How to Play
Monopoly Online is a multiplayer board game where you buy, trade, and manage real global brands to bankrupt your opponents.
The Board
The board has 40 fields arranged in a square: 22 properties (real global brands grouped into 8 color groups), 4 Finance properties, 2 Industry properties, 4 corner squares (GO, Jail, Casino, Go To Jail), 6 Chance card spaces, and 2 tax squares ($2,000 Income Tax and $1,000 Luxury Tax). Each player starts with $15,000 in Classic and 2v2. Players move clockwise, collecting a $2,000 salary each time they pass GO. Rolling doubles gives you another roll.
Properties & Rent
When you land on an unowned property, you can buy it at its listed price or decline to trigger an auction. Properties are grouped into 8 color groups (2-3 properties each). Owning all properties of a color group (a monopoly) doubles the base rent. Rent grows further as you open branches and corporations. Landing exactly on GO pays an extra $1,000 bonus on top of the $2,000 salary.
Building Branches & Corporations
Once you own all properties in a color group, you can open branches (up to 4) and then upgrade to a Corporation (level 5). In Classic and 2v2 you must build evenly across the group: no property can be more than 1 building ahead of another in the same group. You can build once per color group per turn, and not while any property of the group is mortgaged. Buildings can only be purchased before rolling the dice. Building costs vary by group, from $500 (Supermarkets) to $2,000 (Technology). Selling a building gives you back its full cost (75% in Showdown).
Mortgaging Properties
You can mortgage a property to receive half its purchase price from the bank. Mortgaged properties don't collect rent. You must sell your buildings in the color group before mortgaging. To unmortgage, pay 60% of the purchase price (the mortgage value plus a fee of 10% of the price). If you don't unmortgage within 7 rounds, you lose the property: it goes to an auction that starts at its full price, anyone can bid (you included), and the money goes to the bank.
Auctions
When a player declines to buy a property, it goes to auction among the other players; the one who declined does not take part. Bidding opens at the property's full price and each bid must be at least $100 higher than the last. Players bid in round-robin order with 20 seconds per bid. If you don't bid in time, you automatically pass. The highest bidder wins the property. If no one bids, the property remains unowned.
Trading
You can propose trades during your own turn, before rolling, while deciding whether to buy a property, while a rent or tax payment is pending, or during debt resolution. A trade can include money and properties from both sides. Any building on any property of a color group, a single branch included, locks the whole group from trading: sell the buildings first. Mortgaged properties can only be traded between teammates in 2v2. Trades must be balanced: the value difference cannot exceed 50% of the larger side, and one side cannot exceed twice the other (trades between teammates skip this check). Up to 3 trades per turn.
Chance Cards
The board has 6 Chance squares. Landing on one draws a card from a shuffled deck of 20 (21 in Showdown). The deck reshuffles automatically when empty. Card effects include: collect from or pay the bank, collect from or pay every player, advance to GO, Jail, the Casino or a specific property, move to the nearest Finance or Industry property, go back 3 spaces, building repairs (a fee per branch and corporation you own), and Get Out of Jail Free. If a payment card costs more than your cash, the game sends you into debt resolution.
Casino
Landing on the Casino square (corner field 20), or being sent there by a Chance card, opens a betting mini-game. Pick 1 to 3 numbers from 1-6 and place a $1,000 bet. One die is rolled: if it matches any of your picks you win $1,000 × (6 ÷ K) where K is how many numbers you chose, 1 number pays 6×, 2 pays 3×, 3 pays 2×. Independently of the dice result there is a 1-in-20 chance to win the entire jackpot pool. Every placed bet adds $500 to that pool (funded by the bank, not from your bet). You can also decline to bet and pass the turn.
Jail
You go to Jail by landing on the Go To Jail square, drawing a Chance card, or rolling doubles three times in a row. In Jail you have 3 attempts to roll doubles and escape for free. You can also pay a $500 fine voluntarily or use a Get Out of Jail Free card. On the third failed attempt the $500 fine becomes mandatory.
While you sit in Jail, other players landing on your properties pay you no rent.
Debt Resolution
When you cannot afford a mandatory payment, rent, tax, a Chance card cost, or a won auction, you enter Debt Resolution with a 60-second timer. The panel shows the amount owed and your assets: sell buildings or mortgage properties to raise the cash, or propose a trade with another player. If you can't (or won't) cover the debt you can surrender voluntarily. Rent-debt bankruptcy transfers the remaining properties to the creditor; tax or bank-debt bankruptcy returns them to the bank unowned.
Dynamic Economy
The economy intensifies as the game progresses. Salary payments stop at 46 minutes. A tax system begins at 61 minutes, starting at 50% and increasing by 10% every 5 minutes (capped at 99%): applied to rent collection. Each turn has a 75-second timer (60s of thinking budget plus 15s of animation grace). If the timer runs out, the game plays for you: it declines a purchase (the property goes to auction), pays what you owe, or takes the default choice, and counts a missed turn. Missing 3 consecutive turns triggers automatic bankruptcy. Any active player can request a pause; it passes only if every active player agrees within 30 seconds (no answer counts as no). To resume, every player confirms they are back, then a short countdown restarts the game.
Speed and Showdown games run on a faster clock: salary stops at 30 minutes, the tax starts at 40, and each turn has 45 seconds. Speed starts with $17,500 and allows uneven building. Showdown is for exactly 3 players: the board is dealt out at the start, each player starts with $25,000, you can build as often as you like, buildings sell back at 75%, you can auction your own mortgaged property at once, and an extra Chance card can destroy a building. 2v2 is for exactly 4 players in two teams: teammates pay each other no rent, and when a player goes bankrupt to the bank their teammate takes over their properties.
Custom tables play by the rules their host sets: starting money, the turn timer, when the salary stops and the tax starts, how long a mortgage lasts, how buildings work and whether the third die joins. The table card shows every change before you join. Custom games are unranked and pay half XP, without achievements or quests.
The Speed Die
In Speed and Showdown a third die joins from round 8. A 1, 2 or 3 adds to your move. BUS lets you choose where to go: the value of one die, the other, or their sum (if time runs out you move the sum). M1 (Mr. Monopoly) moves you as usual, then on to the nearest free property, or else the nearest one an opponent owns. A triple (three dice showing the same number) lets you jump to any field on the board; it does not count as doubles.
Winning the Game
The last player standing wins (in 2v2, the last team standing). A player goes bankrupt when they owe more than their total assets (cash + property values + building values). When bankrupt due to rent, properties transfer to the creditor. When bankrupt due to taxes or bank payments, the properties return to the bank unowned, with their buildings and mortgages cleared. Players can also surrender voluntarily. Only Classic games without bots count toward rating and XP, and only once a game lasts at least 10 rounds and 10 minutes.
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