September 21, 2026

Monopoly Chance Cards: The Full List and What Each One Does

The 16 official Chance cards, the 20 in our online deck, and what 94,132 real draws say about which ones matter.

A standard Monopoly set has 16 Chance cards and 16 Community Chest cards. Ten of the Chance cards move you. Our online board folds both decks into one deck of 20 cards on six Chance squares, so below you'll find every card in both, what each one does, and what 94,132 real draws say about which ones matter.

The 16 official Chance cards

Hasbro's current US deck, as listed by Jenni Fielding at Monopoly Land in April 2023, holds these cards:

  1. Advance to Boardwalk
  2. Advance to Go (collect $200)
  3. Advance to Illinois Avenue; if you pass Go, collect $200
  4. Advance to St. Charles Place; if you pass Go, collect $200
  5. Advance to the nearest Railroad; buy it if unowned, otherwise pay the owner twice the rent (two copies in the deck)
  6. Advance to the nearest Utility; buy it if unowned, otherwise roll the dice and pay ten times the throw
  7. Bank pays you a dividend of $50
  8. Get Out of Jail Free
  9. Go Back 3 Spaces
  10. Go to Jail, do not pass Go, do not collect $200
  11. Make general repairs on all your property: $25 per house, $100 per hotel
  12. Speeding fine $15
  13. Take a trip to Reading Railroad; if you pass Go, collect $200
  14. You have been elected Chairman of the Board: pay each player $50
  15. Your building loan matures: collect $150

Community Chest is the second deck. Hasbro rewrote all 16 of its cards in October 2021 around neighbourly deeds (the puppy you rescue gets you out of jail), and the money on them is small: 10 to 200 dollars, plus a repairs bill of 40 per house and 115 per hotel.

The rulebook barely mentions them. Land on the space, "take the top card from the deck indicated, follow the instructions and return the card facedown to the bottom of the deck." Get Out of Jail Free "is held until used", and a player who doesn't want it "may sell it, at any time, to another player at a price agreeable to both." One quirk is spelled out: pass Go on the dice, land on the Chance square seven spaces past it, draw Advance to Go, and you collect the $200 twice.

The 20 cards in our deck

Our board runs on ten times the money of the box, 15,000 to start and a 2,000 salary, and the card names below are the ones the game prints on the card itself, whatever language you play in.

CardWhat happens when you draw it
Advance to GOStraight to GO. Landing there pays 3,000: the 2,000 salary plus the 1,000 landing bonus.
Go to JailJail, with no salary on the way.
Income TaxPay the bank 1,000.
Bank DividendCollect 1,500.
Pay Each Player500 to every opponent.
Collect From Each500 from every opponent.
Nearest FinanceMove to the next Finance company (Visa, Mastercard, PayPal or Revolut). Buy it if it's free, pay the normal rent if it isn't.
Nearest IndustryThe same, for DHL and FedEx.
Go Back 3Three squares backwards, and whatever waits there.
Building Repairs250 per house, 1,000 per hotel.
Get Out of Jail FreeKept until you play it.
Advance to TeslaMove to Tesla, salary if you pass GO.
Bank BonusCollect 2,000.
Casino TripMove to the Casino square, salary if you pass GO.
Advance to AmazonMove to Amazon, salary if you pass GO.
Birthday500 from every opponent.
Bank ErrorCollect 1,000.
Street Repairs400 per house, 1,150 per hotel.
Investment MaturesCollect 1,500.
Advance to McDonald'sMove to McDonald's, salary if you pass GO.

Three lines differ from the box. Nearest Finance charges the normal rent here, where the official card doubles it, and Nearest Industry charges the usual dice multiple, where the official card wants ten times whatever you rolled. And Get Out of Jail Free can't be sold or traded; it stays with the player who drew it until they play it. Showdown adds a 21st card, covered below.

How the deck is drawn

It's a real deck, not a dice roll. The 20 cards are shuffled once when the game starts, every draw takes the top card, and the discard pile is reshuffled only when the deck runs dry. Get Out of Jail Free leaves the deck while someone holds it and returns to the discards when it's played.

Two things follow from that. Every card comes up exactly once per pass, so if Go to Jail was drawn four landings ago, no Chance square can send you to jail until the deck turns over. And a median classic game draws 23 cards (the average across 2,524 finished classic games is 24.5), which is one full pass plus a few cards of the second. The feed lists every draw. The deck is countable for anyone who bothers, and almost nobody does.

How often you land on Chance

Six of the 40 squares are Chance, 15 percent of the board, and 14.6 percent of all moves end on one: 94,133 of the 643,269 moves logged so far. The squares don't pull equal weight. The Chance square between Instagram and TikTok has been landed on 17,767 times, the one between Lidl and Walmart 13,326, because the stretch just past jail catches the seven that two dice roll most often. The full traffic map is in our board odds post.

Per card, the deck is as flat as you'd expect from a real shuffle: every card has come up within a hair of 5 percent of draws, between 4,703 and 4,796 times each, and the one exception is Get Out of Jail Free at 4.1 percent, 3,868 draws, because it's out of circulation whenever a player is holding it. That's the whole deviation.

The bank cards are a gift

Add up one pass through the deck. Four cards pay you from the bank, 1,500, 2,000, 1,000 and 1,500, which is 6,000 a pass. One card charges a flat 1,000. Two more charge whatever your buildings cost to repair. Across every logged draw the bank has paid players 28,481,500 through Chance and taken back 4,796,000 in the flat fee plus 8,085,000 in repairs. The deck runs at a deficit of about 15.6 million, and that deficit is yours to collect.

The two player-to-player cards cancel out around the table. Nobody profits from those two. Pay Each Player and Birthday both move 500 per opponent, 2,000 at a five-player table and 500 head to head, and if you can't cover the bill the game puts you into debt resolution for the whole amount rather than skipping the players you can't pay.

Repairs is the card that hurts

The two repair cards cost nothing 63 percent of the time. Of 9,556 repair draws, 6,047 hit a player with no buildings. The card came and went. The other 3,509 draws averaged 1,839 for Building Repairs and 2,761 for Street Repairs, 358 of them cost 5,000 or more, and the biggest bill so far was 15,650, a Street Repairs card on a board full of hotels.

A bill that size is the real price of building tall. Hotels are cheaper to repair. A hotel counts as one hotel for the card, but four houses on the same street count as four, so the moment before you convert to a hotel is the most expensive moment to draw Street Repairs: 1,600 per street instead of 1,150. When you're deciding whether to build the fourth house, the card is part of the maths; the rest of it is in houses and hotels.

Go Back 3 is nastier than it looks

Three squares back from each Chance square is a fixed destination. Two of the six are bad. From the first Chance square, two steps past GO, three back wraps you around to Microsoft, the priciest square on the board. From the second, three back is Income Tax: 2,000, flat. From the Chance square after jail you go back to KFC, from the one in the airline row to YouTube, and from the one between BMW and Toyota three back is the Go To Jail corner, which is the one destination worse than a tax bill. And from the last Chance square, three back is another Chance square, so you draw again.

In the logged games, 795 Go Back 3 draws ended on Income Tax and 817 on Go To Jail, a third of the 4,730 times the card came up.

Go to Jail, by card and by corner

Players have gone to jail 22,735 times in the logged games. The Go To Jail corner sent 16,022 of them, the Chance card 4,721 and three doubles in a row 1,992. The corner does most of it. Still, the card is behind one jail visit in five, and unlike the corner, which only catches you when the dice deliver you to one square, the card can catch you on any of the six Chance squares anywhere on the board. What to do once you're inside is in the jail rules.

Get Out of Jail Free has been drawn 3,868 times and played 2,040 times. Half were never played. A card still in somebody's pocket when the game ended wasn't wasted, and holding it is often correct: late in a game the cell is the safest square on the board, and a card that gets you out early is a card you should sit on.

Cards that pay salary

Every advance card that carries you past GO pays the 2,000 salary, as long as the salary is still running (it stops at minute 46 of a classic game and at minute 30 in Speed and Showdown). Advance to McDonald's does that from four of the six Chance squares, Casino Trip from three, Tesla and Amazon from the last two, and Nearest Finance from the final square, where the next Finance company is Visa, on the far side of GO. Advance to GO tops them all. It always passes or lands on GO, and landing pays the salary plus the 1,000 bonus, 3,000 in total.

Showdown's extra card

Showdown, the three-player mode where the whole board is dealt out before the first roll, adds one card to the deck, Field Destruction, and it works like this: every owned company within three squares of you, in both directions, loses one building, and a company with no buildings gets mortgaged instead. Nobody is paid for any of it. The card has come up 87 times so far, and it's the only card that can take apart an opponent's monopoly without touching your own money. The mode itself is described in game modes.

Street Repairs on a board full of hotels does more damage than Go to Jail ever will, and Go Back 3 from the wrong square is close behind, because two of its six destinations are a 2,000 tax bill and the jail corner. Everything else in the deck is the bank paying you to keep playing. The rest of the board is in our rules guide, or you can draw your first card in the lobby.

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Monopoly Chance Cards: Full List and What Each Does