Game guide
Monopoly
Your goal
Be the last player who has not gone bankrupt. Buy businesses, collect complete industries and make opponents pay rent while keeping money for your own obligations.
How to play
- Choose bots or an online table. Roll two dice, move your token and resolve the destination: a purchase, rent, tax or a card. Use the central card to inspect prices and rent.
- Buy an unowned business or send it to auction. Collect all three businesses of an industry to develop it. Expand only the business your token is standing on, once per visit, following even-building rules.
- Branches and holdings come from a shared bank stock shown on the main field. Trade, sell or auction property through the available actions; a debt must be settled before the turn can finish.
Controls
Computer
Use the mouse and action buttons. Select a board tile to inspect its card, open Portfolio to manage property and use Trade for offers or property auctions.
Phone or tablet
Tap tiles and action buttons just as on a computer. Turn the business card over for its full rent table. Open the game log to review what happened to your money.
Progress and the end of a game
- Doubles give another roll after you finish the current turn; a third consecutive double sends you to the tax audit. The audit also has bail, release-card and doubles options.
- Automatic mode rolls and ends eligible turns; under audit it uses a release card before rolling if one is available. Purchases, trades and construction choices remain yours. Bankruptcy removes a player; the last remaining player wins.
Useful tips
- Keep cash for rent and taxes instead of spending everything on buildings. Inspect the rent you could owe before accepting a trade.
- A complete industry is useful, but development requires returning to its businesses and enough shared stock. Read the detailed auction and debt rules below before selling under pressure.
Detailed table rules
Goal and setup
- Be the last player who has not gone bankrupt. There is no limit on laps or time.
- Everyone starts with 1 500. Against bots there are 2 to 6 players at the table and you move first; difficulty only changes how the bots play.
- The board has 40 tiles: 24 businesses in 8 industries of three, 3 logistics tiles, 2 utilities, cards, a tax and four corners.
- Prices and rents of every tile are on its card in the middle of the board, so there is no separate table here.
Turns and doubles
- Roll two dice and move your token by the total.
- Pass start or stop on it and you collect a 200 salary.
- After the roll you may buy, expand, offer a trade and check your portfolio, then press “End turn”.
- Doubles give you another roll. It comes after “End turn”, so you can buy or expand first.
- A third double in a row sends your token straight to the tax audit — no move and no salary.
Buying and auctions
- Stop on a free business and either buy it at its price or turn it down with “To auction”.
- Turning it down always starts an auction. Every player takes part, including the one who declined — and they bid first.
- The first bid is 75% of the business price, rounded up to a whole number, and each subsequent bid raises it by exactly 10. Pass and you are out of this auction for good; no money for the next bid counts as a pass too.
- Passing does not cancel the bid you already made: if everyone else passes as well, the business is yours at that bid.
- The winner pays their bid to the bank. With no bids at all, the tile stays free.
Auctioning your property
- Open “Trade” and choose “To auction” beside “Swap” and “Sell”, then select your property.
- You can auction your logistics, utilities or businesses from an industry with no branches or holdings anywhere in the group. Close the buildings first if there are any.
- Auctions are available at the same time as the other options in this window: on your turn after rolling, before ending it, while your trade for the turn is still available. While raising money for a debt, the debtor can choose an auction alongside selling. You cannot start one before rolling or during another player's decision.
- Set the starting bid with the slider, in steps of 10. It cannot be lower than the bank's buyback price; the upper limit takes the richest rival's cash into account. Each subsequent bid adds 10.
- Only your rivals bid, including bots; the seller cannot bid. The winner pays you their bid and receives the property. If everyone passes without bidding, you keep it and no money changes hands.
- Any auction with no first bid is cancelled after 60 seconds. Passing or reloading does not restart that time. The property stays with its previous owner or the bank. Once a first bid is made, this cancellation deadline no longer applies.
- After the auction, play returns to finishing the turn or settling the debt. Auctioning your property does not use up your trade for the turn.
Rent and tax
- Stop on a business someone else owns and you pay them rent.
- A business with nothing built earns its base rent. If the owner holds the whole industry and this business itself has no branches yet, the rent doubles.
- With branches or a holding the rent follows the table on the tile card, and the doubling no longer applies.
- Logistics: 25 if the owner has one such tile, 50 for two, 120 for all three.
- Utilities: 4 × the dice total if the owner has one, 10 × if they have both.
- Excise duty is 100 to the bank. The business forum is a free tile: nothing is paid and nothing is collected.
Branches and holdings
- You may expand once you own a whole industry — all three businesses of one colour. You need the cash and no debts.
- A branch opens only on the business your token stands on, and no more than one per visit. Every new arrival on the tile, including after doubles or a card, is a new visit.
- An industry grows evenly: a business may have at most one branch more than the least developed one in its industry.
- The fifth level is a holding: four branches go back to the stock and a holding takes their place.
- The stock is shared for the whole game: 32 branches and 12 holdings. Once it runs out, nobody can expand until someone scales down.
- On your turn you may close a branch or a holding — the bank refunds half its cost. Closing is even too, starting from the most developed business; a holding breaks back into four branches only if the stock has them.
- There are no mortgages in this game.
- Opening a branch plays a separate sound, including when a bot builds it. The sound button at the table mutes game sounds.
Trading
- Trades are offered on your own turn, after the roll — once per turn.
- You can trade logistics, utilities and businesses from industries where nobody has a single branch or holding. Release cards cannot be traded.
- “Swap” — choose their business and offer cash, your own business, or both. You do not need to offer a business when paying cash. “Sell” — your business for their cash: no less than the bank would pay and no more than they have.
- A bot answers at once. If it refuses, your next offer to it for the same tiles must be at least 10 better for the bot. A refusal does not use up your trade for the turn — you may try again.
- Bots make offers to you too. If you decline, that bot will not ask for the same tiles for 5 rounds.
- Online, an offer waits for the other player to answer, and your trade for the turn is used up the moment you make it — even if it is declined.
Market and state aid cards
- Stop on a market or state aid tile and you draw a card that takes effect at once. Each deck has 10 cards and they go round in a loop.
- A normal forward move by card pays a salary for passing start; going back three steps or to the audit does not. A random transfer excludes your current tile and the last random destination across all players. It pays nothing for passing start, but landing directly on start pays a salary. The destination's rules apply; another random transfer card in the same roll is skipped and the next card is drawn.
- The nearest logistics is looked for ahead of you; its owner gets the normal rent.
- A release card can be kept as long as you like, and you may collect several.
Market
- New contracts: go to start and collect your salary
- Unexpected trip: transfer to a random tile, excluding your current tile and the last random destination; no salary for passing start, only for landing on it
- Urgent shipment: go to the nearest logistics
- A surprise audit: off to the tax office
- Your lawyer won the case: a release card
- A contract fell through: go back three steps
- Dividends on deposits: +150
- Fine for a late report: −100
- The office party is on you: 50 to each rival
- Equipment repairs: 25 per branch, 100 per holding
State aid
- VAT refund: +200
- State subsidy: +100
- Sold your old equipment: +50
- A supplier sues you: −150
- Audit fees: −50
- You won the tender: each rival pays you 50
- A friend at the city council: a release card
- A rival files a complaint: off to the tax office
- The annual report is filed: go to start and collect your salary
- Modernisation: 40 per branch, 115 per holding
Tax audit
- You are sent under audit from the tax office tile, by a card or by a third double in a row. No salary is paid on the way.
- Simply stopping on the tax audit tile is safe — it is only a visit.
- To get out, pay 50 or use a release card before rolling — then you move as usual, and doubles give another roll.
- Or try to roll doubles: if you do, you move by the total, but without an extra roll.
- After three failed tries the 50 is charged anyway and you move by the roll. No money means a debt.
- You still collect rent while under audit.
Debts and bankruptcy
- Not enough cash for rent, tax or a card creates a debt for the full sum — there are no partial payments. You cannot end your turn while in debt, and it is paid off automatically as soon as you have the money.
- The “Raise money” button opens your portfolio: close branches or holdings there for half their cost, or put a business up for auction.
- Before auctioning a business, close all branches and holdings in its industry. Only your rivals bid and the money goes to you. Set the starting bid with the slider, no lower than what the bank would pay. Each tile can be auctioned once per debt.
- Selling a business to the bank is possible only while in debt and only after an auction where nobody bought it. The exception is an industry with a holding that cannot be broken up because the bank is short of branches: then the bank takes the tile at once. The bank pays half the price plus half the building cost; the tile becomes free.
- Or “Sell to a rival” directly, for no less than the bank would pay.
- If you cannot settle up, press “Give up”. A bankrupt player is out: their tiles return to the bank as free tiles, branches go back to the stock, and their money goes to whoever they owe.
- The last player who has not gone bankrupt wins. Against bots, the game ends for you as soon as you go bankrupt.
Playing online
- 2 to 6 people at the table, no bots. The creator starts the game once two have joined. If the creator disappears from the table before the start, that right passes to another player.
- For your own decisions — rolling, buying or declining, paying off a debt, the choice during an audit, ending your turn — you have 5 minutes. The clock runs only for whoever has to act now, and it starts over after each of your actions. If the site was down for a while, that time is given back to everyone — both for moves and for auctions.
- Miss it and you are out of the game. The game never moves for you: it does not roll the dice, buy, bid or pay debts on your behalf.
- You have 60 seconds to bid in an auction or to answer a trade offer. Silence counts as a pass or a refusal: no money is spent, and you stay in the game.
- An auction with no first bid waits 60 seconds for the whole lot, then it is cancelled. The first bid lifts that deadline — from then on, each bidder has 60 seconds for their turn.
- Anyone who leaves goes bankrupt to the bank. When fewer than two players remain, the game is over.
- Closed the tab or reloaded the page? Open the table link again in the same browser and you will be back in your seat. While you are away, your move clock keeps running as usual.
- To continue on another device, press “Move seat” and open the link there. The link works once and is valid for 10 minutes; the old device leaves the table. Do not share it: whoever opens it takes your seat.
Auto move and saving
- The round yellow button with arrows next to the dice turns on auto move: the game rolls and ends your turn as soon as it can. Under audit, it uses a release card if you have one, then rolls as usual. Without a card, it rolls to try for doubles. While auto move is on, the dice glow; tapping them turns it off.
- It never touches buying, auctions, debts or trade offers — those are your call. Any button you press cancels the scheduled auto move.
- A game against bots is saved in this browser after every action; come back with “Continue game”. “Continue on another device” pauses the game and creates a one-time link with the full log, valid for 24 hours. Opening the link imports the save into the other browser and deletes it from the server. An online game lives on the server.