1. JAMESON N. ESTRADA
Pangasinan State University
Republic of the Philippines
LINGAYEN PANGASINAN
EXPENDITURE TRADING GAME
www.psuecon.com
Game Developer
2. U N I V E R S I T Y V I S I O N
To become an ASEAN Premier State University by 2020
U N I V E R S I T Y M I S S I O N
The Pangasinan State University, through instruction, research, extension and production,
commits to develop highly principled, morally upright , innovative and globally competent
individuals capable of meeting the needs of industry, public service and civil society.
G U I D I N G P H I L O S O P H Y
The Pangasinan State University’s leadership adheres to the Filipino educational philosophy that
education is geared towards better citizenship and livelihood and the United Nation’s declaration
that education is for all giving access to quality education.
S T R A T E G I C G O A L S
■ Excellent student learning and career development
■ Strong research culture and technology transfer
■ Good governance
■ Sustainable social responsibilities
■ Quality human resources management and development
■ Efficient management of assets and finances
■ Responsive to globalization and diversity
■ Customer-focused
I N S T I T U T I O N A L O U T C O M E S AND C O R E V A L U E S
The Pangasinan State University Institutional Learning Outcomes (PSU ILO) are the qualities that
PSUnians must possess. These outcomes are anchored on the following core values: Accountability and
Transparency, Credibility and Integrity, Competence and Commitment to Achieve, Excellence in Service
Delivery, Social and Environmental Responsiveness, and Spirituality – (ACCESS). Anchored on these core
values, the PSU graduates are able to
1. Demonstrate through institutional mechanisms, systems, policies, and processes which are reflective
of transparency, equity, participatory decision making, and accountability.
2. Engage in relevant, comprehensive and sustainable development initiatives through multiple perspec-
tives in decisions and actions that build personal and professional credibility and integrity.
3. Set challenging goals and tasks with determination and sense of urgency which provide continuous
improvement and producing quality outputs leading to inclusive growth.
4. Exhibit life-long learning and global competency proficiency in communication skills,
inter/interpersonal skills, entrepreneurial skills, innovative mindset, research and production initia-
tives and capability in meeting the industry requirements of local, ASEAN and international human
capital market through relevant and comprehensive programs.
5. Display, socially and environmentally responsive organizational culture, which ensures higher produc-
tivity among the university constituents and elevate the welfare of the multi-sectoral communities.
6. Practice spiritual values and morally upright behavior which promote and inspire greater harmony to
project a credible public image.
PSU VISION, MISSION AND INSTITUTIONAL GOALS
2
3. AB ECONOMICS PROGRAM OBJECTIVES
Demonstrate expertise on economic concepts and theories necessary to understand the
functioning of the economy for economic analysis and policy-making.
■ Familiarize the terms and concepts commonly used in discussions of economic issues
■ Effectively communicate economic ideas, problems, and findings to those needing the information
■ Generate constructive analysis of real world issues using the theories in economics
■ Practice economic decision-making with reference to individuals, groups and organizations to
understand better the world in which they live in
Develop skills in the formulation of project proposals, undertaking of economic researches,
solving mathematical problems and constructing economic models.
■Prepare project proposals, feasibility/research studies and policy proposals
■Prepare and complete economic researches applying qualitative and quantitative methods in
economics
■Present the project proposals, feasibility/research studies and policy proposals in a proper forum
■Frame and solve problems in economics, using concepts such as optimization, equilibrium, and the
incentives faced by economic agents
■Utilize effectively various mathematical and statistical tools to interpret economic data and
address an economic case problem
■Build theoretically sound and and technically correct econometric models and use statistical
software to obtain results
■Utilize computer software like SPSS, STATA, Mathematica and the like in economic data
processing relevant in econometric modelling
■Use E-learning with the aid of Internet technology to enhance knowledge and learning in
economics
Perform with competence and dynamism as a productive and innovative economic player
who takes the initiative to lead for good governance, economic growth and economic
development.
■Conduct economic activities, projects and programs, and make recommendations based on the
analysis results
■Construct extension activities such as financial literacy, cooperative development and livelihood
projects to educate and empower citizens in the community with lasting impact and sustainability
■Produce a constructive assessment of social or economic problems by drawing upon relevant data
and utilizing sustainable economic theories and evaluating public policy choices
■Evaluate the welfare implications of various forms of competition and government policies
■Use entrepreneurial and critical thinking skills in economic and business situations
■ Apply the models of international trade based on economies of scale and global production to
predict patterns of international trade and to assess welfare effects
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4. C O N T E N T S
GAME EQUIPMENT AND MATERIALS
THE ECONOMY GAMEBOARD
MATRIX OF EXPENDITURE SPACES
MATRIX OF NON-EXPENDITURE PRODUCT SPACES
PLAYING CARDS’ COMPOSITION
ECONOMIC SECTOR CARDS
ECONOMY CARDS
MEDIUM OF EXCHANGE
GAME PREPARATION
ECONOMY FACILITATOR
5
5
5
7
10
12
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14
18
19
19
DESCRIPTION OF THE GAME
PLAYER COMPOSITION AND PLAYING TIME
OBJECTIVE OF THE GAME
PSU VMIG AND AB ECONOMICS PROGRAM OBJECTIVES4
5
5
HOW TO PLAY?20
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5. 11THE ECONOMY GAME GUIDE
PANGASINAN STATE UNIVERSITY www.psuecon.com
DESCRIPTION OF THE GAME
The Economy Game is a detailed, challenging and strategic expenditure trading game which is
used as an instructional material in Macroeconomics subject. Here, the players may act or
represent as household, firm, government and foreign sector to buy, trade or acquire
expenditures such as consumption spending, investment spending, government spending and
net export spending
By performing the roles of the economic sectors and taking into considerations various
macroeconomics concepts such as consumption, income, production, inflation, deflation,
employment, unemployment, underground economy, business cycle, Gross Domestic Product,
recession, depression, money and taxes, the goal is to dominate the play by acquiring
expenditure items as many and high as possible to become the richest player at the end.
PLAYER COMPOSITION AND PLAYING TIME
This game can be played by 2 to 6 players. Ideally the game is played by 4 players. Set-up time
ranges from 5 – 10 minutes. The playing time is about 1 – 3 hours.
OBJECTIVE OF THE GAME
The object the game is to earn the most value of expenditure items acquired and money
possessed on the board at the end. This is achieved by acquiring expenditure items as many
and high as possible through carrying out the roles of economic sectors, performing wise
economic decisions and using strategically macroeconomic concepts and variables, supported
by luck from the dice and the cards.
GAME EQUIPMENT
The Economy game consists of a board, 2 dice, 4 pieces (tokens), 2 decks of playing cards, play
moneys, a facilitator’s tray and a transaction pad.
Gameboard. The board game that is used to play The Economy Game. The board contains 100
spaces divided into 60 expenditure spaces and 40 non-expenditure spaces.
Tokens. These are gamepieces used by players to represent themselves. Each player will get a
mover to represent themselves as they move around the board.
Dice. The dice compose of two. The dice are used by the players to indicate the direction of the
token/pieces to move and land in a particular board space.
Decks of card. There are 2 decks of cards containing 60 playing cards each. One deck of cards
consists of the economic sectors and the other deck of cards consists of macroeconomics
concept cards.
Play Money. These are faked bills intended to be used as a medium of exchange for all the
financial transactions made by players in the Economy board game.
Economy Facilitator’s Tray. This is used by the Economy Facilitator to keep and organize play
moneys, playing cards and other materials used in the game.
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6. 12THE ECONOMY GAME GUIDE
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THE ECONOMY GAMEBOARD
The gameboard consists of 100 spaces numbered from 1 to 100. Sixty (60) of these spaces are
expenditure items which are designated with a corresponding name, listed price and color type.
There are 15 each of consumption spending, investment spending, government spending and
net export spending which can be acquired by players. The non-expenditure spaces have a
composition of 40 consisting 8 distribution, 4 scarcity, 2 depression, 2 recession, 2 economic
development, 2 economic growth, 6 financial institution, 3 corporate tax, 3 income tax, 4
underground economy and 4 exchange.
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7. 13THE ECONOMY GAME GUIDE
PANGASINAN STATE UNIVERSITY www.psuecon.com
EXPENDITURE SPACES
EXPENDITURE
ITEM
SPENDING
CATEGORY
BOARD
SPACE
NUMBER
PRICE COLOR
TYPE
USE/ FUNCTION
Avail Salon
Spa Services
Consumption
Spending
91 Ᵽ6 M Blue
Space
Can be acquired using Household
card and Economy card
Buy a
Condominium
Unit
Consumption
Spending
77 Ᵽ10 M Blue
Space
Can be acquired using Household
card and Economy card
Buy Grocery
items
Consumption
Spending
57 Ᵽ8 M Blue
Space
Can be acquired using Household
card and Economy card
Buy Mineral
Water
Consumption
Spending
25 Ᵽ3 M Blue
Space
Can be acquired using Household
card and Economy card
Consume
Internet
Services
Consumption
Spending
100 Ᵽ6.5 M Blue
Space
Can be acquired using Household
card and Economy card
Consume Meat
Products
Consumption
Spending
1 Ᵽ5 M Blue
Space
Can be acquired using Household
card and Economy card
Consume
Dairy Products
Consumption
Spending
67 Ᵽ3.5 M Blue
Space
Can be acquired using Household
card and Economy card
Demand for
Fast Food
Meals
Consumption
Spending
10 Ᵽ5.5 M Blue
Space
Can be acquired using Household
card and Economy card
Demand for
Home Care
Services
Consumption
Spending
30 Ᵽ7 M Blue
Space
Can be acquired using Household
card and Economy card
Demand for
Jewelries
Consumption
Spending
84 Ᵽ7.5 M Blue
Space
Can be acquired using Household
card and Economy card
Demand for
Movies
Consumption
Spending
47 Ᵽ4 M Blue
Space
Can be acquired using Household
card and Economy card
Demand Hotel
Services
Consumption
Spending
62 Ᵽ8.5 M Blue
Space
Can be acquired using Household
card and Economy card
Purchase a
Sports Car
Consumption
Spending
18 Ᵽ9.5 M Blue
Space
Can be acquired using Household
card and Economy card
Purchase
Clothing
Consumption
Spending
21 Ᵽ7 M Blue
Space
Can be acquired using Household
card and Economy card
Purchase
Home
Appliances
Consumption
Spending
33 Ᵽ9 M Blue
Space
Can be acquired using Household
card and Economy card
Build an
Automobile
Assembly
Plant
Investment
Spending
9 Ᵽ7 M Red
Space
Can be acquired using Firm card
and Economy card
Buy Farm
Inputs
Investment
Spending
87 Ᵽ5 M Red
Space
Can be acquired using Firm card
and Economy card
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8. 14THE ECONOMY GAME GUIDE
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Buy
Manufacturing
Equipment
Investment
Spending
13 Ᵽ8 M Red
Space
Can be acquired using Firm card
and Economy card
Buy Raw
Materials
Investment
Spending
22 Ᵽ3 M Red
Space
Can be acquired using Firm card
and Economy card
Construct
Textile Factory
Investment
Spending
64 Ᵽ4.5 M Red
Space
Can be acquired using Firm card
and Economy card
Invest in
Industrial
Robots
Investment
Spending
26 Ᵽ7 M Red
Space
Can be acquired using Firm card
and Economy card
Manufacture
Furniture
Products
Investment
Spending
99 Ᵽ8.5 M Red
Space
Can be acquired using Firm card
and Economy card
Manufacture
Ships
Investment
Spending
38 Ᵽ10 M Red
Space
Can be acquired using Firm card
and Economy card
Manufacture
Toiletries
Products
Investment
Spending
54 Ᵽ9.5 M Red
Space
Can be acquired using Firm card
and Economy card
Produce
Processed
Fish Products
Investment
Spending
74 Ᵽ4.5 M Red
Space
Can be acquired using Firm card
and Economy card
Purchase
Delivery
Trucks
Investment
Spending
92 Ᵽ4 M Red
Space
Can be acquired using Firm card
and Economy card
Sell Liquor
Products
Investment
Spending
2 Ᵽ7.5 M Red
Space
Can be acquired using Firm card
and Economy card
Supply Web
Development
Services
Investment
Spending
48 Ᵽ6.5 M Red
Space
Can be acquired using Firm card
and Economy card
Supply Shoes Investment
Spending
41 Ᵽ6 M Red
Space
Can be acquired using Firm card
and Economy card
Supply
Transportation
Services
Investment
Spending
69 Ᵽ9 M Red
Space
Can be acquired using Firm card
and Economy card
Build Bridges
and Highways
Government
Spending
53 Ᵽ9.5 M Green
Space
Can be acquired using
Government card and Economy
card
Compensate
Government
Employees
Government
Spending
42 Ᵽ10 M Green
Space
Can be acquired using
Government card and Economy
card
Construct
Dams
Government
Spending
89 Ᵽ4.5 M Green
Space
Can be acquired using
Government card and Economy
card
Construct
Public
Hospitals
Government
Spending
49 Ᵽ5 M Green
Space
Can be acquired using
Government card and Economy
card
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9. 15THE ECONOMY GAME GUIDE
PANGASINAN STATE UNIVERSITY www.psuecon.com
Construct
School
Buildings
Government
Spending
3 Ᵽ8.5 M Green
Space
Can be acquired using
Government card and Economy
card
Implement
Conditional
Cash Transfer
Program
Government
Spending
65 Ᵽ7.5 M Green
Space
Can be acquired using
Government card and Economy
card
Pay National
Debt
Government
Spending
37 Ᵽ5 M Green
Space
Can be acquired using
Government card and Economy
card
Purchase
Police Cars
Government
Spending
83 Ᵽ3 M Green
Space
Can be acquired using
Government card and Economy
card
Provide Energy
Subsidies
Government
Spending
98 Ᵽ6 M Green
Space
Can be acquired using
Government card and Economy
card
Provide Social
Security
Benefits
Government
Spending
8 Ᵽ6.5 M Green
Space
Can be acquired using
Government card and Economy
card
Purchase
Military
Weapons
Government
Spending
70 Ᵽ5 M Green
Space
Can be acquired using
Government card and Economy
card
Spend on
Environmental
Protection
Government
Spending
73 Ᵽ7 M Green
Space
Can be acquired using
Government card and Economy
card
Spend on
Health
Insurance
Government
Spending
23 Ᵽ8 M Green
Space
Can be acquired using
Government card and Economy
card
Spend on
Social Welfare
Government
Spending
93 Ᵽ9 M Green
Space
Can be acquired using
Government card and Economy
card
Subsidize
Affordable
Housing
Program
Government
Spending
28 Ᵽ5.5 M Green
Space
Can be acquired using
Government card and Economy
card
Export Corn Net Export
Spending
78 Ᵽ4.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export Gold Net Export
Spending
94 Ᵽ8 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export Iron
and steel
Net Export
Spending
90 Ᵽ6.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export Labor
Services
Net Export
Spending
88 Ᵽ6 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export
Pharmaceutic
al products
Net Export
Spending
61 Ᵽ7 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export Sugar Net Export
Spending
50 Ᵽ4 M Yellow
Space
Can be acquired using Foreign
card and Economy card
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10. 16THE ECONOMY GAME GUIDE
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Export
Semiconducto
rs
Net Export
Spending
24 Ᵽ7.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Export
Vehicles
Net Export
Spending
34 Ᵽ8.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import Coffee Net Export
Spending
29 Ᵽ5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import
Personal
Computers
Net Export
Spending
97 Ᵽ9.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import
Petroleum
Products
Net Export
Spending
81 Ᵽ10 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import Organic
Chemicals
Net Export
Spending
4 Ᵽ5.5 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import
Plastics
Net Export
Spending
66 Ᵽ3 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import
Smartphones
Net Export
Spending
44 Ᵽ9 M Yellow
Space
Can be acquired using Foreign
card and Economy card
Import Wheat Net Export
Spending
7 Ᵽ6 M Yellow
Space
Can be acquired using Foreign
card and Economy card
NON-SPENDING
SPACES
NATURE OF
SPACE
BOARD
SPACE
NUMBER
COLOR
TY PE
USE/FUNCTION
DISTRIBUTION (1) Advantage 17 Orange Space The player uses this
card to move freely on
the board horizontally
or vertically and
acquire any
expenditure item of
choice.
DISTRIBUTION (2) Advantage 27 Orange Space
DISTRIBUTION (3) Advantage 36 Orange Space
DISTRIBUTION (4) Advantage 43 Orange Space
DISTRIBUTION (5) Advantage 63 Orange Space
DISTRIBUTION (6) Advantage 68 Orange Space
DISTRIBUTION (7) Advantage 75 Orange Space
DISTRIBUTION (8) Advantage 82 Orange Space
FINANCIAL INSTITUTION
(Low 1)
Advantage 6 Violet Space The player receives Ᵽ5
Million
FINANCIAL INSTITUTION
(Low 2)
Advantage 15 Violet Space The player receives Ᵽ5
Million
FINANCIAL INSTITUTION
(Medium 1)
Advantage 46 Violet Space The player receives
Ᵽ10 Million
FINANCIAL INSTITUTION
(Medium 2)
Advantage 55 Violet Space The player receives
Ᵽ10 Million
FINANCIAL INSTITUTION
(High 1)
Advantage 86 Violet Space The player receives
Ᵽ15 Million
FINANCIAL INSTITUTION
(High 2)
Advantage 95 Violet Space The player receives
Ᵽ15 Million
10
NON - EXPENDITURE SPACES
11. 17THE ECONOMY GAME GUIDE
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INCOME TAX (Low) Disadvantage 5 Pink Space The player pays Ᵽ5
Million
INCOME TAX (Medium) Disadvantage 45 Pink Space The player pays Ᵽ10
Million
INCOME TAX (High) Disadvantage 85 Pink Space The player
pays Ᵽ15 Million
CORPORATE TAX (Low) Disadvantage 16 Pink Space The player
pays Ᵽ5 Million
CORPORATE TAX
(Medium)
Disadvantage 56 Pink Space The player
pays Ᵽ10 Million
CORPORATE TAX (High) Disadvantage 96 Pink Space The player pays Ᵽ15
Million
UNDERGROUND
ECONOMY (1)
Disadvantage 11 Grey Space The player misses to
acquire
an expenditure item
and cannot do
anything until his next
turn.
UNDERGROUND
ECONOMY (2)
Disadvantage 40 Grey Space
UNDERGROUND
ECONOMY (3)
Disadvantage 51 Grey Space
UNDERGROUND
ECONOMY (4)
Disadvantage 80 Grey Space
SCARCITY (1) Disadvantage 20 Black Space The player who lands
on this space loses 1
turn and required to
pay Ᵽ5 Million
SCARCITY (2) Disadvantage 31 Black Space
SCARCITY (3) Disadvantage 60 Black Space
SCARCITY (4) Disadvantage 71 Black Space
ECONOMIC GROWTH (1) Advantage 19 Blue-green Space The player moves 10
spaces forward on the
board
ECONOMIC GROWTH (2) Advantage 59 Blue-green Space The player moves 5
spaces forward on the
board
ECONOMIC
DEVELOPMENT (1)
Advantage 39 Blue-green Space The player moves 15
spaces forward on the
board
ECONOMIC
DEVELOPMENT (2)
Advantage 79 Blue-green Space The player moves 20
spaces forward on the
board
RECESSION (1) Disadvantage 12 Blue-green Space The player moves 7
spaces backward on
the board
RECESSION (2) Disadvantage 52 Blue-green Space The player moves 11
spaces backward on
the board
DEPRESSION (1) Disadvantage 32 Blue-green Space The player moves 21
spaces backward on
the board
DEPRESSION (2) Disadvantage 72 Blue-green Space The player moves 16
spaces backward on
the board
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12. 18THE ECONOMY GAME GUIDE
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EXCHANGE (1) Advantage /
Disadvantage
14 Burgundy Space The player who lands
on this space engages
in an Expenditure
Auction. The
Economy’s facilitator
will bid the expenditure
item chosen by the
player. The highest
bidder will eventually
acquire the
expenditure item
EXCHANGE (2) Advantage /
Disadvantage
35 Burgundy Space
EXCHANGE (3) Advantage /
Disadvantage
58 Burgundy Space
EXCHANGE (4) Advantage /
Disadvantage
78 Burgundy Space
PLAYING CARDS' COMPOSITION
There are two decks of cards. The first deck of cards consists of the economic sector cards and
the other deck of cards consists of economy cards. Playing cards are used by players to buy or
acquire expenditure items, collect money bills, earn bonuses and incur fines. The front cover of
the logic card is depicted below.
ECONOMIC SECTOR CARDS. These are cards used primarily by players to acquire spending
or expenditure items. The economic sectors compose of 60 cards which include household, firm,
government, foreign sector and economy cards.
ECONOMY CARDS. These are cards that provide fines or bonuses to the players. The economy
cards have 60 cards consisting of money, free spending, production, consumption, boom phase,
slump phase, inflation, deflation, household’s wage, firm’s revenue, government’s revenue,
foreign sector’s revenue, satisfaction, profit maximization, government’s taxes, net export, low
GDP, high GDP, employment, unemployment, consumption spending, investment spending,
government spending and net export spending.
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13. 19THE ECONOMY GAME GUIDE
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ECONOMIC SECTOR CARDS
ECONOMIC
SECTOR
CARD ILLUSTRATION QUANTITY USE/FUNCTION
HOUSEHOLDS 12
The player uses this card
to acquire consumption
expenditure items
FIRMS 12
The player uses this card
to acquire investment
expenditure items
GOVERNMENT 12 The player uses this card
to acquire government
expenditure items
FOREIGN SECTOR 12 The player uses this card
to acquire net export
expenditure items
ECONOMY CARD 12 This card can be used to
acquire any expenditure
items
TOTAL 60 Cards
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14. 110THE ECONOMY GAME GUIDE
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ECONOMY CARDS
SPECIAL
CARDS
CARD ILLUSTRATION QUANTITY NATURE
OF CARD
FUNCTION/USE OF CARD
MONEY 6 Bonus /
Advantag
e
The player uses this card as
additional money bill for the
payment of expenditure
items to be acquired.
FREE
SPENDING
4 Bonus /
Advantag
e
The player has the chance to
acquire any expenditures
without pay. If the player
lands on a row or horizontal
space, he can acquire any
product within the column or
row, and vice versa. The
player needs an appropriate
economic sector card to
acquire the expenditure item.
PRODUCTION
3
Bonus /
Advantag
e
The player uses this card to
be a producer giving him the
opportunity to produce and
eventually acquire an
expenditure item. This card
is only used to acquire
investment, government and
net export expenditures. The
player pays 3M as incurred
cost for the item to be
produced
CONSUMPTI
ON
3 Fine /
Disdvant
age
The player uses this card to
be a consumer giving him the
opportunity to consume and
eventually acquire a
consumption expenditure
item expenditure item. The
player pays 3M as payment
for the item to be consumed.
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BOOM PHASE 3 Bonus /
Advantag
e
The player uses this card in
order to acquire two
expenditure items at the
same time.
SLUMP
PHASE
3 Fine /
Disadvan
tage
The player is required to give
up or forego an acquired
expenditure item at any rate.
When he fails to use this card
at the end of the game, the
player is forced to sacrifice
the expenditure item with the
highest value acquired.
INFLATION 3 Advantag
e/
Disadvan
tage
The player gets a fine gets a
fine or bonus by increasing
or decreasing the price of the
expenditure item to be
acquired by 25%, 50% or
100%.
DEFLATION
3 Advantag
e/
Disadvan
tage
The player gets a fine gets a
fine or bonus by increasing
or decreasing the price of the
expenditure item to be
acquired by 25%, 50% or
100%.
HOUSEHOLD’
S WAGE
3
Bonus
/Advanta
ge
The player gets a cash
bonus of Ᵽ5 M, Ᵽ10 M or Ᵽ15
M to be used only for
acquiring consumption
expenditure items.
FIRM’S
REVENUE
3
Bonus
/Advanta
ge
The player gets a cash
bonus of Ᵽ5 M, Ᵽ10 M and
Ᵽ15 M to spend on
investment expenditure
items.
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16. 112THE ECONOMY GAME GUIDE
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GOVERNMEN
T’S REVENUE
3
Bonus
/Advanta
ge
The player gets a cash
bonus of Ᵽ5 M, Ᵽ10 M and
Ᵽ15 M to spend on
government expenditure
items.
FOREIGN
SECTOR’S
REVENUE
3
Bonus
/Advanta
ge
The player gets a cash
bonus of Ᵽ5 M, Ᵽ10 M and
Ᵽ15 M to spend on net
export spending items
SATISFACTIO
N
3
Bonus
/Advanta
ge
The player uses this card to
increase the value of the
consumer expenditure item
acquired by 25%, 50% or
100%.
PROFIT
MAXIMIZATI
ON
3
Bonus
/Advanta
ge
The player uses this card to
increase the value of the
government expenditure
item acquired by 25%, 50% or
100%.
GOVERNMEN
T’S TAXES 3
Bonus
/Advanta
ge
The player uses this card to
increase the value of the
government expenditure
item acquired by 25%, 50% or
100%.
NET EXPORT
3
Bonus
/Advanta
ge
The player uses this card to
increase the value of the
consumer expenditure item
acquired by 25%, 50% or
100%.
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LOW GDP
1
Fine /
Disadvan
tage
The player incurs a fine by
decreasing the value of
points acquired by 10 M.
HIGH GDP
1
Bonus
/Advanta
ge
The player gets a bonus by
increasing the value of
points acquired by 10 M.
EMPLOYMEN
T 1
Bonus
/Advanta
ge
The player gets a bonus by
increasing the value of
points acquired by 5 M.
UNEMPLOYM
ENT 1
Fine /
Disadvan
tage
The player incurs a fine by
decreasing the value of
points acquired by 10 M.
The player incurs a fine by
decreasing the value of
points acquired by 10 M.
CONSUMPTI
ON
SPENDING
1
Bonus
/Advanta
ge
The player uses this card to
acquire one consumption
expenditure item.
INVESTMENT
SPENDING 1
Bonus
/Advanta
ge
The player uses this card to
acquire one investment
expenditure item.
GOVERNMEN
T SPENDING 1
Bonus
/Advanta
ge
The player uses this card to
acquire one government
expenditure item.
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NET EXPORT
SPENDING
1
Bonus
/Advanta
ge
The player uses this card to
acquire one next export
expenditure item.
TOTAL
60 Cards
MEDIUM OF EXCHANGE (MONEY)
MONEY BILL
DENOMINATION
ILLUSTRATION QUANTITY AMOUNT
500 T 20 10 M
1 M 20 20 M
2 M 25 50 M
5 M 20 100 M
10 M 8 80 M
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20 M 5 100 M
50 M
2 100 M
TOTAL 100 bills 460 Million Pesos
GAME PREPARATION
1. Place the board preferably on a table and put the playing cards on their allotted spaces
on the board.
2. Each player chooses one token to represent him/her while traveling around the board.
3. Each player is provided with Ᵽ50 million divided as follows: 10 Ᵽ500 T bills, 5 Ᵽ1 M bills,
5 Ᵽ2 M, 4 Ᵽ5 M bills and 1 Ᵽ10 M bill and two each of economy cards.
4. Select an Economy Facilitator (EF).
ECONOMY FACILITATOR (EF)
One is designated as the Economy Facilitator (EF) in every game. The Economy Facilitator
assists the players acquire expenditure items and perform economic decision makings in the
gameboard. Specifically, the functions of the Economy Facilitators are as follows:
1. Provides and allocates a supply of play money bills and economic sector cards to each
player at the beginning of the game.
2. Receives and holds the economy sector cards, economic sector cards and money bills
once they are utilized by the players.
3. Facilitates an Expenditure Auction by bidding the expenditure item chosen by the player
when the latter lands on an Exchange space.
4. Expedites the exchange of money used in trading and acquiring expenditure items.
5. Gives each player the necessary cash bonus when lands on an advantage space and
uses an advantage card.
6. Imposes and collects fines when a player lands on a disadvantage space and uses a
disadvantage card.
7. Guides and monitors closely the moves and decision makings of players for the smooth
overall operations and transactions in the Economy board.
8. Records all trading transactions made by each player on the board such as acquisition
of expenditures, value of points, amount of money used, etc. using the transaction pad.
9. Calculates the accumulated total value of all the expenditure items acquired by each
player at the end of the game.
10. Declares who will be the winner.
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HOW TO PLAY?
1. Players will get a piece or token to represent themselves as they move around the
Economy gameboard.
2. Each player starts with Ᵽ50 million amount of money on hand and 2 cards each of
household card, firm card, government card and foreign sector card.
3. Players will roll a die to determine who moves first. The player who gets the highest point
will go first, the second highest pointer goes next, and so on and so forth.
4. Every turn consists of three steps: (1) roll the dice and place the token on the landed
space; (2) acquire an expenditure item or do other things and (3) draw economic sector
card and economy card from two decks of cards and decide strategically what economic
card will be used.
5. A player rolls 2 dice when it is his turn to act. The die indicates the direction of the token
or to know how many spaces he moves on his turn.
6. The spaces on the board typically correspond to various expenditure items that players
can acquire such as consumption spending, investment, government spending and net
export spending. The board also consists of non-expenditure spaces where a player may
get bonus or incur fine consisting distribution, scarcity, depression, recession, economic
development, economic growth, financial institution, corporate tax, income tax,
underground economy and exchange.
7. The player moves his token to the number of spaces. When he lands on an EXPENDITURE
ITEM space, he has the chance to acquire this using the appropriate economic sector
cards (household card, firm card, government card and net export cars). The player gives
a corresponding economic sector card to the Economy Facilitator every time he acquires
an expenditure item.
8. A player who lands on a consumption expenditure item can acquire it by using a
household card and paying it with its corresponding listed price. The consumption
expenditure items on the Economy gameboard are: PURCHASE A SPORTS CAR (9.5 M),
BUY A CONDOMINIUM UNIT (10 M), CONSUME MEAT PRODUCTS (5 M), PURCHASE
CLOTHING (7 M), BUY GROCERY ITEMS (8 M), PURCHASE HOME APPLIANCES (9 M), BUY
MINERAL WATER (3 M), DEMAND FOR JEWELRIES (7.5 M), CONSUME DAIRY PRODUCTS
(3.5 M), DEMAND FOR FAST FOOD MEALS (5.5 M), AVAIL SALON SPA SERVICES (6 M),
DEMAND FOR MOVIES (4 M), DEMAND FOR HOME CARE SERVICES (7 M), DEMAND FOR
HOTEL SERVICES (8.5 M) and CONSUME INTERNET SERVICES (6.5 M).
9. A player who lands on investment expenditure item can acquire it by using a firm card
and paying the item with its corresponding listed price. The investment expenditure
items on the Economy gameboard are: CONSTRUCT A TEXTILE FACTORY (4.5 M),
PRODUCE PROCESSED FISH PRODUCTS (4.5 M), BUY FARM INPUTS (5 M), PURCHASE
DELIVERY TRUCKS (4 M), BUILD AN AUTOMOBILE ASSEMBLY PLANT (7 M), BUY
MANUFACTURING EQUIPMENT (8 M), BUY RAW MATERIALS (3 M), INVEST ON
INDUSTRIAL ROBOTS (7 M), SUPPLY SHOES (6 M), SELL LIQUOR PRODUCTS (7.5 M),
SUPLLY WEB DEVELOPMENT SERVICES (6.5 M), MANUFACTURES TOILETRIES
CONSUMER PRODUCTS (9.5 M), MANUFACTURE SHIPS (10 M), MANUFACTURE
FURNITURE PRODUCTS (8.5 M) and SUPPLY TRANSPORTATION SERVICES (9 M).
10. A player who lands on government expenditure item can acquire it by using a government
card and paying the item with its corresponding listed price. The government expenditure
items on the Economy gameboard are: BUILD BRIDGES AND HIGHWAYS (9.5 M),
CONSTRUCT PUBLIC HOSPITALS (5 M), COMPENSATE GOVERNMENT EMPLOYEES (10
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M)PROVIDE CONDITIONAL CAH TRANSFER PROGRAM (7.5 M), PURCHASE MILITARY
WEAPONS (5 M), PURCHASE POLICE CARS (3 M), SPEND ON SOCIAL WELFARE (9 M),
CONSTRUCT SCHOOL BUILDINGS (8.5 M), CONSTRUCT DAMS (4.5 M), PROVIDE
AFFORDABLE HOUSING PROGRAM (5.5 M), PAY DEBT (5 M), SPEND ON HEALTH
INSURANCE PROGRAM (8 M), PROVIDE SOCIAL SECURITY BENEFITS (6.5 M), SPEND ON
SOCIAL WELFARE (7 M) and PROVIDE ENEGY SUBSIDIES TO FIRMS (6 M).
11. A player who lands on net export expenditure item can acquire it by using a net export
card and paying the item with its corresponding listed price. The net export expenditure
items on the Economy gameboard are: IMPORT OIL PRODUCTS (10 M), EXPORT
PHARMACEUTICAL PRODUCTS (7 M), EXPORT GOLD (8 M), IMPORT PLASTICS (3 M),
IMPORT ORGANIC CHEMICALS (5.5 M), EXPORT IRON AND STEEL (6.5 M), EXPORT
SEMICONDUCTORS (7.5 M), EXPORT VEHICLES (8.5 M), IMPORT COMPUTERS (9.5 M),
IMPORT SMARTPHONES (9 M), IMPORT WHEAT (6 M), IMPORT COFFEE (5 M), EXPORT
REFINED SUGAR (4 M), EXPORT CORN (4.5 M), EXPORT LABOR SERVICES (6 M).
12. When a player lands on DISTRIBUTION (distribution of income or output among
individuals or factors of production) space, he can use this to move freely on the board
horizontally and vertically to acquire any expenditure item of choice.
13. When a player lands on FINANCIAL INSTITUTION (provides financial services or loans to
economic sectors) space, he receives a financial loan of Ᵽ5 M (low), Ᵽ10 M (medium) or
Ᵽ15 M (high) from Game facilitator.
14. When player lands on an INCOME OR CORPORATE TAX (financial charge imposes by the
government to households and firms to fund various public expenditures) space, he pays
a fine of Ᵽ5 M (low), Ᵽ10 M (medium) or Ᵽ15 M (high) from Game facilitator.
15. If a player lands on UNDERGROUND ECONOMY (part of the economy that is purposely
hidden from the view of the government to avoid taxes and regulations or where
economic activities are unreported, thus it is omitted from GDP) space, the player cannot
acquire expenditure items and cannot do anything until his next turn.
16. If a player lands on SCARCITY (fundamental economic problem) space, he loses 1 turn
and requires to pay Ᵽ5 Million.
17. If a player lands on ECONOMIC GROWTH (the ability of an economy to increase the level
of production as measured by real GDP) space, he moves 5 or10 spaces forward on the
board.
18. If a player lands on ECONOMIC DEVELOPMENT (economic growth plus the attainment of
standard of living) space, he moves 15 or 20 spaces forward on the board.
19. If a player lands on RECESSION (general slowdown in economic activity due to fall in
GDP) space, he moves 7 or 11 spaces backward on the board.
20. If a player lands on DEPRESSION (severe recession) space, he moves 16 or 21 spaces
backward on the board.
21. If a player lands on EXCHANGE (process of trading goods and services among economic
sectors) space, he engages in an Expenditure Auction. The Economy’s facilitator will bid
the expenditure item chosen by the player. The highest bidder will eventually acquire the
expenditure item.
22. A player draws one card each from two decks of cards in every turn.
23. A player draws one card from the deck of economic sector cards. The economic cards
include HOUSEHOLD (buys and consumes goods and services) card, which is used to
acquire consumption expenditures, FIRM (produces goods and services and buys capital
goods) card which is used to acquire investment expenditures, GOVERNMENT (collects
taxes and provides public goods and services) card, which is used to acquire government
expenditures and FOREIGN SECTOR (exports and imports goods and services) card,
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which is used to acquire net export expenditures and ECONOMY (the result of a set of
processes and economic activities including production, distribution, trade and
consumption of goods and services by different economic agents/sectors) card which is
used to acquire any of the four expenditure items.
24. A player draws also one card from the deck of economy cards in every turn. The economy
cards can be used by a player to collect money bills, get bonuses and incur fines when
acquiring expenditure items. The cards consist of money, free spending, production,
consumption, boom phase, slump phase, inflation, deflation, household’s wage, firm’s
revenue, government’s revenue, foreign sector’s revenue, satisfaction, profit
maximization, government’s taxes, net export, low GDP, high GDP, employment,
unemployment, consumption spending, investment spending, government spending and
net export spending.
25. If a player draws a MONEY (medium of exchange which is generally accepted as payment
for goods and services) card, he can generally use this as additional bills for the payment
of expenditure items to be acquired. The money cards have a composition of 5M, 10M,
20M and 30M.
26. If the player draws a FREE SPENDING card, he gets the chance to acquire any expenditure
item without pay by selecting an item horizontally or vertically on the landed space. The
player needs an appropriate economic sector card to acquire the expenditure item.
27. If the player draws a PRODUCTION (process of transforming inputs into outputs) card,
he can use this to be a producer giving him the opportunity to produce and eventually
acquire an expenditure item. This card is only used to acquire investment, government
and net export expenditures. The player pays 3M as incurred cost for the item to be
produced.
28. If the player draws a CONSUMPTION (process of buying goods and services for the
purpose of maximizing utility) card, he can use this to be a consumer giving him the
opportunity to consume and eventually acquire the consumption expenditure item
expenditure item. This card cannot be used to acquire investment, government and net
export expenditures. The player pays 3M as payment for the item to be consumed.
29. If the player draws a BOOM PHASE (a period of rapid economic growth) card, he uses
this in order to acquire two expenditure items at the same time.
30. If the player draws a SLUMP PHASE (widespread drop in spending) card, he uses this in
order to give up or forego an acquired expenditure item at any rate. When the player fails
to use this card at the end of the game, the player is forced to sacrifice the expenditure
item with the highest value acquired.
31. If the player draws a INFLATION (sustained increase in the price level of goods and
services) card, he gets a fine or bonus by increasing or decreasing the price of the
expenditure item to be acquired by 25%, 50% or 100%
32. If the player draws a DEFLATION (sustained decrease in the price level of goods and
services) card, he gets a fine or bonus by increasing or decreasing the price of the
expenditure item to be acquired by 25%, 50% or 100%.
33. If the player draws a HOUSEHOLD WAGE (the income payment or monetary
compensation paid by the firm to a household worker in exchange for labor services
done) card, he receives a cash bonus of Ᵽ5 M, Ᵽ10 M or Ᵽ15 M to be used only for
acquiring consumption expenditure items.
34. If the player draws a FIRM’S REVENUE (the income that a business firm derives from the
sale of goods and services) card, he receives a cash bonus of Ᵽ5 M, Ᵽ10 M or Ᵽ15 M to be
used for acquiring investment expenditure items.
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35. If the player draws a GOVERNMENT’S REVENUE (the income that the government
receives from taxes and non-tax sources) card, he receives a cash bonus of Ᵽ5 M, Ᵽ10 M
or Ᵽ15 M to be used for acquiring government expenditure items.
36. If the player draws NET EXPORT’S REVENUE (the income that the foreign sector gets
from imports and exports) card, he receives a cash bonus of Ᵽ5 M, Ᵽ10 M or Ᵽ15 M to be
used for acquiring net export expenditure items.
37. If the player draws SATISFACTION (consumers’ ultimate goal) card, he uses this to
increase the value of the consumer expenditure item acquired by 25%, 50% or 100%.
38. If the player draws PROFIT MAXIMIZATION (business firms’ ultimate goal) card, he uses
this to rise the value of the investment expenditure item acquired by 25%, 50% or 100%.
39. If the player draws GOVERNMENT TAXES (government’s major source of funds) card, he
uses this to rise the value of the gov’t expenditure item acquired by 25%, 50% or 100%.
40. If the player draws NEXT EXPORT (difference between the value of exports and the value
of imports) card, he uses this to increase the value of the net export expenditure items
acquired by 25%, 50% or 100%.
41. If the player draws LOW GDP (low total output/production level in the economy) card, he
incurs a fine by decreasing the value of points acquired by 10 M.
42. If the player draws HIGH GDP (high total output/production level in the economy) card,
he uses this increasing the value of points acquired by 10 M.
43. If the player draws EMPLOYMENT (total number of people currently employed in the
economy) card, he incurs a fine by increasing the value of points acquired by 5 M.
44. If the player draws UNEMPLOYMENT (total number of people currently unemployed in
the economy) card, he incurs a fine by decreasing the value of points acquired by 5 M.
45. If the player draws CONSUMPTION SPENDING (expenditure made by household on
consumer goods and services) card, he uses this card to acquire a consumption
expenditure item.
46. If the player draws INVESTMENT SPENDING (expenditure made by firms on capital or
investment goods) card, he uses this card to acquire an investment expenditure item.
47. If the player draws GOVERNMENT SPENDING (expenditure made by the government on
public goods and services) card, he uses this card to acquire a government expenditure
item.
48. If the player draws NET EXPORT SPENDING (expenditure made by the foreign sector on
imported and exported goods and services) card, he uses this card to acquire a next
export expenditure item.
49. If a player lands on an expenditure item which is already acquired or owned by another
player, he must pay the owner a corresponding fine amounting to 50% of the expenditure
item’s listed price.
50. If the player reaches the last space (100th
space), he obtains 10 M additional value points
and goes back to the 1st
space.
51. For the standard game, if the stock of cards runs out, the play stops. For a short game,
player may set a time limit for the game, say 1hour, and after the set play time, the game
ends.
52. The Economy Facilitator will calculate the accumulated total value of all the expenditure
items acquired by each player. The amount of remaining money bills on hand by the
players will be counted and be divided by two corresponding to obtain the money value.
He will also calculate the necessary point deductions for unused fine cards during the
game.
53. The winner would be the player with the highest combined value of total expenditure
acquired and amount of money bills possessed.
23