The full rules
This guide explains every rule of the game. The rules are the same on every board, and the host of a room can turn some of them on or off before the game starts.
- $200for passing Start
- $300for stopping on Start
- $50to leave Jail
- 10%Income Tax on your cash
The goal
Be the last player, or the last team, with money. A player who cannot pay their debts goes bankrupt and leaves the game. There is no turn limit: the game ends when only one player or one team is left.
Before the game
A room has 2 to 8 players. The host picks the board, the number of seats and the rules. Every player starts with $1,500, and the host can change this to any amount from $500 to $3,000. The turn order is shuffled at the start, unless the host turns off random order.
Your turn
Roll two dice and move forward by the total. The tile where you stop decides what happens: you can buy it, you pay rent or tax, you take a card, or you go to Jail. After you move, you can build, sell, trade and then end your turn.
When you roll doubles, you roll again after your move. If you roll doubles three times in one turn, you go to Jail at once and you do not move on the third roll. You cannot end your turn while your cash is below $0.
Start
Each time you pass Start, you collect $200. If you stop exactly on Start, you collect $300 instead. A card that sends you to Start moves you forward, so it pays $300. A move backward onto Start pays nothing.
Buying properties
There are three kinds of property: cities, airports and utilities. When you stop on a property that nobody owns, you can buy it for its price. You must have the money in cash. If you do not buy it, it stays with the bank, and the next player who stops there can buy it.
With the Auctions rule, a property that you do not buy goes to auction. Every player can bid, you too. Each bid must be higher than the last one, and you cannot bid more than your cash. When 10 seconds pass with no new bid, the highest bidder buys the property. If nobody bids, it stays with the bank. With auctions on, you must buy the property or start the auction before you roll again or end your turn.
Rent
When you stop on a property that another player owns, you pay them rent. You pay no rent on your own properties, on your team's properties, or on a mortgaged property.
- Cities: the rent goes up with each building. On the World board, Rome costs $13 with no buildings, $55 with one house, $160 with two, $480 with three, $675 with four and $900 with a hotel.
- Airports: the rent depends on how many airports the owner has: $25 for one, $50 for two, $100 for three and $200 for four.
- Utilities: the rent is your dice total multiplied by 4 when the owner has one utility, by 10 when they have two, and by 20 when they have three (only the Grand Tour board has three).
With the Double rent rule, a city with no buildings costs double rent when its owner has every city of its country. With the No rent in Jail rule, a player in Jail collects no rent.
Countries and buildings
Cities belong to countries. When you own every city of a country, you can build on them during your turn. Each city takes up to four houses and then a hotel. The house price depends on the country: from $50 on the cheapest countries to $200 on the most expensive. A hotel costs the same as one more house.
With Even building, which is on by default, you must build evenly: a city can never be more than one building ahead of another city in the same country. You also remove buildings evenly. You cannot build in a country that has a mortgaged city. When you remove a building, the bank pays you half of its price.
Selling and mortgages
During your turn, you can sell a property back to the bank for half of its price. Before you can sell a city, remove every building in its country. A mortgaged property sells for $0, because you already got its money.
With the Mortgages rule, you can mortgage a property instead: the bank pays you half of its price now, and the property earns no rent until you buy it back. To buy it back, pay the mortgage money plus 10%. A mortgaged city still counts toward a full country, but nobody can build in that country until the mortgage is gone.
Jail
You go to Jail when you stop on Go to Jail, when a card sends you there, or when you roll doubles three times in one turn. If a normal move stops on the Jail tile, you are only visiting, and nothing happens.
In Jail you do not move. At the start of each turn in Jail, you choose one:
- Pay $50, or use a Get out of Jail card. You are free, but your turn ends. On your next turn you roll as usual.
- Roll the dice. With doubles, you leave Jail and move by that roll, but you do not roll again, and you cannot buy the tile where you stop. Without doubles, you stay.
After your third roll without doubles, you are free, and you move on your next turn. While you are in Jail, you still collect rent, unless the room uses No rent in Jail.
Vacation
When you stop on Vacation, your turn ends, and you skip your next turn. With the Vacation jackpot rule, the money that players pay to the bank for taxes, card fines and repairs goes into a pot. The next player who stops on Vacation collects the whole pot.
Taxes
Income Tax takes 10% of your cash. Luxury Tax costs $75. The Jackpot board also has a Bonus tile that pays you $50.
Chance and Treasure cards
When you stop on a Chance or Treasure tile, you take the top card of that deck. Treasure cards are mostly money: prizes, gifts, bills and repairs. Chance cards are mostly trips to other tiles. A card that moves you forward pays $200 when you pass Start, and the tile where you stop works as usual, so you can buy it or you pay its rent.
Each deck is shuffled once, when the game starts. When a deck runs out, it starts again in the same order. Each deck has one Get out of Jail card. Keep it until you need it, or trade it. While a player holds it, the deck skips it. Cards that collect money from every player, or that pay every player, skip your teammates. Repair cards charge you for each house and each hotel you own, or your team owns in a team game.
Debt
Rent, taxes and cards can take your cash below $0. If you owe money to a player, they get what you had, and you owe them the rest. Money you get later pays your debts first, the oldest debt first. Cards on other players' turns can also put you in debt.
With cash below $0 you cannot roll or end your turn. Remove buildings, sell properties, mortgage them or make a trade until you are back at $0 or more. If you have nothing left to sell, you can still roll, and the money for passing Start can save you.
Bankruptcy
If you cannot get your cash back to $0, you go bankrupt and leave the game. Your properties go back to the bank with no buildings. The bank pays the players you owe with half the value of your properties and buildings, and $50 for each Get out of Jail card. The oldest debt is paid first.
A player who leaves the game, or who is removed, also gives their properties back to the bank. In a team game, they go to a teammate instead. The team guide explains how.
Trades
You can trade with any player at any time, also during other players' turns. A trade can include cash, properties and Get out of Jail cards on both sides. The other player can accept, decline or send a counter-offer. You cannot trade a city from a country that has buildings, so remove the buildings first. Nobody can accept a trade while an auction runs.
You can have up to 5 open offers to one player and 10 open offers in all. In public rooms, a trade cannot give away almost everything a player has for almost nothing, so that two players cannot work together against the others. Private rooms skip this rule. A player in debt cannot make a trade that lowers what they can pay back, except with the player they owe.
House rules
The host can change these rules in the room before the game starts. The badges on a room show the rules that differ from the defaults.
- Double rent (off by default): Plain cities charge double rent when you own the whole country.
- Vacation jackpot (off by default): Taxes go into a pot. Landing on Vacation collects it.
- Auctions (off by default): When a player does not buy a city, everyone bids for it.
- No rent in Jail (off by default): Players in Jail collect no rent.
- Mortgages (off by default): Get half the price now. The property earns no rent until you buy it back.
- Even building (on by default): Build houses evenly across a country.
- Random order (on by default): Shuffle the turn order at the start.
- Turn clock (on by default): Each player has a time bank. When it runs out, the game plays the turn. The questions and answers explain the clock.