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=== Powers for each of the pieces === *Wheelbarrow: Move an additional amount of spaces equal to your lowest die; gain an additional 25 dollars when passing Go. *Battleship: You may fire at any piece directly opposite the Battleship, sending them back to Go. They do not gain money from passing Go. *Money Bag: Gain $300 when passing Go. *Horseman: Move an additional spaces equal to your lowest die; when the Horseman lands on an occupied space, the Horseman can choose to send all other pieces back five squares or to the Horseman's nearest property, whichever is closer; when sending a piece back to his property, the Horseman must accompany them. *Thimble: While everyone else is arguing over who gets the more popular pieces, take an extra $500 from the bank at the start. *Automobile: Move twice the number of spaces shown on the die. *Locomotive: All railroads cost half as much; when rolling a double and not in jail, the Locomotive can move to any owned railroads instead. *Loom: Pay half as much when renting; mortgages pay 20% more. *Shoe: Same as Horseman. *Dog: The Dog may take the roll of the previous player instead of rolling their own die. *Iron: Oops, got removed. Congrats on being retro, I guess. Or you just didn't care enough to buy a new set. Probably that. Anyway, use the same power as Thimble. *[[Hat]]: Same as Money Bag; [[Hats]] are classy. *Cat: Ignore the first time you have to pay rent after passing Go because half the neighbourhood feeds you. *Bike: Same as Automobile *Hashtag: Start a smear campaign! Same rules as Battleship *Emoji: You start with a Get Out Of Jail card. *Penguin: Can move straight to Free Parking if you begin the turn just visiting in jail. *Tyrannosaurus: Roll a six on the Go to Jail Square and you don't need to go.
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