Welcome
Jeronemy Games is dedicated to preserving and celebrating the legacy of 3M Bookshelf Games, a series of classic strategy board games produced by 3M from 1962 to 1975.
Site Purpose
- Educational resource about 3M Bookshelf Games history and collection
- Information about classic board games: Acquire, Bazaar, and eventually other titles
- Instructions for playing the games
- Images of the original games
Games Documented
- Acquire
- Bazaar
ACQUIRE - Game Instructions
Overview
Acquire is a strategy board game originally published by 3M Company in 1964, designed by Sid Sackson. Players invest in hotel chains, trigger mergers, and compete to become the wealthiest player through shrewd stock acquisition and strategic tile placement.
Players: 2-6 Ages: 12+ Playing Time: 60-90 minutes
Game Objective
Become the wealthiest player by forming hotel chains, purchasing stock, and receiving bonuses during mergers. The player with the most money at the end wins.
Components
Game Board
- 12 columns × 9 rows (A-I) = 108 squares
- Grid coordinates: 1-A through 12-I
Playing Tiles
- 108 black tiles with white text (one for each board square)
- Each tile marked with its board coordinate (e.g., "1-A", "5-C", "12-I")
Hotel Chains (7 total)
Each chain has a colored marker and corresponding stock certificates:
- Luxor Hotels (Red/Pink) - with heraldic lions logo
- Tower Hotels (Orange/Gold) - with castle tower logo
- American Hotels (Blue/Navy) - with eagle logo
- Festival Hotels (Green) - with shield/cross logo
- Worldwide Hotels (Brown) - with globe logo
- Continental Hotels (Cyan/Turquoise) - with column logo
- Imperial Hotels (Pink/Magenta) - with crown logo
Stock Certificates
- 25 stock certificates per hotel chain (175 total)
- Each certificate represents one share in that chain
Money
Four denominations in different colors:
- $100 bills (green/olive)
- $500 bills (salmon/orange)
- $1,000 bills (gray/silver)
- $5,000 bills (gold/yellow)
Information Card
Price chart showing:
- Stock buying/selling price per share (based on chain size)
- Majority Holder's Bonus (First and Second place)
Setup
-
Place the Board: Position board in center of table within reach of all players
-
Distribute Money: Each player receives starting capital:
- 4× $1,000 bills = $4,000
- 3× $500 bills = $1,500
- 5× $100 bills = $500
- Total: $6,000 per player
-
Prepare Stock Market: Sort stock certificates by chain and place near board
-
Prepare Tiles: Place all 108 black tiles face down in a cluster on table
-
Determine First Player:
- If two or more players draw tiles, whoever has the lowest numbered tile starts
- If tied by number, use alphabetical order (A < B < C, etc.)
- Example: 2-B beats 3-A (lowest number wins)
-
Initial Tile Draw:
- Each player draws six tiles from the cluster
- Players stand tiles in a row facing them (like a card hand)
- This is their starting hand
How to Play
Play rotates clockwise. Each player's turn consists of:
1. Placing One Tile
The active player selects one tile from their hand and places it on the corresponding square on the board. This placement may:
a) Create No Chain
If the tile is not adjacent to any other tiles, it simply sits alone on the board.
b) Create a Hotel Chain
When a player places a tile adjacent to one already on the board (horizontally or vertically, not diagonally), they create a hotel chain:
- The player chooses one of the seven hotel chains from the list
- Takes the chain marker of corresponding color and places it on one of the two hotels
- Places chain marker and places matching colored tile on the board
- Receives Founder's Bonus: One free share of stock in the new chain
- The chain is now "active" and can be added to or merged
Note: A player can decline to create a chain during mergers, but must still play a tile except when it would create an 8th chain or merge two safe chains.
c) Add to an Existing Chain
If the tile is adjacent to tiles already forming a hotel chain, it becomes part of that chain. No bonus is awarded.
d) Merge Two or More Chains
When a tile touches tiles from two (or more) different hotel chains, a merger occurs. See "Merging Chains" below.
2. Buying Stock (Optional)
Immediately after playing their tile, the player may buy stock in any active chain (chains currently on the board).
Buying Rules:
- May purchase stock in any active chain on the board (not just the one played)
- May buy up to 3 shares total in any turn
- Can buy from 1, 2, or 3 different chains (e.g., 2 American + 1 Tower, or 3 Festival, etc.)
- Price per share varies with chain size (see Information Card)
- Exception: A player who runs out of money cannot buy stock but must still play a tile (except during mergers where tile would merge two safe chains or create 8th chain)
- Exception: A player cannot buy stock if it would cause a merger of two safe chains or create an 8th chain
Trading and Selling Between Players: Trading and selling stock between players is not permitted. All transactions are with the Stock Market only. When all chains are active, the Stock Market competes for Majority Holder's Bonuses among players wishing to purchase stock to do so in other active chains.
3. Draw a Tile
The player draws one tile from the cluster to replace the one played, bringing their hand back to 6 tiles.
Turn Complete: Play passes to the next player clockwise.
Creating Chains
When a player places a tile next to one or more tiles already on the board (not diagonally), a chain is created:
- Player chooses the chain name from the seven available
- Takes the chain marker and places it on one of the hotels
- Places the colored chain marker tile on the board
- Receives Founder's Bonus: One free share (if available in Stock Market)
Chain Limits:
- Maximum of seven chains may be on the board at one time
- If a tile would create an eighth chain, it cannot be played and is held until another merger occurs
Merging Chains
When a player places a tile that connects tiles from two (or more) different chains, those chains merge.
Merger Resolution Steps:
1. Determine Which Chain Survives
- Larger chain takes over smaller chain: If one chain has more hotels, it's the surviving chain
- In case of tie: The player causing the merger chooses which chain takes over
- Multiple mergers: If tile connects 3+ chains, largest chain survives; player chooses among tied largest chains
The defunct chain:
- Chain marker is removed and returned to the Stock Market
- All tiles remain on board and are now part of the larger chain
2. Pay Majority Holder's Bonuses
Compensatory bonuses are paid to players holding the most stock in the defunct chain (the one being taken over):
From the Information Card:
- First Bonus: Paid to player with most shares of defunct chain
- Second Bonus: Paid to player with second-most shares
Tied Shareholders:
- Two players tied for first: First and Second bonuses are combined and divided equally
- If bonuses don't divide evenly into $100 amounts: Majority holder receives all (no rounding)
- Multiple players tied for second: Second bonus is divided equally among them
Example: If American (11 hotels) takes over Festival (5 hotels), the First place holder gets $7,000 and Second place gets $3,500.
3. Dispose of Stock in Defunct Chain
After bonuses are paid, all shareholders owning stock in the defunct chain must dispose of their shares in one of three ways (in any combination):
Option 1 - Hold: Keep the stock in expectation of starting another chain with that name later (if the chain is started again, the stock becomes active)
Option 2 - Sell: Return stock to the Stock Market for the price determined by the number of hotels in the defunct chain (see Information Card)
Option 3 - Trade: Exchange 2 shares of defunct chain stock for 1 share of the controlling (surviving) chain stock. All transactions are with the Stock Market. Certificates are returned to the Stock Market.
Order of Disposal: Starting with the chainmaker (player who triggered merger), proceeding clockwise, each player announces their disposal decisions. When the Stock Market has less than three shares remaining of the controlling chain, players may not trade their defunct chain stock.
4. Continue Play
If the tile merged two chains and there are remaining blocks of the controlling chain's stock, play continues in normal fashion.
Safe Chains
A chain is "safe" when it contains 11 or more hotel tiles. A safe chain:
- Cannot be taken over by any other chain in a merger
- Can take over smaller chains
- A player may not play a tile which would merge two safe chains together
- If this is the only playable tile in a player's hand, the tile is placed aside (discarded) and is out of the game
Unplayable Tiles
A tile cannot be played if it would:
- Create an eighth chain (max 7 chains allowed)
- Merge two safe chains (both 11+ hotels)
If a tile is unplayable:
- The player announces the tile is unplayable
- Places it aside (discarded from game)
- Does not draw a replacement
- May still buy stock if desired
- Turn ends
Note: If a player has no playable tiles (because they would merge two safe chains or create 8th chain), they draw from the cluster on the table to determine the number of shares. If there are 11 or less tiles, the player receives 1 share of each of the remaining tiles' stock.
Stock Prices and Bonuses
Prices are based on the number of hotels in the chain and the chain tier:
Chain Tiers (by price level):
- Lower Tier: Tower, Luxor
- Mid Tier: American, Worldwide, Festival
- Upper Tier: Imperial, Continental
Price Chart (Stock Buying/Selling Price per Block):
| Hotels in Chain | Tower/Luxor | American/Worldwide/Festival | Imperial/Continental |
|---|---|---|---|
| 2 | $200 | — | — |
| 3 | $300 | $300 | — |
| 4 | $400 | $400 | $400 |
| 5 | $500 | $500 | $500 |
| 6-10 | $600 | $600 | $600 |
| 11-20 | $700 | $700 | $700 |
| 21-30 | $800 | $800 | $800 |
| 31-40 | $900 | $900 | $900 |
| 41+ | $1,000 | $1,000 | $1,000 |
| — | — | $1,100 | $1,100 |
| — | — | — | $1,200 |
Majority Holder's Bonus:
| Hotels | Tower/Luxor | American/Worldwide/Festival | Imperial/Continental |
|---|---|---|---|
| First/Second | First/Second | First/Second | |
| 2 | $2,000/$1,000 | — | — |
| 3 | $3,000/$1,500 | $3,000/$1,500 | — |
| 4 | $4,000/$2,000 | $4,000/$2,000 | $4,000/$2,000 |
| 5 | $5,000/$2,500 | $5,000/$2,500 | $5,000/$2,500 |
| 6-10 | $6,000/$3,000 | $6,000/$3,000 | $6,000/$3,000 |
| 11-20 | $7,000/$3,500 | $7,000/$3,500 | $7,000/$3,500 |
| 21-30 | $8,000/$4,000 | $8,000/$4,000 | $8,000/$4,000 |
| 31-40 | $9,000/$4,500 | $9,000/$4,500 | $9,000/$4,500 |
| 41+ | $10,000/$5,000 | $10,000/$5,000 | $10,000/$5,000 |
| — | — | $11,000/$5,500 | $11,000/$5,500 |
| — | — | — | $12,000/$6,000 |
Ending the Game
The game ends when one player, after playing their tile, announces that either:
- All chains remaining on the board contain 11+ hotels (all chains are "safe"), OR
- At least one chain has 41 or more hotels
Important: A player does not have to announce the game is over if it's to their advantage to continue playing. They may buy stock if they wish.
Final Scoring
When the game ends:
- Majority Holder's Bonuses are paid out for all chains remaining on the board
- All players sell their stock to the Stock Market
- Stock in a chain not on the board is worthless (if chain never reformed after merger)
- Stock price determined by number of blocks owned by the Stock Market and the two players with the most shares
- If the Stock Market's tile would create a hotel chain, it is placed but no chain is formed until a player adds a tile (this player then receives the Founder's Bonus)
- If no Stock Market tile creates a hotel chain, tiles are placed aside and the game is over
- The player with the most money wins
Special Rules for Two Players
When two players compete:
- Stock Market is third player: Considered to own 3 blocks of the chainmaker's chain stock
- Merger tie-breaker: If a merger tie occurs, the Stock Market competes for Majority Holder's Bonuses
- Bonuses paid based on number of blocks owned by the Stock Market and the two players
- If one player has 11 blocks and the other has 9, and the Stock Market has 3:
- Player with 11 gets First Bonus
- Player with 9 gets Second Bonus
- Stock Market receives nothing
- If one player has 11 blocks and the other has 9, and the Stock Market has 3:
- Merger disposal: After payment of Bonuses and disposal of stock in the defunct chain, the Stock Market again competes for Bonuses and, after disposal of stock, if it is placed aside it is out of the game
- End game: If the Stock Market tile would create a hotel chain, it is played but no chain is formed until a player adds a tile (this player then receives the Founder's Bonus). If no Stock Market tile creates a hotel chain, tiles are placed aside and the game is over, unless another merger is created, play then continues in normal fashion
Strategy Tips
- Early Game: Focus on founding new chains to get free Founder's Bonuses
- Stock Diversification: Own stock in multiple chains to benefit from various mergers
- Timing: Sometimes holding a tile for strategic placement is better than playing it immediately
- Majority Control: Try to maintain majority or second-place positions in growing chains
- Merger Planning: Anticipate which chains might merge and position yourself accordingly
- Safe Chains: Once a chain reaches 11 hotels, it's protected—invest heavily if you have majority
- End Game Control: If you're ahead, you can call the game; if behind, keep it going
Clarifications
- Adjacent Definition: Tiles are adjacent only horizontally or vertically, NOT diagonally
- Hand Limit: Always maintain 6 tiles in hand (except when unplayable tiles are discarded)
- Stock Limit: No individual stock purchase limit beyond 3 per turn (can own unlimited total shares)
- Chain Naming: Once a chain is defunct from a merger, its name can be reused if tiles form a new chain later
- Founder's Bonus: Only awarded when creating a new chain (not when adding to existing chain)
Copyright © 1968 by 3M Company, St. Paul, Minnesota 55101
BAZAAR - Game Instructions
Overview
Bazaar is a trading and bartering game originally published by 3M Company in 1967, designed by Sid Sackson. Players collect colored stones by trading and bartering according to exchange rates, competing to be the first to acquire specific combinations shown on their Wares cards.
Players: 2-6 Ages: 10+ Playing Time: 30-45 minutes
Game Objective
Be the first player to collect the exact combinations of colored stones shown on your Wares cards by trading at the Bazaar and with other players. The player with the highest score wins!
Components
Game Board
The Bazaar board shows:
- Token Exchange section with exchange rate cards
- Bazaar section with available tokens
- Scoring reference
Colored Tokens
Five colors of tokens (wooden pieces):
- Red tokens
- White tokens
- Blue tokens
- Yellow tokens
- Green tokens
Wares Cards
Cards showing specific combinations of colored tokens that players must collect.
Rate Cards
Cards showing exchange rates between different colored tokens (e.g., 2 red = 3 white, 1 blue = 2 yellow).
Setup
- Prepare Components: Sort tokens by color into separate piles
- Shuffle Wares Cards: Shuffle the Wares cards and place face down
- Deal Cards: Each player receives 4 Wares cards to start
- Place Rate Cards: Set up exchange rate cards in the Token Exchange section
- Initial Tokens: Each player receives a random starting set of tokens
- First Player: Randomly determine who goes first
How to Play
Each turn has two phases: Action Phase and Draw Phase.
Action Phase
On each turn, a player may do ONE of the following:
Option 1: Play at the Bazaar
Exchange tokens according to the posted exchange rates:
- Look at the rate cards displayed in the Token Exchange section
- Trade tokens based on the rates shown (e.g., give 2 red to receive 3 white)
- May make multiple exchanges if desired
- Return traded tokens to the supply and take new tokens
Option 2: Trade with Other Players
Propose trades with other players:
- Can trade any tokens at any rate you negotiate
- Both players must agree to the trade
- Trading is not limited by the posted exchange rates
- Multiple trades allowed in one turn
Option 3: Purchase Wares
If you have the exact combination of tokens shown on one of your Wares cards:
- Announce which Wares card you're purchasing
- Return the tokens shown on the card to the supply
- Place the completed Wares card face-up in front of you
- These cards contribute to your final score
Draw Phase
At the end of your turn:
- Draw new tokens from the supply (typically 2-3 tokens)
- Your turn ends; play passes clockwise
Exchange Rates
The exchange rates posted at the Token Exchange vary throughout the game. Example rates might include:
- 2 Red = 3 White
- 1 Blue = 2 Yellow
- 3 Green = 1 Red + 1 White
- 2 Yellow = 1 Blue + 1 Green
Important: These are maximum exchange rates - you can always exchange at better rates if you choose (e.g., if 2 red = 3 white, you could trade 2 red for 2 white or 1 white).
Purchasing Wares
When a player has the exact combination shown on a Wares card:
- Announce you're purchasing that card
- Return the exact tokens shown to the supply
- Place the Wares card face-up (these count for scoring)
- Draw a new Wares card to replace it (if the deck isn't empty)
Limit of Tokens: At the end of each turn, a player may not have more than a certain number of tokens in hand (typically 12). Excess tokens must be returned.
Scoring
At the end of the game, players score points based on:
- Wares Cards Completed: Each card is worth the points shown on it
- The player with the most points wins
- Tiebreaker: If tied, the player with the fewest tokens remaining wins
Special Rules
Rate Cards
- Rate cards may be rotated or replaced during the game to change available exchanges
- Pay attention to rate changes as they can open new trading opportunities
Trading Strategy
- You can trade tokens with other players at ANY rate you both agree to
- Sometimes trading with players is better than using the posted exchange rates
- Watch what Wares cards other players are collecting to avoid helping them
Hand Limit
- At the end of your turn, you cannot exceed the maximum token limit (check rules for specific number)
- Return excess tokens to the supply if you go over
For One Player
An interesting solitaire variation:
- Set a target score to beat
- Play progresses the same way but without player trading
- Must rely solely on the Token Exchange rates
- Try to minimize the number of turns to reach your target score
Strategy Tips
- Plan Ahead: Look at multiple Wares cards and plan which tokens you'll need
- Watch Exchange Rates: Take advantage of favorable exchange rates when they appear
- Trade Wisely: Sometimes trading with players at "bad" rates is worth it to complete a high-value Wares card
- Token Management: Don't hoard tokens - keep your hand flexible for exchanges
- Observe Opponents: Pay attention to which Wares cards opponents are close to completing
- Timing: Complete easier Wares cards early to build your score, save complex ones for later
Clarifications
- Exact Combinations: You must have the EXACT tokens shown on a Wares card (no more, no less) to purchase it
- Mandatory Draw: You must draw tokens at the end of each turn unless the supply is depleted
- Exchange Flexibility: You can always exchange at rates better than posted (fewer tokens given for same return)
- Multiple Actions: You may trade at the Bazaar AND with players in the same turn if using the trading option
Ending the Game
The game ends when:
- One player completes their target number of Wares cards, OR
- The Wares deck is depleted and a player cannot draw a replacement card, OR
- Players agree to end (count current points)
Players total their scores from completed Wares cards. Highest score wins!
Copyright © 1967 by 3M Company, St. Paul, Minnesota 55101
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