Turn

A **Turn** is the period between the point where a player gets control of their character and the point when they relinquish it to the next player.

Each player gets one Turn per Week of the game. Players get their turns in order (player 1, then 2, then 3, then 4). If a single player is competing against Jones, the human always goes first each Week. If a single human player plays with no opposition, then there is only one Turn per Week and thus the terms "Turn" and "Week" become largely interchangeable.

Each Turn begins with a recalculation of the Economy, followed by a report on the current player's Weekend. This is followed by any number of relevant notices about events (random or otherwise) that influence the player's condition.

Finally, the player receives control and can move across the board and perform actions. Each player has 60 Hours to spend (minus any hours wasted due to certain negative events like Starvation). The clock at the bottom of the screen tracks how many hours have been spent vs. how many remain.

Once 60 Hours have been spent, the next time a player leaves a Location (or if they are currently traveling around the board when this happens), the Turn ends immediately with a distinctive sound effect, and the next player's turn begins.

This article primarily discusses everything that happens right at the *start* of the player's turn, before they get actual control to move around the board and perform any actions. **The chapters below are organized in order of occurrence.**

## Economic Changes

Main article: Economy
Immediately at the start of the turn, the game runs a complicated function to adjust the Economy.

This causes Item prices to fluctuate up or down, as well as Wages for Jobs on offer at the Employment Office, and Rent on offer for new Apartments at the Rent Office.

## Cooking Bonus

The player receives **+1 Happiness** if they own either a Microwave or a Stove. Only +1 is given, even if the player owns both items.

This is done before the Winner Check (see next step) to ensure that the items can push a player to fulfilling their Happiness Goal first.

## Winner Check

At this point the game checks the player's Goals to see whether they have all been fulfilled. If so, that player wins the game.

If there are other players remaining in the game, they may choose to continue playing.

## Weekend

Main article: Weekend
At this point the game randomizes a Weekend for the player, and deducts the appropriate payment.

Owned Tickets and Durables can influence which Weekend is chosen; Otherwise a random Weekend is chosen. Payment can be as high as $55 during the first two Months of the game, and then the maximum is increased to $100.

## Lottery

Main article: Lottery
If the player purchased any Lottery Tickets during the previous turn, the game now runs a check to see whether they've won the Lottery.

More tickets equals a higher chance of winning a prize, and also a higher chance to win the big prize of $5,000.

## Computer Profits

Main article: Computer
If the player owns a Computer, they have a random chance to make a small amount of money from it.

## Degrade Relaxation

Main article: Relaxation
Each turn, the game reduces the player's Relaxation stat by -1. It can never decrease below 10.

## Apartment Robbery

Main article: Wild Willy
If the player lives at the Low-Cost Housing, and owns any Durables, they now have a chance for their Apartment to be robbed by Wild Willy.

If the event is triggered, each Durable in the player's inventory has a chance to be stolen.

Having a higher Relaxation score reduces the chance of triggering a robbery.

## Spoiled Food

Main article: Spoiled Food
If the player owns any Fresh Food but no Refrigerator, all Fresh Food will immediately Spoil.

If the player owns a Refrigerator, any Fresh Food in excess of 6 units will spoil. If the player also owns a Freezer, the limit is raise to 12 units.

## Starvation

Main article: Starvation
If the player owns a Refrigerator and any amount of Fresh Food, or they purchased any Fast Food item during the previous turn, they skip this step.

Otherwise, the player Starves, advancing the clock by 20 Hours (1/3 of a turn!).

## Doctor Visit

Main article: Doctor
The player has a random chance of being forced to visit the Doctor due to low Relaxation, Spoiled Food, or Starvation.

A visit to the Doctor advances the clock by 10 Hours, and costs a non-trivial amount of money.

## Rent Notice

Main article: Rent
If it is currently the fourth Week of the Month, and the player has not paid their Rent in advance, they now receive a notice reminding them to go pay the Rent at the Rent Office.

Failure to pay the Rent by the end of this Week, or to get a Rent Extension, will result in Rent Debt and paycheck Garnishment.

## Buy New Clothes

Main article: Clothes
If the player owns any Clothes, they lose one "Week's worth" of clothes from each of the three clothing types.

When there is no more than 1 Week's worth of any type of Clothes remaining, the player receives a reminder to go buy new clothes. Failure to do so will leave then naked when this step is processed next turn.

## Loan Payments

Main article: Loans
If it is currently the fourth Week of the Month, and the player has any outstanding Loans that they have not paid for in advance, they now receive a notice reminding them to go make a Loan Payment at the Bank.

Failure to make at least one $50 payment by the end of this Week will result in the player Defaulting on their loan, which makes it much more difficult to get additional Loans in the future.

## Appliance Repair

Main article: Repairs
If the player owns any Appliances, each appliance has a small chance to break and require Repairs. This costs a small amount of money proportional to the purchase price of that Appliance.

Appliances purchased at Z-Mart or at the Pawn Shop have a higher chance of breaking.

## Economic Events

Randomly each Turn, there is a chance for the game to execute a Market Crash or Economic Boom, with a major impact on the Economy. This is now announced to the players with a Newspaper headline.

In case of a Moderate or Major Market Crash, each Player will now receive a notice informing them whether they were fired from their Job, or whether their Wage was cut.

## Donations

Main article: Donation
If the player has had no Clothes for at least 2 Turns in a row, and their financial situation is dire, they may receive a Donation from a sympathetic relative.

The size of the donation is enough to purchase new Clothes, plus a small amount of extra Cash.

## Player Control

Finally, the player's marble is placed outside their current Apartment and they are given control. They may now move and perform actions until they've spent all 60 Hours of their current turn.

Once all 60 Hours have been spent, the turn can end - but doesn't necessarily do so immediately. If the clock runs out while the player is still inside a Location, they may continue performing actions that do not require any time, e.g. purchasing Items or depositing money at the Bank. They may not Work, Relax, or perform any other action that costs Hours.

If at any point the player leaves a Location while their time has run out, or is traveling across the board when their time runs out, their turn ends immediately.