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:
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.
"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.
"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.
"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.
"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.
"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).
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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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!
"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.
"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.
"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.
"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.
"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.
"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.
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.
"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.
"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!
"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.
"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.
"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.
"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.
"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.
"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.
"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!
"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.
"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.
"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.
"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).
"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.
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.
"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.
"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.
"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.
"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.
"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.
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.
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.
"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.
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.
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.
"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.
"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.
"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.
"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.
"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.
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.
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.
"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.
"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.
"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!
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
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.