1. This is a game for people familiar with the cult of Scientology. Scientology terms and in-jokes are used frequently.
  2. Players start the game with a certain amount of credit available to them, currently 6000 (dollars, pounds, euros, as you wish). In the course of play as a player lands on or passes Go, his credit limit is increased by 1000 and this is immediately added to his account balance.
  3. Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing their piece clockwise around the board the corresponding number of squares.
  4. If a player lands on Awards or Penalties or Chance, they draw the top card from the respective pile and obey its instructions. If the player lands on an unowned property, whether org site, implant station, or Publications Org, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder (in a 2-person game the other player is given the option of purchasing it for the regular price, take it or leave it). If the property landed on is already owned and unmortgaged, he must pay the owner a given service donation dependent on its level of development. If a player rolls doubles, he rolls again after completing his turn. Three sets of doubles in a row, however, land the player in SP Hole.
  5. In exchange for the service donation, the player receives one unit of status. The winner of the game is either the player who is left after all the others have gone insolvent, or the first to reach the target status agreed upon by the players before the game starts. This may be anything between 1 and 40, although the game will be more interesting if it is 12 or over. If a player lands on an unowned service property and buys it, he can count an instant-service status point if it is an eligible landing. If he makes an eligible landing on his own service property, he gets the status credit as usual but pays nothing for it.
  6. Once a single player owns all the org site properties of a set or group (except for Flag and Freewinds), he can develop them. The four categories are Mission, regular Org, Advanced Org, Idle Org. A Mission, the default site level, can deliver statuses 1-10; an Org 1-20; an AO 1-30; Flag 1-36; and Freewinds 1-40. The Idle Org upgrade does not upgrade the delivery capability of the site but just costs 20% more. This means, for example, that if Player A with current status 9 lands on Melbourne as a Mission, owned by Player B, A would pay B the appropriate service donation and increase his status to 10. This would be an eligible landing. But if Player C with current status 10 landed on Melbourne as a Mission, he would neither pay B a service donation nor would C be able to increase his status on that throw. This would be an ineligible landing. If B also owned Auckland and Sydney, and had paid the appropriate upgrade donations and upgraded Melbourne from Mission to Org (or higher), then this would have been an eligible landing and he would have been able to both collect the service donation from C and allow C to increase his status by 1.
  7. If a player is in SP Hole, he does not take a normal turn. He may either hand in the appropriate Award or Chance card if he has one, or attempt to roll doubles on the dice. There is no option of merely paying to get out. If a player fails to roll doubles, he misses his turn. This may continue for five or even ten turns, reflecting the catastrophe that being declared is to a regular Scientologist. While a player is in SP Hole, his properties remain as they were before he was declared and other players who land on them receive services as usual. However, in this case, they pay no service donations, and get the usual status increases for free (fair game). The SP player is effectively disconnected from the other players, and may not buy or sell property or do anything else, until he gets out of SP Hole. If an SP player does roll doubles, he may immediately move according to the roll, but he cannot roll a second time after exiting SP Hole. If you get declared you must go immediately to SP Hole, even if you are on your first turn.
  8. During a player's turn, that player may also choose to develop properties, if the player owns a set of that property's color. Development involves the upgrade from Mission to Org, AO and Idle Org, for given amounts of money paid to the bank, and is tracked on the board by placing silver/grey (Mission), green, (Org) gold/yellow (AO) or red (Idle Org) blocks on the square. These are be made of cardboard or other suitable material and may be simple blocks or ornate buildings, at the choice of whoever put the set together. Development must be fairly uniform across a set, such that, for example, a site may not become an AO until the one or two others of that set are at least Orgs.
  9. Although implant stations or Pubs Orgs cannot be upgraded similarly, the given donation for landing on the square also increases if a player owns multiple implant stations or both Pubs Orgs.
  10. Properties can also be mortgaged, although all developments in a set must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to unmortgage. Upgrades are returned to the bank for half their purchase price. Property may not be given away to another player or sold/traded for less than its regular purchase price. It may be sold/traded for more.
  11. A player goes bankrupt, and is thus eliminated from the game, if he cannot pay what he owes. If the bankrupt player owes the bank, he must turn over all of his assets to the bank. If the debt is to another player, all the assets are instead given to that player, but the new owner must still pay the bank to unmortgage any such properties received.