Table of Contents:
-1. WHAT YOU NEED TO KNOW BEFORE PLAYING-
-2. Introduction-
-3. Notable differences between Itadaki Street 3 and other versions-
-4. Starting a Game-
-5. General Menus-
-6. Spaces-
-7. Casino-
-8. Venture Cards-
-9. Conclusion-

-1. WHAT YOU NEED TO KNOW BEFORE PLAYING-
1) If you are emulating this game, you should use the most recent development build of PCSX2. The most current main release as of this post (1.6.0) does not emulate Itadaki Street 3 well and makes the game unplayable, as all of the text is impossible to read. However, the most recent development build has fixed this issue.

There are still two particular issues that occur on emulator that you should be aware of: The music just does not work at all. It will play for a few seconds before cutting out at pretty much every area of the game except the intro. Secondly, there will be moments where the game lags and nothing happens. This is because the CPU characters are speaking, but the emulator does not display them speaking, so it makes it feel like the game is lagging.

2) The base game only starts with 5 of the 31 boards unlocked. In addition, vacant lot settings are not unlocked off the bat. I have posted my own save with all the boards and vacant lot settings unlocked, here: https://mega.nz/file/axoCDQJA#i1aCXo1o9fiPhxnY6ZjTRoaVMTX9eRptJrAB8DMPbM4

mirror here

3) If you want to play this (or any other Fortune Street title) online with friends, my recommended method would be to use the program Parsec. It is a streaming program that streams your computer to others with minimal latency while also reading controller inputs from their ends onto your computer, allowing for surprisingly easy online multiplayer for games that would otherwise only have local multiplayer. High, high recommendation from me.

-2. Introduction-
Hello! Welcome to my translation guide for Itadaki Street 3 for the PS2. I recently became a huge fan of the Fortune Street series, and in my quest to play even more Fortune Street, I started playing the translation patches for Special on the PS2 and Portable on the PSP. After playing those, I decided to check out some of the untranslated versions, and I found out that Itadaki Street 3 was massive with 31 boards, way bigger than the later versions, and I really wanted to play it. I decided to take it upon myself to make a list of all of the Venture Cards so that I could play this with my friend without too much trouble, and that just led me to create this guide, so that everybody can experience this game without needing to know Japanese!

Itadaki Street 3 is particularly interesting because it contains almost every board from the NES, SNES, and PS1 versions of the game! The only ones missing are Alefgard and Slimenia from the SNES version and the first board from the NES version. So this makes it an ideal way to play every game that came before it.

Now, let me take a moment to talk about this guide is and what it is not:

This guide will provide all of the information you need to know to play the multiplayer mode of Itadaki Street 3. As the game is played entirely in menus, this guide will translate all of the menu options so that you know which options to select. It’s honestly pretty easy to pick up on these, so after a few playthroughs, you hopefully will not need the guide any longer for anything other than the list of Venture Cards.

This guide is NOT an in-depth tutorial on how to play Fortune Street. This guide assumes you already know how to play Fortune Street, and will not go in depth into the mechanics of the game other than differences with other versions (see the next section), and a few other bits such as how the casino games work. This guide is to help you navigate the game and the menus rather than teaching you the mechanics of the game. [Though, if anybody would like to take this guide and make it have more tutorial elements, I would be absolutely fine with that.]

An important note, I do not personally speak Japanese. I created this guide by extensively testing everything in the game to figure out what everything did and recording my results. In a few instances, I asked my friend AMeanMotorScooter, who does speak Japanese, for assistance on what something said if I could not figure it out through testing. He also translated all of the board names.

Feel free to repost this guide anywhere, as long as I (Azurillkirby) am given credit. Feel free to edit this guide however you see fit, if you would like to make corrections or make it look cleaner or add more tutorial elements. As I said, just make sure to credit me.

Finally, if you notice any errors or have any corrections to make, the best way to reach out to me would be on my personal twitter, @Azurillkirby.

-3. Notable differences between Itadaki Street 3 and other versions-
1) In most other versions of Fortune Steret, the win condition is to be the first to reach the bank with a certain net worth. Even if you have a lower net worth than somebody else, as long as you reached the bank first once you were above the goal, you’d win. In Itadaki Street 3, that is different. If anybody passes the bank with a higher net worth than the goal, than the *PLAYER WITH THE HIGHEST NET WORTH* wins. Even if that player did not pass the bank, they will still win.

[Now, that being said, because the game ends as soon as anybody above the goal reaches the bank, you can still play the game multiplayer as if the typical rules are in place. As long as you don’t care about the game’s saved records, you can still play the game as if the normal rules are in play and your party will know who really won, despite it being different than who the game says won. The game just says that the person with the highest net worth wins, but you would know for real that the person who passed the bank won. A house rule, type of thing.]

2) There is a 3% tax on buying stocks. When you choose to buy stocks, 3% of the total stock purchase will be paid from your ready cash.

3) Venture Cards, unlike other games, have a MASSIVE impact on some boards. In several of the main 12 boards (The ones in the first two sets of boards), cards can drastically change the way a board plays. In two of the boards, areas of the board are completely inaccessible until some player draws a Venture Card to make that area of the board available. Even past the main 12 boards, most of the 31 boards in this game have cards exclusive to them.

4) Several of the main 12 boards in Itadaki Street 3 have this mechanic where the board will change everytime a space is passed. This is similar to buttons in later versions, but buttons in those games needed to be landed on, while in Itadaki Street 3, they need only be passed. You can tell when a space is a passing-trigger space because it will be a Venture Space with two interlocking rings above it.

5) As with most versions, Itadaki Street 3 has its own set of Casino minigames and venture cards. These will all be explained in their own section later.

6) Unlocked characters appear to be on a per-profile basis rather than unlocked for all players to use. As such, my provided save file does not have all the characters unlocked. (I can not even figure out how to unlock all of them myself, to be honest.)

-4. Starting a Game-

Before I go over anything, know that this image above is a Yes-No prompt. The top option is yes and the bottom option is no. I will post screenshots of most menus, but I will not post Yes-No screenshots for every single prompt. So know that the top option is always yes, and the bottom option is always no.

This is the main menu. This guide will be focusing on Multiplayer, so I will be explaining how to start a game from Freeplay. Freeplay is the standard way to play Fortune Street.

First, the game will ask you how many players you are playing with.

From here, it will ask each player to select a profile. Each player will either choose an existing profile or create a new one. Unlike most games where you would need to choose based on controller port, You simply need to have each controller individually press Circle over the profile they want to use and it will automatically set that player to be using that controller. This means you can have multiple players all play on one controller if a single controller chooses every profile. So you could pass the controller between players between turns.

Records are saved by profile, so choosing the same profile every game will allow to check the records to see how many times you placed 1st, 2nd, 3rd, and 4th, as well as some other stats.

If you choose a “- – – -” profile, it will prompt you to create a new profile. See the screenshot below.

I have no idea what the custom characters are. It is some other feature in the game (I think “Training Mode”), but as this guide is focusing purely on playing Multiplayer, I have not done any research into what this feature is.

You may pick profiles from any memory card connected to the system. The second option will allow you to choose a different memory card and choose from the profiles on there.

If you choose Erase, it will prompt you to choose a profile that you want to erase, and give you a Yes-No option to confirm. Yes, I want to delete this profile; No, I do not want to delete this profile.

If you choose a “- – – -” profile, it will prompt you to create a new profile by giving it a name. This is a simple name selection screen. The menus on the right let you choose between Hiragana, Katakana, and Romaji (English letters). Once you select a letter or certain symbols, it will prompt you what version of that letter you want. In general, this is asking whether you want a capital letter or a lowercase letter. Many hiragana and katakana have variants as well that can be selected between once you select the symbol.

Once you have created your name, click confirm and the game will have created the profile and automatically selected it for the controller who clicked on the new profile.

Once you choose your profile, it will prompt you to choose a character.

Once all human-controller players have chosen their profile and character, then it will prompt you to choose the AI characters. The characters that the AI can be are different than the characters that the player can be. You must choose one AI character for ever player not controlled by a human.

The important bit of translation here is that the bottom right letter designates the AI’s difficulty. S, A, B, C, or D, with S being the hardest, and D being the easiest.

The boards in Itadaki Street 3 are divided into 3 sets. The first two sets each contain 6 boards each for a total of 12 main boards. Each of these boards are fully built with custom 3-D backgrounds, and with certain special effects, such as special warp animations, card animations, etc, that make them stand out. The third set contains 19 additional boards, all taken from the NES, SNES, and PS1 versions of Fortune Street. The only boards not included here are the first board from NES, and Slimenia and Alefgard from SNES. These boards each just have a static image background rather than a fully built 3-D background.

You first choose a set on the left, and then you choose the board from that set. If you keep your cursor over a single board, it will show you the layout of the board.

Note that a fresh save file only has the first 5 boards in the first set unlocked. You must complete the game’s first two tours in single-player to unlock every map. As I stated at the start of this guide, there is a save posted aboe which has every board unlocked.

The following are the set and board names, listed with the default target:

Set 1: Itadaki Maps
1-1: Land of Mysteries (10000)
1-2: Mermaid City (20000)
1-3: Rainforest (20000)
1-4: Right Hemisphere (20000)
1-5: Sushi Conveyor Belt (20000)
1-6: Horror House (20000)

Set 2: Grand Prix Maps
2-1: Moonlight Cruise (20000)
2-2: Cross (20000)
2-3: Sophie’s Cavern (20000)
2-4: Machu Picchu (25000)
2-5: Space Café (20000)
2-6: Jipang (25000)

Set 3: Best Collection
3-1: Maharashtra Archipelago (15000)
3-2: Lake Mountain (15000)
3-3: Clover Land (20000)
3-4: Dream World (20000)
3-5: Underwater Metropolis (20000)
3-6: Casino Town (20000)
3-7: Skyscraper (20000)
3-8: Freeway (20000)
3-9: Continental America (20000)
3-10: Japanese Archipelago (25000)
3-11: Prehistoric Times (20000)
3-12: The Geoglyphs of Sapada (20000)
3-13: Queen Bunny (20000)
3-14: Floating Continent (25000)
3-15: Haunted Manor (20000)
3-16: Moon City (20000)
3-17: Solar System (20000)
3-18: Space Colony (20000)
3-19: Space Nebula (20000)

(Thanks to AMeanMotorScooter for translations for all of these board names!)

After you select the board, the game will determine the turn order by giving each player a random number between 0-99, and the order will be determined from highest to lowest number.

You can then change some settings for the game. The first setting is the target amount. This is the net worth that you need to win the game. Each board has a default amount, but you can set this target at any multiple of 5000 starting at 10000 and ending at 50000, (So, 10000, 15000, 20000, 25000, etc), then any multiple of 10000 up until 100000, then any multiple of 100000 up until 900000, and then finally 999999.

The next setting is allowable bankruptcies. In addition to winning the game by achieving the target net worth, you can also win by forcing other players to go bankrupt. This setting changes how many players are allowed to go bankrupt before the game ends. By default, this number is 1, but you can change this to 2 or 3. If the number of allowable bankruptcies is 1 or 2, then as soon as that number of players goes bankrupt, then the player with the higest net worth wins. If there are 3 allowable bankruptcies, then the surviving player wins.

The third setting allows you to choose which Casino minigames you want to play. The default option puts all Casino games in the rotation. (Though it always alternates between Slots and a non-Slots game.)

The second option makes it so that only the slots minigame plays.

The third option makes it so that all minigames are in the rotation EXCEPT for Lucky Panel. The reason you’d want to choose this option is that Lucky Panel is a particularly long minigame and can waste a lot of time. So, if you do not want to waste minutes in the casino just for Lucky Panel, then you would choose this option.

[Note: This setting is not unlocked on a fresh file of the game. To unlock it, you must complete the third tour in single-player. As mentioned above, a save file is posted at the top with all of the boards and this vacant lot setting unlocked.]

The final setting is random Vacant Lots, and you can choose between OFF, 0%, 25%, 50%, 75%, and 100%. At both OFF and 0%, the only Vacant Lots that spawn are the ones that are hardcoded into each map, if there are any at all. The difference between OFF and 0% is that OFF limits you to only build 3 of each type of Vacant Lot Property, while 0% does not cap the number of each type of property.

25%, 50%, 75%, and 100% will determine the number of vacant lots that spawn per district. For example, 25% will spawn 1 random Vacant Lot per district, and occasionally 2, especially in districts with more than 4 properties. For all of these, there is no cap to the number of each type of property that can be built.

Once you’ve chosen all of these options, choose to start the game, and you’ll be ready to go!

-5. General Menus-

This is the menu that will show up at the start of every turn. Selecting either Shops, Stock, Status, or Options will bring up a separate menu, which are expanded on below.

If you press Circle after you roll but before you land on your final space, you can open up this menu mid-turn. Opening it mid-turn will allow you to check various things such as stock prices. Opening this mid-turn will not allow you to select the Roll or Shop Menu option, nor will you be able to sell stocks.

–Shop Menu–

This is the shop menu. Each option involves different things you can do with your properties. Let’s go through them one at a time.

If you select Auction, it will prompt you to choose one of your properties to put up for auction.

Once you select a property, the auction screen above will show up. From here, the auction will start at the base value of the property. Any player can bid either 10 gold (Circle) or 100 gold (L1) higher than the current bid. After 5 seconds pass without a new bid, the property will be sold to the highest bidder.

If this auction happened at the start of a player’s turn before they roll, then the original owner will get 100% of the buyer’s purchase money. If this auction was created because the original owner needed money to pay off a debt (such as after landing on an expensive property), then the original owner will get 80% of the original base value of the property and nothing more. If nobody bids on a property, then the property will become unowned, the original owner will get back the shop value in ready cash (Unless it was an auction to pay a debt, where the original owner only gets 80%), and the shop will revert to its base shop value.

If you select Buy Property, the game will prompt you to choose an property on the board owned by another player.

Then, it will prompt you to offer a price to the other player.

Finally, it will prompt the player who owned this property if they want to accept the deal. (See the screenshot above.) There is no gameplay difference between saying “No” and “Absolutely not!”

If you select Sell Property, the game will prompt you to choose a property you own.

Then, it will ask you to choose which player you want to sell the property to.

Then, it will prompt you to offer a price to the other player.

Finally, it will prompt the other player if they will accept this deal. (See the screenshot above, but it will ask if they want to buy the property for that price instead of sell.) There is no gameplay difference between saying “No” and “Absolutely not!”

If you select Trade, the game will prompt you to select one of your own properties. After selecting a property, it will give you a Yes-No prompt on whether you would like to add a second of your own properties to the trade. If yes, the game will prompt you to select another of your own properties.

After you select your second property or after you select no, the game will then prompt you to choose a property on the board owned by somebody else. After selecting the property, it will give you a Yes-No prompt on whether you would like to add a second of this player’s properties to the trade. If yes, the game will prompt you to select another of this player’s properties.

Then, it will bring you to the above trade screen. If you select the first option, it will offer the other player the trade immediately. If you select the second option, you can ask that the other player pay you a certain amount of money for the trade. If you select the third option, you can offer some of your own money for the trade. After asking for or offering your own money, the other player will be offered the trade immediately.

[Note: If you press X to cancel after you have chosen to either Ask for or Add your own money, then the entire trade will be cancelled, rather than just going back to the previous trade menu.]

If you click view data, it will show you the worth of each player.

Once the other player has been offered the trade, the other player can choose whether they would like to accept the trade. There is no gameplay difference between answering “No” and “Absolutely not!”

If you select “Renovate vacant lot” from the shops menu, the game will prompt you to select a vacant lot. After selecting a vacant lot, the game will ask you to select a different vacant lot property type to exchange it with. After selecting a new vacant lot property type, the game will give you a Yes-No confirmation prompt. “Yes” will confirm the renovation. You will receive back 50 gold less than the property’s shop value, and then pay the full price to create the new property type. (In general, swapping from one 200 gold property to another 200 gold property will make you pay 50 gold in total for the renovation.)

[The specific types of Vacant Plots are elaborated on below in the “Spaces” section of this guide]

–Map–

If you select Map, you will see the map.

If you hover over a property, it will tell you the shop value, shop price, and max capital of the property.

Shop value is the amount of money that the shop itself is valued at. This affects how much it affects your net worth, how much the district stocks are priced, and other factors.

Shop price is the amount a player has to pay if they land on the property if they do not own it.

Max capital is how much money can be invested into a shop.

If you hover over any other space, an explanation for what the space does will appear. My own explanations are given further below in the guide.

If you are on a board with multiple floors, pressing L1 or R1 will change which floor is displayed while looking at the map.

–Stocks–

If you select Stocks, the above menu will appear. Both of them will lead you to the stock menu, but only the top one will let you sell stocks. If you have no stocks, the Sell option will be greyed out.

When you click the View Stocks option or at any other opportunity where you are prompted to buy or sell stocks, the above menu will appear. This is the stock menu. Stocks are separated by district and each district’s stocks have a price.

Each district in every board is named. As well, when your cursor is over a certain district, the corresponding area on the board starts glowing, and the properties in that district are displayed, along with their max capital, shop price, and shop value.

If you are buying stocks and you select any given district, it will prompt you to buy a number of stocks up to the amount that you can afford with your ready cash. You can buy no more than 99 stocks at a time.

There is a 3% “Handling Fee” on any stock purchases made. To buy stocks, you must first multiply the number of stocks you are buying by the number of stocks to get the base price, and then take that base price and multiply it by .03 rounded down. The total cost to buy those stocks will be the base price + the 3% handling fee.

If you are selling stocks and you select any given district, it will prompt you to sell a number of stocks up to the total number of stocks you own in that district. There is no handling fee for selling stocks.

Whenever any event causes a district’s stock prices to increase or decrease, this screen will appear. The camera will move to the center of said district so that you know which district it is affecting. Additionally, it will show how this increase/decrease affects the players’ net worths. The screenshot above shows a decrease, but the increase screen is essentially the same, except that it will show the net worth increase rather than decrease.

–Status–

If you select Status, this menu will appear.

If you select Personal, this will appear to show you some of your current stats for the game.

If you select Everybody, this will appear to show you some of everybody’s stats for the game.

–Options–

This is the options menu.

If you select Goal/Bankruptcies, a display will appear that tells you the target amount and how many allowable bankruptcies were set before the game.

If you select Message Speed, this menu will appear. This affects the speed at which the AI speak. Unfortunately, there appears to be no option to turn AI dialogue off entirely, as it is still bugged in the most current version of PCSX2, making the game feel like it’s lagging sometimes when dialogue pops up.

If you select Audio, this menu will appear. You can switch the audio between Mono and Stereo.

If you select Transactions, this menu will appear. I’m not sure what this affects, as even after turning it off, you can still offer trades to both the other players and to the AI. Maybe it means that the AI won’t try to trade with you/each other if you turn it off? (This is ON by default.)

[I gave this to AMeanMotorScooter who said: I’m not really sure what it means in context with the game, but it’s “Transaction Settings”. Transactions on/off. What’s on the description is “You’re able to reject previously made transactions from computer players.” I’m not sure what they mean by “transaction” or what they mean by “refuse” it (versus having the setting off), all I know is that’s what it says.]

If you select Save and Quit, the game will prompt you to choose a memory card to save the game to. Ater you select the memory card, the game will give you a Yes-No prompt asking to confirm if you’d like to save and quit. If you select Yes, the game will save and you will be brought back to the title screen,

To restart your game, click Freeplay on the main menu and select the number of human players that were in your game. The game will bring up a Yes-No Prompt asking if you would like to resume this game. If you select No, the game will bring you to the ready screen. At this screen, you may change the settings of the game other than the number of random Vacant Lots.

If you select No, the game will give you another Yes-No prompt ask if you would like to override the save and start a new game. If you select Yes, it will bring you to the profile screen to select profiles and set up a new game. If you select No, it will bring you back to the main menu.

If you select “Replace Self with AI,” this menu will appear. These are all of the AI characters that you can replace yourself with. You may not select an AI character who is already in the current game. Once you select a character, the game will give you a Yes-No prompt asking to confirm that you would like to replace yourself with an AI. If you click Yes, your character will be replaced with the chosen AI character and the AI will take actions on your behalf. If you select No, you will be sent back to the Options Menu.

Once replaced with an AI, you can take control of your character again by pressing Select at the start of your turn. After pressing Select, a Yes-No prompt will appear asking to confirm that you would like to be in control again. If you select Yes, your character will come back and you will be able to control your turns. If you select No, the AI will continue playing for you.

–Other general menus–

If you have to make a payment but cannot afford it with your ready cash, you will be forced to either sell stocks or auction a property. If you auction a property this way, then you will only get 80% of the base value of the shop, regardless of how high the other players bid for the shop.

If you get the chance to invest in your own properties, this menu will appear once you select a property to invest in. You will be prompted to input the amount of money you want to invest in the property. Unlike later versions of the game, it does not tell you how much the stock will increase before you invest. (Unless that graph means something I can’t tell.)

The “level” of a shop correlates with what type of model represents the shop on the map, and depends on the shop price (not value). This is mostly a visual property, however there are a few Venture Cards that may increase or decrease the level of a property.

[There’s this graph on the investment screen and I genuinely have no idea what this is about. If anybody has any knowledge, send me a DM on Twitter, @Azurillkirby.]

If you land on or pass the bank with all four suits, then you will go up a level and receive your salary. This is called a Promotion. The screen above shows will be displayed when you receive a promotion, and tells how how much your salary is, as well as how your salary was calculated. Once you gain a promotion, all four suits are taken away from you.

When you win, this graphic will appear.

These two stat screens appear after a player has one the game. Unlike later versions of Fortune Street, there is no graph, and you cannot freely move between pages. Keep this in mind before you press Circle to move past a stats screen.

[One of these options is “badges,” and I’m not sure what that means. Sometimes, during a game, a coin-like object appears with one of the NPC’s faces on them, and that *appears* to be what this is, but I have no idea what triggers it.]

After you leave the victory screen, you will be given a Yes-No prompt asking whether you’d like to save your game. If you select Yes, it will prompt you to select a memory card. Once you select your memory card, there will be a Yes-No prompt asking to confirm that you’d like to save. If you select Yes, your game will be saved. Then you will go back to the main menu.

-6. Spaces-

The following is a description of every type of space and what they do.

After you are standing on top of a space where you would be able to land, the game will give you a Yes-No prompt asking if this is the stop that you wish to land on. If you answer Yes, you will stop on this space and then the events of that space will play out. If you answer No, you will be sent back to the space you started and will have to walk to the space where you wish to land again.

–Unowned shop–

If you land on an unowned shop, the game will give you as Yes-No prompt asking if you would like to buy it. If your combination ready cash + stocks do not cover the price of the shop, the game will give you an additional Yes-No prompt to confirm that you want to purchase the property, even though you will be forced to auction a property at a loss in order to buy it. If you select yes, you will own the property now. If you select no, the property will remain unowned.

The top number on the property is the shop value, which is how much you will need to pay to purchase the shop. The bottom number is the initial shop price, before any increases due to multiple properties being owned in the district.

–Owned shop–

If a player lands on a shop they own, then they will have the opportunity to invest in any of their properties. (See the investment menu at the end of the general menus section.)

If a player lands on a shop they do not own, they must pay the owner rent equivalent to the shop price.

After paying rent, if the player’s combined ready cash + stocks is greater than the shop value multiplied by 5, then the player will be given a Yes-No prompt asking if they would like to forcibly buy out the property for 5 times the shop value. If the player selects Yes, then the player is the new owner of this property, and the original owner receives 3 times the shop value in ready cash. If the player selects no, then the property remains in the ownership of the original owner.

As it shows how much rent you are paying, this display will appear at the top right corner of the screen. This shows how much money other players are receiving based on commissions. These commissions can be up to 20% of the rent, based on how many stocks each player owns in the district.

–Vacant Lot–

If a player land on an unowned vacant lot, they will be given a Yes-No prompt for whether they would like to purchase the lot.

If the player selects yes, then they will be brought to this menu with all of the options of vacant lot properties to buy. The names written in this guide are the same as the properties offered in the Wii version, though some of them would normally have different names. (For example, the Balloonport would more accurately be called the Heliport here, but I want to keep them as the Wii names to make the game easier to play for people who have played the English version of Fortune Street Wii.)

If any player lands on a Vacant Lot owned by another player, and their combined ready cash + stocks is greater than the shop value multiplied by 5, then, after the effects of the property take place, the player will be given a Yes-No prompt asking if they would like to buy the property for 5 times its shop value. If the player selects Yes, then they become the new owner of the Vacant Lot, and the original owner will receive 3 times the shop value in ready cash. If the player selects No, then the original owner will remain the owner of this property.

Here is a description of what all of the Vacant Plots do:

CHECKPOINT: If an opposing player passes or lands on your Checkpoint, then they will pay you money. This starts at 10 gold and increases by 10 gold for every player that passes the Checkpoint, including the owner. (Though the owner does not receive or pay any money for passing the checkpoint.)

If the owner lands on their own checkpoint, they will have the opportunity to invest in any of their properties.

CIRCUS TENT: If an opposing player lands on your Circus Tent, then they will pay you rent. This rent starts at 100, and will increase to 500, then 1000, and then finally 2000 for every time that the owner lands on their own circus tent and chooses to invest 100 gold.

BALLOONPORT: If the owner lands on their own Balloonport, they may warp to any space on the board. This will count as landing on the new space and trigger its landing event.

If an opposing player lands on your Balloonport, they will have to pay rent equivalent to your next promotion divided by 10, rounded down.

TAX OFFICE: If an opposing player lands on your Tax Office, they will pay rent equivalent to 10% of their current net worth.

If the owner lands on their own Tax Office, they will receive ready cash equivalent to 5% of their current net worth.

HOME: If the owner lands on their own Home, then all other players will be warped to this space.

If an opposing player lands on your home, they will have to pay rent equivalent to your current level multipled by 30.

ESTATE AGENCY: If the owner lands on their own Estate Agency, then they may buy any unowned property on the board.

If an opposing player lands on your Estate Agency, then their shops will close until the start of their next turn.

3-STAR SHOP: A 3-Star Shop acts as a normal property with a shop value of 1000. Other players landing on it will pay rent, and the owner landing on it will get the chance to invest in their own properties. Because this acts as a normal property, it can be invested in to increase the shop value.

Because the total property value of the district will increase when you build a 3-Star Shop, doing so will immediately increase the stock price, often significantly.

[Building a 3-Star Shop in a district that you own stocks in is seen by some as a very overpowered tactic. Some groups, such as my own, may implement house rules to prevent this strategy. My personal house rule is that you cannot build a 3-Star Shop in a district that you currently own any stocks in. It is not required to play with this rule, but I personally highly encourage it.]

–Venture Space–

If you land on a Venture Space, then you may draw a Venture Card. See the Venture Cards section below.

–Venture Space with Rings–

Same as a Venture Space, but every time it is passed or landed on, a board event triggers. The event is unique to each board.

–Suit Space–

When you pass or land on a Suit Space, you will gain the appropriate suit if you do not have it already. When you pass the bank after gaining all four suits, you will get a promotion.

When you land on a Suit Space, then you may draw a Venture Card. See the Venture Cards section below.

–Rotating Suit Space–

Same as a Suit Space, but the suit you receive rotates every time the space is either passed or landed on. The order of the rotation is Spade -> Heart -> Diamond -> Club, and then repeats in the same order.

–Bank Space–

When you pass or land on the Bank, you will have the opportunity to buy stocks. You must press Circle while standing on top of this space to open the stock menu. If you buy stocks, but then walk backwards behind the bank, then it will undo your stock purchase.

When you pass or land on the Bank while in possession of all four suits, you receive a promotion.

When you land on the Bank, you can choose which direction you move on the board after your next roll.

–Stockmarket Space (Landing)–

When you land on this Stockmarket space, you will have the opportunity to buy stocks.

–Stockmarket Space (Passing)–

When you pass or land on this Stockmarket space, you will have the opportunity to buy stocks. You must press Circle while standing on top of this space to open the stock menu. If you buy stocks, but then walk backwards behind the stockmarket, then it will undo your stock purchase.

–Holiday Space–

When you land on a Holiday Space, all of your properties will be closed until the start of your next turn.

–Casino Space–

When you land on a Casino Space, a Casino minigame will be played. See the Casino section below.

–Warp Space–

When you land on a Warp Space, you will warp to another space on the board. In most instances, this space will be the other Warp Space with the same color. In some instances, this will just warp to a set space somewhere else on the board. If the space you warp to is itself not a warp space, then you will trigger the event of the space you land on.

–Commission Space–

When you land on a Commission Space, you will receive a 20% comission on any rent paid until the start of your next turn.

–Dice Space–

When you land on a Dice Space, roll again.

-7. Casino-

When you land on the Casino Space, one of several minigames is played. The minigame will alternate between Slots and a randomly chosen game that isn’t Slots.

Before any game starts, you will be given a Yes-No prompt asking if you would like an explanation of the game rules. These explanations are in Japanese, so I’d recommend using the explanations below.

Here are the games and explanations on how they are played:

–Slots–

Press Circle once to stop the roulette and see if you win anything. To win, the same symbol must be lined up 3 in a row, either horizontally or diagonally (with the exception of Cherries, which need only be at the start of a row). It is possible to get multiple rewards at one time.

The following are the rewards:

777: Receive 1000 gold.
Doko Demo Card: Receive a wild card.
Warp: Warp to the space of your choosing. This will trigger the event of the space you warp to.
Piece of paper with Kanji on it: Receive 10 stocks in the district with the highest stock price.
1 Cherry at the start of a row: Receive 50 gold.
2 Cherries in at the start of a row: Receive 100 gold.
3 Cherries in a row: Receive 200 gold.

–Lucky Panel–

A memory game, where you must choose two panels that have the same picture. Every player takes turns flipping over two panels. If the panels match, then the player wins the prize and then gets to flip over two more panels. If the panels do not match, then the panels flip back upside-down and the next player picks two panels. This goes on until all panels are flipped up. If a negative panel is flipped up, then the player who flipped it immediately gets that “reward,” and then it goes to the next player.

Because this game can be particularly long, it can be removed from the rotation in the settings at the start of a game.

Here is an example of a completed board for reference: (The panel locations are randomized)

The following are the possible rewards:

x10: Receive 10 stocks in the district with the highest stock price.
+1%: Receive a 1% divident on your stocks.
+1 G: Receive 1 gold.
+50 G: Receive 50 gold.
Shop 1% Up: All of your shops increase in shop value by 1%
Doko Demo Card: Receive a Wild Card.
Arrow with a pointer: During your next turn, you may choose your direction.
-30 G (Negative panel): Lose 30 gold.
Two Kanji (Negative panel): All of shops close until the start of your next turn.

–Rope Game–

All players choose a rope and get a randomly chosen reward. If there is nothing at the end of a rope, you receive nothing. If a reward is pulled and then drops down, you receive nothing.

The following are the possible rewards:

10 Gold: Receive 10 gold
100 Gold: Receive 100 gold
Doko Demo Card: Receive a Wild Card.
Dice: During your next turn, roll two dice instead of one.
Collar: For the rest of the game, receive 1 gold for every space you move.
Cat: For the rest of the game, receive 1 gold for every space you move.
Boots: For the rest of the game receive 1 gold for every space you move.
Kanji on a Card: The next time you land on a property that is not yours, you will not need to pay rent.
Shop: A random unowned shop will now belong to you.
Shop, but the sign falls off: Nothing happens.
スカ (arranged vertically): Nothing happens.
Empty rope: Nothing happens.
A reward is pulled up, but then drops off: Nothing happens.

–Card Game–

The game will place down a card from a normal deck of cards. You must guess if the next card in the deck has a higher or lower value than the current card. The value of the cards goes A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. If the next card has the same value, then it will be called a draw, and the game will ask you to pick higher or lower again.

[Note: The choice of High or Low is not a separate menu, but rather you use Up and Down to control the Poker Chip as a cursor.]

If you guess incorrectly, you lose and do not win anything. If you guess correctly, you will win 10 gold. Then, the game will give you a Yes-No prompt, asking if you would like to risk your winnings to pontentially double it. If you answer no, then you receive 10 gold. If you answer yes, then you will once again be prompted to choose either higher or lower, and the cycle repeats until either you cash-out your rewards, you lose a round, or you win 1280 gold.

The amount of gold won per round goes 10, 20, 40, 80, 160, 320, 640, 1280. If you lose any round, you will not win anything.

Note that when the game gives you the Yes-No prompt, the number that is currently on the screen is the amount of money you’d play for if you said Yes. The amount of money you’d walk away with would be the previous number that appeared, or half of what is currently displayed.

–Scratch Off–

There are 9 panels that each have a number randomly between 1-9. Scratch off 3 panels, and add all three of your numbers together. The sum will determine your prize.

The prizes are as follows:

6: Receive 1 stock in every district.
7-9: Receive 1 stock in a random(?) district.
10-17: Receive 5 stocks in a random(?) district.
18-21: Receive 5 stocks in the district with the highest stock price.
22-23: Receive 5 stocks in every district.
24: Warp to the space of your choosing. This will trigger the event of the space you warp to.

[Note: During my testing, the 7-9 and 10-17 rewards always gave me stocks in the same district, though it was not the district with the lowest stock price. I do not know how this is determined.]

-8. Venture Cards-

When you land on a Venture Space, a Venture Space with Rings, a Suit Space, or a Rotating Suit Space, you will get the chance to draw a Venture Card. Each card has a different effect. Some cards are exclusive to certain boards.

If you line up 4 or more cards in a row horizontally, vertically, or diagonally, you will receive a cash bonus on top of the effect of the card. 4 -> 40 gold; 5 -> 50 gold; 6 -> 60 gold; 7 -> 70 gold; 8 -> 200 gold.

The following are the effects of each card:

1- You may choose your direction next turn.
2- Roll again.
3- Warp to any non-venture/non-suit space.
4- You must pay 100 gold to another player of your choice.
5- Warp to any shop.
6- Warp to any suit or venture square.
7- All of your shop values increase by 7%.
8- Roll again. Shop prices increase by 30% for the next turn.
9- Roll again. Everybody’s shops are closed until the start of their next turn.
10- Roll again. Everybody’s shop prices are halved until the start of their next turn.
11- Roll a dice. Earn 11 gold times your roll from each other player.
12- You may invest in any of your properties.
13- All of your shop values decrease by 13%.
14- Pay 30 gold to all other players.
15- Roll a dice. Receive 50 gold times what you roll.
16- The shop values in three random districts increases by 10% each.
17- Receive half of your salary.
18- You MUST sell a shop to the bank for twice the shop value.
19- Your shop prices increase by 30% for the next turn
20- Flip one more venture card.
21- Receive 10 stocks in a random district.
22- You may sell a shop to the bank for twice the shop value.
23- Blank card. Does nothing.
24- You MUST sell one of your shops to the bank for 200 gold more than its shop value.
25- Your shop prices are half-off for the next turn.
26- Earn 20% commissions on rent for the next turn.
27- Receive 27 gold per shop you own.
28- An NPC spawns who will roll at the end of your turn. They will pay the rent of any space they land on. They will disappear after a random number of turns. (Same as Gumdrops in Wii.)
-Bugged in 1-3: Rainforest, and will not move nor disappear for the rest of the game.
29- Warp to another player’s location. (Triggers space event)
30- Roll again. Every shop price is 100 gold for the next turn.
31- The shop values in a random district increases by 10%.
32- The shop values in a random district increases by 20%.
33- You may sell a shop to the bank for three times the shop value.
34- Your shops close until the start of your next turn.
35- You may sell stocks for 35% above the market value.
36- You may pay 100 gold to invest into a property. (Must be in ready cash.)
37- The shop values in a random district increases by 30%.
38- You may buy stocks at 10% above the market value.
39- You must pay 50 gold to another player of your choice.
40- Shop values in a random district decrease by 20%.
41- Stock prices in a random district increase by 10%.
42- Stock prices in a random district decrease by 20%
43- Lose 2 gold times the number of stocks you own.
44- The shop values of properties adjacent to your current space decrease by 20%.
45- Lose 20 gold times the number of shops you own.
46- Lose 100 gold.
47*- Any property with a shop price below 50 gets its shop value increased such that its shop price becomes 50.
*I feel like I’ve had both shops go up and shops go down with this card. I will update this card in the future if I figure out exactly what happens here.
48- Shop values in a random district decrease by 10%.
49- Shop values in a random district decrease by 20%.
50- Move forward the same number of spaces as you originally rolled this turn.
51- Move forward one space.
52- Move forward two spaces.
53- Warp to bank.
54- You may pay 100 to warp to the bank. (Must be in ready cash.)
55- Roll again. You will not have to pay any shop price.
56- Roll again. Any shop price you must pay will be halved.
57- Warp to any space.
58- You may pay 100 to warp to any non-venture/non-suit space. (Must be in ready cash.)
59- You may buy stocks at 10% below the market value. Image mistakenly says -35%.
60- Stock prices increase by 10% in a random district.
61- Receive a 10% dividend on your stocks.
62- Receive a 20% dividend on your stocks.
63- Stock prices increase by 20% in a random district.
64- Stock prices increase by 30% in a random district.
65- You may buy stocks in a random district.
66- Receive 10 stocks in the district of your choice.
67- You may buy stocks.
68- The Casino Rope Game begins.
69- You may sell stocks at 20% above the market value.
70- Receive your salary. Lose any suits you currently have.
71- Receive half your salary.
72- Receive 20 gold for each property that you own.
73- You can buy any unowned shop.
74- You MUST auction a property for 2x the shop value.
75- You may buy any unowned shop for 2x the shop value.
76- Receive 1 gold per space you move for the rest of the game.
77- Receive 5 of each district’s stocks
78- You may buy any unowned shop for 200 gold higher than its shop value.
79- You may buy any shop for three times the shop value. (Owned or unowned.)
80- Any property with a shop price below 50 gets its shop value increased such that its shop price becomes 50.
81- Every player will only roll a 1 for their next roll.
82- Shops adjacent to you increase in shop value by 10%.
83- Everyone but you warps randomly.
84- One random property loses half of its shop value.
85- Roll again with 2 dice.
86- You may invest up to 100 gold of the bank’s money into a property
87- You can invest up to 999 gold of the bank’s money into a property.
88- Every other player swaps locations.
89- Choose an unowned property. If somebody other than you lands on that unowned property, they are not allowed to buy it.
90- All of your shop prices increase by 30% for one turn.
91- Every non-shop, non-bank space become a Holiday Space until the end of your next turn.
92- Nobody can roll a 2 for the rest of the game.
93- You may invest in one of your properties. The bank will match your investment. The most you can invest in a property is half of its max capital, rounded up. (The bank will invest the other half.)
94- Nobody can roll a 4 for the rest of the game.
95- Everybody else warps to your space.
96- Receive a spade.
97- Receive a heart.
98- Receive a diamond.
99- Receive a club.
100- Receive a wild card.
101- Receive all four suits. If you have all four suits, receive a wild card.
102- You may buy two unowned shops.
103- You may flip a venture card upside down. That card may be reflipped in the future by any player.
104- You may buy any property for 4x the shop value. (Owned or unowned.)
105- You may buy any property for 5x the shop value. (Owned or unowned.)
106- You may buy any property for 6x the shop value. (Owned or unowned.)
107- All three NPCs spawn. (Read cards 28, 108, and 109 for their behavior.)
108- An NPC spawns who will roll after your turn. If any player passes or lands on the same space as this NPC, they will receive a suit of their choosing. If this player already has all four suits, then they will receive a wild card. This NPC will disappear after a random number of turns. (Same as Healie in Wii.)
109- An NPC spawns who will roll after your turn. Every space passed by or landed on by this NPC will be closed until the next time this NPC rolls. This NPC will disappear after a random number of turns. (Same as Lakitu in Wii.)
110- Everybody receives a wild card.
111- Every player receives a random number of stocks in random districts. [Exclusive to 1-1.]
112- Stock prices increase by 20% in a random district. [Exclusive to 1-1.]
113- Everybody receives 50 gold. [Exclusive to 1-1.]
114- The bank bridge moves to the left side of the board. [Exclusive to 1-2.]
115- The bank bridge moves to the right side of the board. [Exclusive to 1-2.]
116- The bank bridge moves to the middle of the board. [Exclusive to 1-2.]
117- Receive 500 gold. [Exclusive to 1-2.]
118- Every other player pays you 100 gold. [Exclusive to 1-2.]
119- Everybody warps to the suit space on island. [Exclusive to 1-3.]
120- Roll a dice. A rainbow spawns that connects the rightmost warp-space on the mainland and the leftmost warp-space on the island, allowing them to be freely walked between for a number of turns equal to your roll. [Exclusive to 1-3.]
121- Everybody’s shops close for one turn. [Exclusive to 1-3.]
122- Every district’s stock price increases by 10%. [Exclusive to 1-3.]
123- Roll a dice. The board will stop rotating and all shops will close for as many turns as you rolled. [Exclusive to 1-5.]
124- Any owned property whose rent is less than 50 will increase its shop value such that its rent becomes 50. [Exclusive to 1-5.]
125- Receive 500 gold. [Exclusive to 1-5.]
126- Receive 10 of the most valuable stocks. [Exclusive to 1-5.]
127- Roll a dice. Passing the Venture Space with Rings will not trigger the board event for a number of turns equal to your roll. [Exclusive to 1-5 and 2-5.]
128- The board now rotates in the opposite direction for the rest of the game. [Exclusive to 1-5.]
129- Everybody warps to the bottom warp space on island. [Exclusive to 1-5.]
130- Everybody’s shops close for one turn. [Exclusive to 1-6.]
131- The rotating suits will not rotate for the rest of the game and will be locked into their current suit. [Exclusive to 1-6.]
132- The bank and the casino switch places permanently. [Exclusive to 1-6.]
133- Every player will only roll a 1 for their next roll. [Exclusive to 1-6.]
134- Roll a dice. No player may enter the bank area for a number of turns equal to your roll. [Exclusive to 2-1.]
135- Roll a dice. The boats will not be able to transport players for a number of turns equal to your roll. 136 will do nothing if pulled during these turns. [Exclusive to 2-1.]
136- All players warp to a singlular random docking space. [Exclusive to 2-1.]
137- Every district’s stock prices increase by 15%. [Exclusive to 2-1.]
138- The left section moves next to the spade. [Exclusive to 2-2.]
139- The right section moves next to the spade. [Exclusive to 2-2.]
140- Both sections move next to the bank. [Exclusive to 2-2.]
141- Warp to the property two spaces above the rightmost warp. [Exclusive to 2-2.]
142- Warp to the property one space above the leftmost warp. [Exclusive to 2-2.]
143- Warp to the property one space above the spade on B3. [Exclusive to 2-3.]
144- Warp to the property one space above the bottom-left warp on B3. [Exclusive to 2-3.]
145- The bottom-left section connects to the main board permanently. [Exclusive to 2-4.]
146- The bottom-right section connects to the main board permanently. [Exclusive to 2-4.]
147- The top-right section connects to the main board permanently. [Exclusive to 2-4.]
148- The top-left section connects to the main board permanently. [Exclusive to 2-4.]
149- The bank and stockmarket spaces swap permanently. [Exclusive to 2-4.]
150- Every player will only roll a 1 for their next roll. [Exclusive to 2-5.]
151- Every player receives 777 gold. [Exclusive to 2-5.]
152- The right district in the left quadrant has its stock prices increase by 15%. [Exclusive to 2-5.]
153- Everbody’s shops close for one turn. [Exclusive to 2-5.]
154- The stock price of all districts increases by 5%. (This will not always cause the visible whole number value to go up for every single district.) [Exclusive to 2-5.]
155- The top-right island becomes available permanently. [Exclusive to 2-6.]
156- The rightmost of the bottom-left trio of islands becomes available permanently. [Exclusive to 2-6.]
157- The topmost of the bottom-left trio of islands becomes available permanently. [Exclusive to 2-6.]
158- The leftmost of the bottom-left trio of islands becomes svailable permanently. [Exclusive to 2-6.]
159- The top-middle island becomes available permanently. [Exclusive to 2-6.]
160- The bottom-right island becomes available permanently. [Exclusive to 2-6.]
161- Everybody warps to the space three above the heart in the mainland. [Exclusive to 3-10.]
162- Every shop in the four districts around the bank each decrease in shop value by 10%. [Exclusive to 3-10.]
163- Warp to a property of your choice in the the district on the left in the 4th row down. [Exclusive to 3-8.]
164- Warp to a property of your choice in the rightmost of the bottom-right districts. [Exlcusive to 3-17.]
165- Everybody warps one space to the left of the bottom warp in the middle circle. [Exclusive to 3-4.]
166- Warp to a property of your choice in the inner district of the first column. [Exclusive to 3-6.]
167- Warp to a property of your choice in the outer district of the second column. [Exclusive to 3-6.]
168- Adjacent properties’ shop values increase by 30%. [Exclusive to 3-5]
169- Warp to the venture space on the island. [Exclusive to 3-9.]
170- Warp to the venture space on the island. [Exclusive to 3-9.]
171- Warp to the shop 1 up + 1 left from the bank. [Exclusive to 3-9.]
172- Warp to the shop 1 up + 1 right from the bank. [Exclusive to 3-9.]
173- Warp to the shop 1 down + 1 right from the bank. [Exclusive to 3-9.]
174- Warp to the shop 1 down + 1 left from the bank. [Exclusive to 3-9.]
175- All players warp to the space above club on the island. [Exclusive to 3-18.]
176- 2-7 random properties on the island decrease their shop value by 10%. [Exclusive to 3-18.]
177- Shop values in a random district decrease by 10%. [Exclusive to 3-13.]
178- Warp to the property two spaces below the bottom-left warp. [Exclusive to 3-11.]
179- Warp to the property one space to the right of the top-right warp. [Exclusive to 3-11.]
180- Every shop in the center circle has its shop value decreased by 10%. [Exclusive to 3-11.]
181- Warp to the left bank. [Exclusive to 3-14.]
182- Warp to the right bank. [Exclusive to 3-14.]
183- Warp to a property of your choice in the top district of the island. [Exclusive to 3-15.]
184- Warp to a property of your choice in the bottom district of the island. [Exclusive to 3-15.]
185- Lose 10% of your net worth. [Exclusive to 3-15.]
186- Everybody gets a wild card. [Exclusive to 3-15.]

-9. Conclusion-

I hope you all enjoy this guide, and can enjoy Itadaki Street 3! The boards in this game can be absolutely *crazy* compared to a lot of later games, which really makes it stand out. I hope you all will enjoy this game as much as I do!

Credits:
Guide by: Azurillkirby (Twitter @Azurillkirby)
Additional translation by: AMeanMotorScooter (Twitter @BerndadeltaSubs)