How To Play

Advanced Economics Rules


Separate the blue supply cards from the white demand cards and shuffle both decks. Place the money tokens, the goods tokens, the pencil, the pad and the six-sided die in the middle of the table. Players may bring additional objects such as calculators, additional pencils, 20 sided dice, or whatever they want to help them with their distribution strategy. Determine who will be the first player to be the planner. Each of the other players are consumers.


Draw a card:

The planner draws a supply card from the blue deck. Each of the consumer players draws a demand card from the white deck, starting with the player to the left of the planner and proceeding clockwise. Consumers may not show their card to any other player. Give planner a number of apple tokens, banana tokens, and cherry tokens as indicated on their supply card. Also give the planner all of the money tokens, the pad of paper, the pencil, and the six-sided die.

Set the Timer:

Set the timer to eight minutes. A good timer for this game is available here, which can be found by scanning the QR code on this rulebook.

Planner schemes:

The planner has eight minutes to use the objects available to try whatever scheme they choose to try and figure out how to distribute the apple, banana, and cherry tokens to the other players. They might pass out money tokens to the other players and set prices for apples, bananas, and cherries. They might pass put money tokens to the other players and auction off the apples and bananas and cherries. The planner may choose any scheme that would be considered to be good sports behavior. Physical threats, coercive promises, unwanted touching, etc, are not allowed.

Schemes are considered to be non-binding, unless otherwise specified by the planner. At the end of eight minutes, the planner must distribute the apple, banana, and cherry tokens amongst the other players however they choose. If the planner specifies the scheme to be binding, they must try to distribute the tokens according to the scheme they laid out. The planner might try out multiple schemes, but only the last one can be declared to be binding

Planner scores points:

The consumer players each reveal their demand card. The planner gains points listed on each of their cards for each of the tokens of that type they have been assigned. For example, if a planner assigned a player one banana and two cherries, and their demand card listed a two by banana and a three by cherry, the planner would get two points for the banana the consumer was assigned and three points for each of the cherry tokens the consumer was assigned.

Free Market:

Set the timer to three minutes. The consumers may trade apple banana, and cherry tokens amongst themselves, as long as each consumer in the trade is willing to make the trade. Good sports behavior is required during the trades. Physical threats, coercive promises, unwanted touching, etc, are not allowed.

Consumers score points:

At the end of three minutes or when all consumers have finished trading, each consumer scores points from each token they have equal to the points value shown on their demand card for that token.

End of turn:

Each player discards their card. The player to the left of the planner becomes the planner for the next turn.


When each player has taken two turns as the planner, the game ends. Each player totals the points they scored during the game and whomever has the most is the winner!