investment

Rating: 8/10

Info/Comments: You are allowed to put up to 200G into one of your
              shops, and this comes from the bank so it's pure
              profit. This may be best used to safeguard a shop,
              depending on the rules you are playing with.

---------------------
  - Card No. 72 -
---------------------

[CARD_072]

"Dicey adventure! Roll 1/3/5 to take 20 times the number of shops
you own in gold coins. Roll 2/4/6 and pay the same."

Card Type: Moneymaking

Rating: 5/10

Info/Comments: You either will make 20G per shop you own or lose 20G
              per shop instead. It's not a lot either way, meaning
              that this card isn't that great.

---------------------
  - Card No. 73 -
---------------------

[CARD_073]

"Property venture! You can buy any unowned shop or vacant plot."

Card Type: Property

Rating: 9/10

Info/Comments: Buy any unowned shop you want anywhere on the board, and
              you don't even have to warp there! Very useful and can
              be better than a warping card if you like where you are
              at the moment.

---------------------
  - Card No. 74 -
---------------------

[CARD_074]

"Misadventure! You are forced to auction one of your shops
(with a starting price of twice the shop's value)."

Card Type: Misadventure

Rating: 4/10

Info/Comments: This makes you choose one of your shops to put up for
              auction, but the starting price is set at double the
              value of that shop. If other players bid it up, you will
              make more money. If no one bids, the bank will buy it
              for the starting price (double).

---------------------
  - Card No. 75 -
---------------------

[CARD_075]

"Property venture! You can buy any unowned shop or vacant plot
for twice its value.."

Card Type: Property

Rating: 7/10

Info/Comments: You can buy any unowned shop, but you have to pay double
              what its worth to get it. Useful if you can spare the
              cash or if you really want a shop.

---------------------
  - Card No. 76 -
---------------------

[CARD_076]

"Special arcade adventure! You're invited to play Round the Blocks!"

Card Type: Minigame

Rating: 8/10

Info/Comments: You instantly get to play a round of Round the Blocks,
              just like at the Arcade. You may not win, but there's
              no downside to this card.

---------------------
  - Card No. 77 -
---------------------

[CARD_077]

"Freebie! Take five of each district's stocks."

Card Type: Stock

Rating: 9/10

Info/Comments: You instantly get five stocks from EVERY district. This
              also gives you enough stocks to collect the full 20%
              dividends from payments if you are the only person who
              has stock in a district. Extremely useful, especially
              early on.

---------------------
  - Card No. 78 -
---------------------

[CARD_078]

"Property venture! You can buy any unowned shop or vacant plot
for 200G more than its value."

Card Type: Property

Rating: 8/10

Info/Comments: You can buy any unowned shop, but you have to pay 200G
              more than what its worth to get it. Still, it's worth
              the extra cost.

---------------------
  - Card No. 79 -
---------------------

[CARD_079]

"Forced buyout venture! You can buy a vacant plot or shop for
three times its value, whether someone else owns it or not."

Card Type: Property

Rating: 7/10

Info/Comments: You can use this to buy any shop you want, including
              owned shops, but it'll cost you three times the value.
              Use this only if you need it.

---------------------
  - Card No. 80 -
---------------------

[CARD_080]

"Freebie! Take a Spade!"

Card Type: Suit

Rating: 8/10

Info/Comments: This gives you a free Spade, or 100G if you already have
              a Spade. Either way, you get something useful.

---------------------
  - Card No. 81 -
---------------------

[CARD_081]

"Misadventure! All other players can only move forward 1
on their next turn."

Card Type: Misadventure

Rating: 7/10

Info/Comments: This makes it so that on their next rolls, each other
              player is guaranteed to roll a 1. Its use is dependant
              on where they'll land as a result, but at least it'll
              slow them down.

---------------------
  - Card No. 82 -
---------------------

[CARD_082]

"Freebie! Take a Club!"

Card Type: Suit

Rating: 8/10

Info/Comments: This gives you a free Club, or 100G if you already have
              a Club. Either way, you get something useful.

---------------------
  - Card No. 83 -
---------------------

[CARD_083]

"Dicey adventure! Roll 1/3/5 and warp to a random location.
Roll 2/4/6 and everyone else warps."

Card Type: Warping

Rating: 6/10

Info/Comments: If you roll odd then you're warping somewhere, and roll
              even and everyone else does instead. This is a chaotic
              card whose use, good or bad, depends entirely on your
              situation.

---------------------
  - Card No. 84 -
---------------------

[CARD_084]

"Moneymaking venture! The winning player must pay you
10% of their ready cash!"

Card Type: Moneymaking

Rating: 7/10

Info/Comments: If you aren't winning, then you get to steal 10% of the
              lead player's ready cash. If you are winning, then you
              get nothing but are safe from someone else drawing this
              card. Either way, YOU want to be the one to draw this.

---------------------
  - Card No. 85 -
---------------------

[CARD_085]

"Moneymaking venture! Roll the die and get 85 times the
number shown in gold coins from the bank!"

Card Type: Moneymaking

Rating: 7/10

Info/Comments: This gives you a moderate amount of cash. Can be good
              early on, but somewhat insignificant later.

---------------------
  - Card No. 86 -
---------------------

[CARD_086]

"Moneymaking venture! Take 100G from all other players!"

Card Type: Moneymaking

Rating: 7/10

Info/Comments: This will reduce everyone else's cash by 100G and
              gives you all that money. It's a nice small bonus.

---------------------
  - Card No. 87 -
---------------------

[CARD_087]

"Venture on! Roll the special all-7s-and-8s die
and move forward again."

Card Type: Movement

Rating: 8/10

Info/Comments: You get to roll again with the only possible die
              results being 7 or 8. The usefulness depends on your
              situation, but at least you'll move a good distance.

---------------------
  - Card No. 88 -
---------------------

[CARD_088]

"Misadventure! All other players swap places!"

Card Type: Warping

Rating: 7/10

Info/Comments: This forces everyone but you to swap places with each
              other. It can mess up everyone else's plans, or it could
              help them. Also, they'll have choice of direction next turn.

---------------------
  - Card No. 89 -
---------------------

[CARD_089]

"Freebie! All players take a Suit Yourself card!"

Card Type: Suit

Rating: 8/10

Info/Comments: The good news: You get a Suit Yourself card. The bad
              news: So does everyone else. Ideally, this is a card
              that you want another player to use a draw for.

---------------------
  - Card No. 90 -
---------------------

[CARD_090]

"Price hike venture! All shop prices go up by 30%
until your next turn."

Card Type: Moneymaking

Rating: 7/10

Info/Comments: Until each player's next turn, whenever someone pays at
              one of their shops, they pay 30% extra. The description
              says this lasts until your next turn, but that only
              applies to your shops, which is better, really.

---------------------
  - Card No. 91 -
---------------------

[CARD_091]

"Cameo adventure! A healslime appears!"

Card Type: Cameo

Rating: 8/10

Info/Comments: This summons a Healslime monster from the Dragon Quest
              series named Healie. Cameo characters act like fifth
              players who take their turns after the player who made
              them appear. At the end of their turns, they may leave.
              Whenever a player runs into Healie (but NOT the other way
              around), Healie will give that player one suit of their
              choice. If that player already has all four suits, then
              Healie will give them a Suit Yourself card instead.

---------------------
  - Card No. 92 -
---------------------

[CARD_092]

"Cameo adventure! Lakitu appears!"

Card Type: Cameo

Rating: 7/10

Info/Comments: This summons a Lakitu from the various Mario games. Cameo
              characters act like fifth players who take their turns
              after the player who made them appear. At the end of their
              turns, they may leave. Lakitu will close any shop he passes
              as he moves around the board. The shops remain closed until
              their owners next turns.

---------------------
  - Card No. 93 -
---------------------

[CARD_093]

"Dicey adventure! Roll 1/3/5 and your shops expand by 10%. Roll 2/4/6
and everyone else's shops expand by 5%."

Card Type: Expansion

Rating: 7/10

Info/Comments: If you roll a 1, 3, or 5, your shops increase in value by
              10%, otherwise, everyone else's increase by 5%. This is a
              high risk/reward card.

---------------------
  - Card No. 94 -
---------------------

[CARD_094]

"Freebie! Take a Diamond!"

Card Type: Suit

Rating: 8/10

Info/Comments: This gives you a free Diamond, or 100G if you already have
              a Diamond. Either way, you get something useful.

---------------------
  - Card No. 95 -
---------------------

[CARD_095]

"Misadventure! You throw an impromptu party. All other players
come to your location!"

Card Type: Misadventure

Rating: 7/10

Info/Comments: Everyone else on the board is instantly dragged to your
              current location. If you are on a Suit square, they will
              NOT get that suit upon arrival, and will have to loop back
              to pick that one up. Useful for a "Misadventure" card.

---------------------
  - Card No. 96 -
---------------------

[CARD_096]

"Misadventure! All players scramble to another player's location!"

Card Type: Misadventure

Rating: 4/10

Info/Comments: Everyone but a random player is warped to that player's
              current location. This could help or hinder based on whose
              chosen and the situation.

---------------------
  - Card No. 97 -
---------------------

[CARD_097]

"Stock rise venture! Increase stock value by 20% in a district
of your choice."

Card Type: Stock

Rating: 10/10

Info/Comments: This is the one and only card that allows you to choose a
              district's stock to increase the price of, and it does so
              by 20%. This can net you an EXTREME profit.

---------------------
  - Card No. 98 -
---------------------

[CARD_098]

"Forced buyout venture! You can buy a vacant plot or shop for
four times its value, whether someone else owns it or not."

Card Type: Property

Rating: 6/10

Info/Comments: You can use this to buy any shop you want, including
              owned shops, but it'll cost you four times the value.
              Use this only if you need it.

---------------------
  - Card No. 99 -
---------------------

[CARD_099]

"Freebie! What's inside...?"

Card Type: Suit

Rating: 10/10

Info/Comments: The description tells you nothing, but this is a very
              good card. If you do not have all of the suits, then it
              instantly gives you all four suits! And if you already
              have all four suits, you get a Suit Yourself card! Either
              way you get something great.

----------------------
  - Card No. 100 -
----------------------

[CARD_100]

"Freebie! Take a Suit Yourself card!"

Card Type: Suit

Rating: 9/10

Info/Comments: You get a Suit Yourself card that you can use to get a
              promotion earlier or to avoid a dangerous area. These are
              always useful.

----------------------
  - Card No. 101 -
----------------------

[CARD_101]

"Special bonus! Your shops all grow by 21%!"

Card Type: Bonus

Rating: 10/10

Info/Comments: This instantly boosts the value of all of your shops
              (excluding most vacant plot shops) by a whopping 21%.
              This card will always be great, but it will be better
              the later in the game that you draw it.

----------------------
  - Card No. 102 -
----------------------

[CARD_102]

"Moneymaking venture! Roll the die and get 33 times the number
shown in gold coins from all other players!"

Card Type: Moneymaking

Rating: 8/10

Info/Comments: This lets you steal a decent amount of money from
              everyone. Nice, but not that useful except early on.

----------------------
  - Card No. 103 -
----------------------

[CARD_103]

"Misadventure! The values of all your shops drop by 25%!"

Card Type: Misadventure

Rating: 0/10

Info/Comments: If you think No. 13. is bad, then you're gonna hate
              this! All of your shops (excluding most vacant plot
              shops) instantly drop in value by a devastating 25%.
              If you draw this, you'll take a major hit. This may
              be the worst Venture card you can get.

----------------------
  - Card No. 104 -
----------------------

[CARD_104]

"Misadventure! You give everyone 80G each!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: You have to give all other players 80G, so 240G total,
              normally. This will hurt early on.

----------------------
  - Card No. 105 -
----------------------

[CARD_105]

"Moneymaking venture! Roll the die and get the number shown
x your level x 40G from the bank!"

Card Type: Moneymaking

Rating: 9/10

Info/Comments: You roll the die, take the result and multiply it by
              your level, then multiply that by 40, and you get that
              much money. The longer the game, the more you can get
              out of this.

----------------------
  - Card No. 106 -
----------------------

[CARD_106]

"Freebie! Roll the die and get half the number show in Suit Yourself
cards! (Decimals will be rounded down.)"

Card Type: Suit

Rating: 10/10

Info/Comments: This is a powerful card. You can get a lot of Suit
              Yourself card with this with a single roll of the die.
              If you roll a 1, you get nothing, a 2 or 3 gets you
              one card, a 4 or 5 gets you two cards, a 6 or 7 (if</pre><pre id="faqspan-2">
              available) gets you three cards, and an 8 (if
              available) gets you a whopping four cards!

----------------------
  - Card No. 107 -
----------------------

[CARD_107]

"Revaluation venture! You can expand any one of your shops by 30%."

Card Type: Expansion

Rating: 8/10

Info/Comments: This permanently increases the value of one of your shops
              by 30%. This is independent of capital investment, so you
              can use this to increase the value of a shop even if no
              more capital can be invested into it. Best used on more
              expensive shops as you'll get a larger increase.

----------------------
  - Card No. 108 -
----------------------

[CARD_108]

"Cashback venture! You can sell a shop back to the bank
for four times its shop value."

Card Type: Moneymaking

Rating: 9/10

Info/Comments: This allows you to sell a shop for four times what it is
              currently worth, but you can choose not to if you wish.
              At four times, you can easily make a lot of money here.

----------------------
  - Card No. 109 -
----------------------

[CARD_109]

"Revaluation venture! You can expand any one of your shops by 75%."

Card Type: Expansion

Rating: 10/10

Info/Comments: This permanently increases the value of one of your shops
              by 75%. This is independent of capital investment, so you
              can use this to increase the value of a shop even if no
              more capital can be invested into it. Best used on more
              expensive shops as you'll get a larger increase.

----------------------
  - Card No. 110 -
----------------------

[CARD_110]

"Special bonus! You receive 77 times the number of shops
you own in gold coins from the bank!"

Card Type: Bonus

Rating: 9/10

Info/Comments: For every shop you own, you get 77G. This adds up quite
              fast, especially on larger boards.

----------------------
  - Card No. 111 -
----------------------

[CARD_111]

"Cashback venture! You can sell a shop back to the bank for
500G more than its shop value."

Card Type: Moneymaking

Rating: 8/10

Info/Comments: This allows you to sell a shop for its shop value plus
              500G, and you can choose not to it you wish. Since the
              amount over you're getting is fixed, you should probably
              sell a cheap shop back.

----------------------
  - Card No. 112 -
----------------------

[CARD_112]

"Special bonus! You receive 100 times the number of shops
you own in gold coins!"

Card Type: Bonus

Rating: 10/10

Info/Comments: For every shop you own, you get 100G.
              This adds up fast, period.

----------------------
  - Card No. 113 -
----------------------

[CARD_113]

"Moneymaking venture! Roll the die and get the number shown
x your level x 20G from the bank!"

Card Type: Moneymaking

Rating: 8/10

Info/Comments: You roll the die, take the result and multiply it by
              your level, then multiply that by 20, and you get that
              much money. The longer the game, the more you can get
              out of this.

----------------------
  - Card No. 114 -
----------------------

[CARD_114]

"Moneymaking venture! Take your level times 40G
from all other players!"

Card Type: Moneymaking

Rating: 9/10

Info/Comments: You get to steal 40G x Your level from all other
              players. This adds up real fast, especially later on.

----------------------
  - Card No. 115 -
----------------------

[CARD_115]

"Misadventure! All other players can only move forward 7
on their next turn."

Card Type: Misadventure

Rating: 6/10

Info/Comments: This makes it so that on their next rolls, each other
              player is guaranteed to roll a 7, even if 7 is not
              normally available on that board. Its use is dependant
              on where they'll land as a result.

----------------------
  - Card No. 116 -
----------------------

[CARD_116]

"Moneymaking venture! Roll the die and get 60 times the number
shown in gold coins from the player in first place!"

Card Type: Moneymaking

Rating: 9/10

Info/Comments: This will let you steal coins from the player in first. If
              you are in first ALONE, it does nothing. If you are tied
              for first, you can steal from everyone tied with you. This
              card is quite effective right at first when everyone's net
              worths are the same so you can steal from everyone.

----------------------
  - Card No. 117 -
----------------------

[CARD_117]

"Adventurous turning point! Everyone gets to choose which
way to move on their next go."

Card Type: Movement

Rating: 5/10

Info/Comments: This card will let everyone turn around and go the other
              way if movement is possible in that direction. Useful for
              picking up Suits and then running the other way to speed
              up promotions or to avoid an expensive area. The downside
              is that EVERYONE gets to use this. This card also seems
              to be more common in the Standard Rules than most of the
              other cards numbered 101 and up.

----------------------
  - Card No. 118 -
----------------------

[CARD_118]

"Lucky venture! You get a really big commission until your next turn!"

Card Type: Moneymaking

Rating: 9/10

Info/Comments: Until your next turn, whenever anyone else has to pay
              at a shop, you get a commission of 75% of the amount
              that the player had to pay. Late in the game, the payout
              can be huge from this. This card is the only way to
              receive a commission this large.

----------------------
  - Card No. 119 -
----------------------

[CARD_119]

"Misadventure! You give away 20% of your ready cash
to the player in last place!"

Card Type: Misadventure

Rating: 1/10

Info/Comments: If you are not in last place, then 20% of your ready
              cash is given to the player in last place.

----------------------
  - Card No. 120 -
----------------------

[CARD_120]

"Misadventure! You drop your wallet and lose 20% of your ready cash!"

Card Type: Misadventure

Rating: 0/10

Info/Comments: You instantly lose 20% of your ready cash. The only small
              mercy here is that no one else gets that money.

----------------------
  - Card No. 121 -
----------------------

[CARD_121]

"Capital venture! You can invest up to 400G of
the bank's money in your shops"

Card Type: Investment

Rating: 9/10

Info/Comments: You are allowed to put up to 400G into one of your
              shops, and this comes from the bank so it's pure
              profit. This may be best used to safeguard a shop,
              depending on the rules you are playing with.

----------------------
  - Card No. 122 -
----------------------

[CARD_122]

"Moneymaking venture! The winning player must pay you
20% of their ready cash!"

Card Type: Moneymaking

Rating: 8/10

Info/Comments: If you aren't winning, then you get to steal 20% of the
              lead player's ready cash. If you are winning, then you
              get nothing but are safe from someone else drawing this
              card. Either way, YOU want to be the one to draw this.

----------------------
  - Card No. 123 -
----------------------

[CARD_123]

"Dicey adventure! Roll 1/3/5 and your shops expand by 20%. Roll 2/4/6
and everyone else's shops expand by 5%."

Card Type: Expansion

Rating: 8/10

Info/Comments: If you roll a 1, 3, or 5, your shops increase in value by
              20%, otherwise, everyone else's increase by 5%. This is a
              high risk/reward card.

----------------------
  - Card No. 124 -
----------------------

[CARD_124]

"Suit venture! Buy a Suit Yourself card for 50G."

Card Type: Suit

Rating: 9/10

Info/Comments: You are allowed to buy a Suit Yourself card if you have
              at least 50G in ready cash. Buy it if possible.

----------------------
  - Card No. 125 -
----------------------

[CARD_125]

"Dicey adventure! Roll 1/3/5 to warp to a boon square.
Roll 2/4/6 to warp to the arcade."

Card Type: Warping

Rating: 8/10

Info/Comments: The only dicey adventure where any result can be good.
              Roll odd and you go to a boon square where you can earn
              20% commissions on payments. Roll even and play a game
              at the arcade. The only bad thing would be if you didn't
              want to warp at all.

----------------------
  - Card No. 126 -
----------------------

[CARD_126]

"Revaluation venture! Roll the die and expand your shops by 2%
for each number."

Card Type: Expansion

Rating: 8/10

Info/Comments: This lets you expand your shops by 2% times the number
              you roll. Good, but not great, especially with the
              random factor.

----------------------
  - Card No. 127 -
----------------------

[CARD_127]

"Special arcade adventure! You're invited to play Round the Blocks
and Memory Block!"

Card Type: Minigame

Rating: 9/10

Info/Comments: You instantly get to play a round of Round the Blocks
              AND a round of Memory Block back-to-back! This is the
              only way to play consecutive arcade games, and it can
              net you good rewards if you're lucky.

----------------------
  - Card No. 128 -
----------------------

[CARD_128]

"Special bonus! You receive 55 times the number of shops
you own in gold coins from the bank!"

Card Type: Bonus

Rating: 8/10

Info/Comments: For every shop you own, you get 55G. This can add up
              quite fast, especially on larger boards.

////////////////////
//4. Credits [CRE]//
////////////////////

Version 1.0: Info was gathered by me in-game, so there's only...

- Square Enix and Nintendo, for making a fun game.

If anyone else helps in this guide's improvement, it'll be noted.

/////////////////////////
//5. Contact Info [CON]//
/////////////////////////

The best way to contact me is to PM me on GameFAQs. That way,
I should definitely see it.

However, I only want your messages if they have to do with...

-Any errors in the info.
-Any additional or missing info.
-Feedback on the guide in general.

Please note in the title what your message is about.

///////////////////////
//6. Legal Info [LGL]//
///////////////////////

For this guide, I'm submitting it (and updates) to
www.gamefaqs.com first but will allow other sites to use it,
PROVIDED they credit me with its creation, of course.

Its STEALING and just plain wrong if you use it on your site
claiming it as your own.

Copyright 2014 Rolan