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Monopoly

PLAYERS2, 3, 4, 5, 6, 7, 8DURATION60–180 minOVERALL DIFFICULTYMedium

Classical Monopoly C1009, 8 pion box, without rapid dice.

Why this rating?

Negotiate, manage cash flow and measure real estate risk.

01Discover the game

At Monopoly, you buy properties and the others pay you when they stop there. Colour groups allow you to build and increase rents. This chapter follows the classic Monopoly Hasbro C1009 with eight pawns, without rapid de; the names of the streets change according to the countries, but the Title cards always give the exact prices.

02Equipment

Prepares a tray, up to eight pawns, 28 titles of ownership, 16 Chance cards, 16 Caisse de Communauté cards, 32 houses, 12 hotels, two dice and the lot of tickets in the box. Tickets exist in values 1, 5, 10, 20, 50, 100 and 500. The notices consulted give a monetary batch without a uniform inventory of tickets per draw: the exact number of tickets in your box is therefore not presented as verified. This does not block the game, as the bank can issue replacement tickets if necessary.

The eight names are those announced by Hasbro in 2017: dog, high-shape hat, car, battleship, cat, tyrannosaur, duck and penguin. Simplified original silhouettes: they do not reproduce mussels and do not guarantee the content of another edition.

03The goal

Be the last player not ruined. Money is used to buy and pay, but the official winner is not just the one who owns the most tickets at an arbitrary hour. A complete game can last a long time: keep the rules of auctions and construction to avoid unnecessarily prolonging it.

04Preparing the city

Choose a banker, who can play by strictly separating his money from that of the bank. He keeps unsold securities, buildings and notes. Mix Chance and Caisse de Communauté separately and put these two hidden piles at their location. Each chooses a pawn and place it on Departure.

Distribute 1,500 to each: five notes of 1, one of 5, two of 10, one of 20, one of 50, four of 100 and two of 500. The rest remain at the bank. Each throws the dice; the largest total begins, re-launching the equities. Then play in the clockwise direction.

Schematic circuit of 40 boxes, without replicating the commercial tray. From the start, a result of 3 moves from three boxes to a property. Then apply the rule of the arrival box. The names of the streets and the amounts are read on your edition.

05Play, buy and manage your properties

Displacement and squares

In your turn, throw the two dice and advance their sum in the direction of the arrow. Apply the finish box. By going to Departure or arriving normally, receive 200 from the bank, only once for this passage. With a double, play the box and then restart. A third double consecutive during your turn sends you directly to prison before this third trip.

On a free property, buy it at the price of the set if you wish. If you do not buy it, the banker immediately auctions it among all players, including you. Offers can start from 1 and increase freely; the most offering pays the bank and receives the title. Without an offer, the property remains at the bank.

On a property owned by someone, pay the rent of the title if it is not mortgaged. The owner must claim on time, before the next second player throws the dice. If you own a whole group of color, the streets without a building of this group charge twice the basic rent. A mortgaged street does not pay anything, but other unhygienic streets can keep this doubling.

The stations demand the rent corresponding to the number of stations of the same owner: 25, 50, 100 or 200 for one to four stations. The service companies ask four times to launch the arrival if their owner owns one, ten times if he owns both; a Chance card may specify a different pitch or amount, which prevails.

On Chance or Caisse de Communauté, pull the card from above, apply it and then put it under the package. Keep only one card out of Prison until it is used or sold. On a tax, pays the bank. Free park gives neither money nor card. On Simple Visit, do nothing. Go to Prison sends you directly to prison without touching Departure, even if the route drawn seems to exceed it.

Prison

You can go out before launching by paying 50 or using a Prison Release card. Then run normally. Another choice: try a double in your turn. If you succeed, advance this double and apply the box, but don't restart. You have three attempts at the maximum; after the third failure, pay 50 then advance with the dice of this third throw. An employed card returns under its original package.

In prison, you can always receive rents, participate in auctions, negotiate and build. Being imprisoned does not mortgage your properties and does not give them to the bank.

Building and selling buildings

When you own all the streets of one color, without mortgage in this group, you can buy houses at the bank at the price of each title, even between two towers. Build uniformly: before a second house on a street, all the others in the group must have one. The gap between the number of houses never exceeds one.

After four houses on each street of the group, you can buy a hotel on a street by paying its price and returning its four houses. There can only be one hotel per street. No construction on stations or companies. Stocks of 32 houses and 12 hotels are a real limit: do not replace them with objects to enlarge the stock. If several players demand the latest buildings available, the bank sells them at auction.

To raise funds, sell the houses to the bank at half their price, uniformly within the group. A hotel is sold half the total cost of its five construction stages, or down to four houses if the stock allows it, selling only the hotel stage. Do not let a hotel turn into four imaginary houses if the stock is empty: you must then sell the buildings of the group in a way compatible with the available rooms.

Hypothecizing and Negotiating

Before you mortgage a street, sell all the buildings of its colour group. Return its title and receive the printed mortgage value. No rent is due on this property as long as it remains mortgaged. To release it, pays its mortgage value plus 10% to the bank, then returns the title. You can keep the rents of other unhypothecated properties.

You can sell or exchange land without a building, money and cards Out of Prison, at the agreed price. To negotiate a street of a built group, first sell the buildings of this whole group. Buildings never pass directly between players. No loan between players is allowed.

A mortgaged property can be exchanged. The new owner must immediately either raise the mortgage by paying the amount plus 10%, or pay only 10% and keep it mortgaged. In this second case, he will pay the amount again plus 10% when he wants to release it later. Do not confuse this acquisition tax with the price negotiated between players.

06An example to understand

You own three streets of one color and buy three houses. You have to place one on each street, not the three on the most expensive. To buy a fourth house, you can now put a second one on a street. Authorized positions will be 2-1-1, then 2-2-1, then 2--2-2.

You can't put three houses on one street while the others have only one.

A security allows a mortgage of 100. You receive 100 when you return it. Release it costs 110. If you acquired it by choosing to keep it like this, you first pay 10 at the bank, then 110 at the time of its subsequent release.

Generic property card: always take the amounts on the real title. On a street not mortgaged without a building, the full color group doubles the basic rent; with houses, we use the line of the number of houses. Stations and services have their own rules.

07Be ruined and win

When you have to pay, try to raise the money by selling the buildings and mortgage, or by legally negotiating. If your means remain insufficient, you are bankrupt and get out of the game. You cannot refuse to pay rent by keeping available assets.

If you owe a player, sell the buildings to the bank at half price and give him the remaining money, properties and cards. The mortgages follow the property and the creditor pays their acquisition fees. If you owe the bank, it takes over the property, cancels the mortgages and resells the properties at auction; the cards out of Prison return to their package. The others continue until the last undamaged, who wins.

The bank does not go bankrupt due to lack of banknotes: note replacement amounts on paper. Conversely, the building limit remains effective. Do not create a pool at the Free Park: it does not exist in this rule and extends the parts.

08Frequent errors

Don't leave a property refused without an auction. Don't hit 400 by falling on Departure: the normal amount is 200. Don't claim rent on a mortgaged property. Don't build everything on a single street without balancing. Don't turn a stay into a prison into a ban on managing your property.

09Start well

Keep a reserve of money: owning a lot of land doesn't help if you can't pay the next rent. Look for complete groups, because they make it possible to build. Before an exchange, look at what the other can build immediately. An auction is a real opportunity to buy, even for the one who initially refused the printed price.

10Express summary

  • Departure with 1,500; throws two dice, advances and applies the box.
  • Free: buys or auctions. Opposite property: pays the rent claimed.
  • Complete group without mortgage: build uniformly; respect stocks.
  • Mortgage to receive money, repay with 10% to release.
  • Three doubles in a row, a card or going to prison can imprison you.
  • An impossible debt to pay eliminates; the last player not ruined wins.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

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