Monopoly Wiki
All 3 of the Monopoly Expansion packs. The left is the "Free Parking Jackpot", the middle is the "Go to Jail", and the right is the "Buy Everything".

All 3 of the Monopoly Expansion packs. The left is the "Free Parking Jackpot", the middle is the "Go to Jail", and the right is the "Buy Everything".

Monopoly Expansion is a line of game changer packs that can be set up with the classic Monopoly game to make a game more competitive, more fun, and more interesting to play. With an expansion, a game can be completed in half the time. In a Monopoly Expansion pack, there are additional Title Deed cards, dice, and other equipment. There are three different Monopoly Expansion packs:

  • Buy Everything
  • Free Parking Jackpot
  • Go to Jail

Monopoly Buy Everything Expansion[]

Mr. Monopoly has opened the Sale Vault, and there’s more for sale than ever before! The Monopoly Buy Everything Expansion brings a fresh twist to the Monopoly game and takes half the time to play. Just add this expansion to the classic Monopoly gameboard, and everything is for sale. Players can buy every space, and they can roll the Buy die to purchase more ways to win and abilities from the rotating Sale Vault. When all properties are owned, the richest player wins—or a player can win instantly by completing an instant-win Sale card!

Sale Vault and Sale cards

Sale Vault and Sale cards

Contents[]

  • Rotating Sale Vault with Base
    • The Sale Vault holds 3 Sale Cards.
    • The Base holds the deck of Sale Cards
  • 1 Buy Die with Customizable Stickers
    • A sticker has
      • 3 of the green Sale Card to buy
      • 2 of the yellow Sale Card to discard
      • 1 red X to force another player to discard their Sale Card
  • 20 Sale Cards
  • 8 Title Deeds
    • These Title Deeds are the new boardspace properties to own.
  • 4 Reminder Cards
    • This expansion has 2-4 players to play.

Setting Up[]

First Time[]

When this is your 1st time using this expansion, put all 6 stickers on all the blanks of the Buy Die.

  • Put all 3 green Sale Card stickers, all 2 yellow Sale Discard stickers, and a red X sticker on the Buy Die.

Before Playing a Game[]

With this expansion, there are the differences in the setup.

  1. Players will start with the different amount of cash.
    • Each will have $2,150 to start ($650 more than the standard $1500 starting amount).
      • Consisting of 5 $1 bills, 1 $5 bills, 3 $10 bills, 3 $20 bills, 3 $50 bills, 4 $100 bills, and 3 $500 bills.
  2. Put the golden Sale Vault stand (the "wheel") onto the gray Sale Vault base.
  3. Separate the Sale cards from the expansion Title Deeds.
    • The Sale cards have a green background.
    • The expansion Title Deeds have a red background. The strip is rainbow in color.
  4. Put the expansion Title Deeds with the original Title Deeds from the classic Monopoly.
  5. Put the 3 Sale cards onto the "wheel".
    • Put the Sale card info face out so that the players can see on what these cards say.
  6. Place the rest of the Sale cards facedown on their card deck (the gray area of the Sale Vault base).
  7. Give one reminder card to each player playing.
    • They have to know the modified rules of this Monopoly expansion.

Expansion Title Deeds[]

In addition to the 28 ordinary Title Deeds, there are 8 expansion Title Deeds. This will give the expansion total of 36 Title Deeds.

The 8 expansion Title Deed properties are:

  • Go
  • Just Visiting
  • Free Parking
  • Go to Jail
  • Community Chest
  • Chance
  • Income Tax
  • Luxury Tax

The first player that lands on any of these 8 board spaces will have the right to buy it.

The price to buy any expansion Title Deed property is indicated by the money bag on the rainbow banner on the top of a card.

If a player buys a expansion property, he/she will take its Title Deed. Then, he/she follows the rules of this property's board space.

If a player (who is the first to land) does not want to buy (or does not have enough money), this property will be put for auction.

  • Only one player will have this property.
  • Even though a player declines to purchase an expansion property, he/she still follows the rules of this property's board space.

Unlike ordinary properties, expansion properties cannot be mortgaged at all. However, expansion properties can be traded or dealt with to another player(s).

  • Expansion Title Deeds have only the cover side (without any details at all).

Special Characteristics[]

Expansion properties have their respective special characteristics:

  • Corner Spaces are very similar to Railroads, but different Corner Spaces have different amounts of rent.
  • The owner of the "Go to Jail" corner space can collect a fine from another player who is getting out of Jail.
    • However, when the owner is in Jail, he/she still must pay the fine but it is paid to the Bank.
  • When a player lands on Community Chest or Chance, the owner of any of these card board spaces will take 2 cards and he/she is the only one to see these cards. The owner will give any one of these two cards to a player (who has landed on a card board space) to use. Another card is unused and will be placed on the bottom of its card deck.
    • When the owner lands on a card space on his/her own, he/she takes 2 cards and see them. He/She must use one card that is advantageous to him/her while another is unused and placed on the bottom of its card deck.
  • Tax Spaces are used for the owner to collect money from other players who have landed on any of these Tax Spaces.
    • However, when the owner lands on any of these Tax Spaces, he/she still must pay the tax but it is to the Bank.

Buy Die[]

After you have moved your token and have taken action on a board space you have landed, you will roll the Buy Die next.

The Buy Die has 3 different actions:

  • Buy 1 Sale Card
    • Colored green with the money exchanged hands
    • The Buy Die has 3 sides of this action.
    • Each Sale card has the money bag that indicates the price to purchase.
    • ACTION: You may buy 1 Sale card from the Sale Vault (not the Sale card deck) with your money.
  • Discard and Replace (Switch)
    • Colored yellow with the 2 arrows making a circle
    • The Buy Die has 2 sides of this action.
    • ACTION: You may discard 1 of the Sale cards currently displayed in the Sale Vault. Then, replace this discarded Sale card with another Sale card from the top of the Sale card deck.
  • Discard a Card
    • Normal white background with the red X
    • The Buy Die has only 1 side of this action.
    • ACTION: You may force any other player to discard 1 Sale card that they have. You can decide (not any other player you choose) which Sale card that you want to "take away" from and discard it.

Doing an action on what you have rolled in the Buy Die is optional ("may"), not required (not "must").

  • You have the option of doing an action from the Buy Die.
    • If you do not want to, that's fine and your turn will end.

Sale Cards[]

There are 3 types of Sale cards:

  • Single-Use cards (red stripe)
    • You can keep a red-colored stripe single-use Sale card until you are ready to use it.
    • You can use it at any of these times during your turn:
      • before you roll the regular dice
      • after you roll the regular dice but before you take any action of a board space
      • after you take action but before you roll the Buy Die
      • after you roll the Buy Die (and perform any action from the Buy Die)
    • Discard after use.
  • Ability cards (yellow stripe)
    • When you own a yellow-colored ability Sale card, you have the ability from this card.
    • Generally, ability cards are not discardable.
      • Unless you have 3 Sale cards in your possession already and want to get another one.
  • Instant-Win cards (green stripe)
    • When you have a green-colored instant-win challenge Sale card, complete the challenge in this Sale card for you to win instantly.
      • You can have multiple challenges to do, but just complete only one of them to win instantly.
    • Generally, instant-win cards are not discardable.
      • Unless you have 3 Sale cards in your possession already but want to get another one.

A Sale card can be purchased only from the Sale Vault (not from the Sale card deck) and it can be purchased only when you roll the green side of the Buy Die.

  • There are 3 Sale cards to choose from the Sale Vault, but you only choose one of them.

When a Sale card is discarded, it cannot be used anymore for the remainder of the game.

  • A discarded Sale card must be placed in a discard pile (not in the Sale card deck nor in the Sale Vault).

You can have up to the maximum of 3 Sale cards in your own hands.

  • When you want a new Sale card but you have 3 already, you must discard one that you currently have.

Ending the Game[]

There are 2 ways to end a Monopoly game with this expansion.

  • When a player completes a challenge from an Instant-Win Sale card that he/she has, he/she wins immediately.
    • Regardless of the final scores for all players.
  • OR
  • When all properties are owned.
    • All properties include 22 streets, 4 railroads, 2 utilities, 4 corner spaces, 2 card spaces, and 2 tax spaces.
      • These total 36 (28 tradition + 8 expansion).
    • In this 2nd case of ending a game, the final scores will be determined by the following:
      • Player's own cash amount at the end of a game. PLUS
      • The purchase price of each property a player owns. PLUS
        • He/She has to do for all properties that he/she has at the end of a game.
      • The rent amount of each property a player owns (as if another player lands on a property to pay this same amount of rent).
        • Consider multiple properties (railroads and expansion properties), "color set" bonus, and houses & hotels.
          • However, this does not include utilities because of the dice roll.
    • While determining the final scores, trade properties for cash (or tally up the scores).
    • The player with the highest final score (highest net worth) wins the game.

Monopoly Free Parking Jackpot Expansion[]

Press your luck and pile up the cash! The Monopoly Free Parking Jackpot Expansion brings a fresh twist to the Monopoly game and takes half the time to play. Just attach this expansion to the classic Monopoly board, and turn the Free Parking space into a Jackpot. Spin the spinner for a chance to win BIG money! Upgrade to the Deal Mobile token and draw Bonus cards to take free properties and more. The game ends when all properties are owned or when one player has gone broke. The richest player wins!

Contents[]

  • 1 Golden "Deal Mobile" Token
    Free Parking cardboard base

    Free Parking cardboard base

  • 1 "Free Parking" Spinner with Cardboard Base
    • The Cardboard Base is attached to the "Free Parking" corner space on a classic Monopoly gameboard.
    • The Cardboard Base also has the "Free Parking" bonus card deck.
    • Arrow
      • Center to attach to the Arrow and to allow this Arrow to spin
  • 32 "Free Parking" Bonus Cards
  • 6 "Spin Space" Clips
    • There are 6 cardboard "Spin Space" board spaces to put into these clips.
      • These clips are attachable to certain board spaces on a classic Monopoly gameboard.
  • 20 "Spin" Chips
    • These chips are in cardboards.
  • 8 Reminder Cards
    • This expansion has 2-8 players to play.

Setting Up[]

First Time[]

When this is your 1st time using this expansion, prepare these things:

  1. Put the base underneath the spinner.
  2. Stick the base's stem to the top of the spinner.
  3. Put the arrow by its own hole on the stem.
  4. Spin the arrow to test out to make sure it is working as intended.
  • Remove all the "Spin Space" chips (all 20) from the cardboard.
  1. Remove all the "Spin Space" board spaces (all 6) from the cardboard.
  2. Insert these "Spin Space" board spaces in the clips.

Before Playing a Game[]

When using this Monopoly expansion, DO NOT use Chance and Community Chest at all.

  • Their board spaces will be replaced by the "Spin" expansion board spaces.

STEPS of setting up:

  1. Place the Free Parking expansion board space onto the gameboard.
    • Cover the ordinary Free Parking corner space with the blue Free Parking expansion corner space.
  2. Shuffle the "Free Parking" Bonus cards. Give 2 of them to each player. Leave the rest of these cards facedown on their card deck (located near the Free Parking and the spinner).
  3. Put the golden "Deal Mobile" expansion token on Free Parking.
  4. Place the "Spin" expansion board spaces that are covering all the Chance and the Community Chest board spaces throughout the gameboard.
  5. Each player will have 2 "Spin" chips to start.

Jackpot[]

With this Monopoly expansion, all money, payments, and penalties that you typically pay to the Bank will go to the Jackpot instead.

Events to pay money to the Jackpot (not to the Bank) includes:

  • Money you spend to buy properties.
    • If from another player, money still goes to him/her when you get a property from him/her in a deal.
  • Money you spend to build Houses & Hotels.
  • Money you spend to get out of Jail.
  • When a spin arrow lands on a red spin area.

You can still make change using money from the Bank.

  • EXAMPLE: If you are required to pay $60 but you pay with $100, first exchange money from the Bank. You get $40 from the Bank, and the Bank "gives" $60 to the Jackpot.

Payments made to other players never go to the Jackpot.

  • Rent is the most common example.

Free Parking Spinner[]

You spin the spinner when:

  • You use a Spin chip (and pay it to the Bank).
  • You land on a Spin space.
  • You land on a property you own.
  • You play a Free Parking Bonus card that tells you to spin
    • After use, put it on the bottom of the Free Parking Bonus card deck.

Each time you spin the spinner, you also take 1 Free Parking Bonus card.

Free Parking Bonus cards[]

Free Parking Bonus cards are the only non-property cards available in this Monopoly expansion.

  • That's because Community Chest and Chance cards are not available.
    • That is to make room to play the Free Parking spinner.

You can obtain a card when:

  • You land on Free Parking.
  • Every time you spin the Free Parking spinner.
  • NOTE: You can obtain 2 cards when you land on Free Parking and spin the Free Parking spinner (because you land on Free Parking) in your same turn.

Some cards are immediate-use, so you must use a card in your turn.

  • Usually, these cards say "immediately" or say a command.

Some cards are keepable, so you can use it when you are ready to use it.

  • Most of these cards say "when".
  • Other such cards are re-spin, math on the dice, and stopping an action from another player.
  • A player can use a keepable card at any time during his/her turn or outside of his/her turn.
    • During his/her turn, he/she can use a card before rolling, after rolling & moving, before taking action, and after taking action (but before ending his/her turn).
  • A player can hold an indefinite number of keepable cards.

Once a card has been used, it will be placed on the bottom of the card deck for possible reuse.

Deal Mobile (Expansion Token)[]

The special expansion golden Deal Mobile token allows a player to:

  • Buy an unowned property for free (he/she simply takes it)
  • Skip out on rent

Taking a Drive in the Deal Mobile[]

You take the Deal Mobile when you:

  • Land exactly on Free Parking
  • Spin and land on a Deal Mobile space on the Free Parking spinner
  • Obtain a Free Parking Bonus card that says to take a Deal Mobile
    • There are a few Free Parking Bonus cards that do this action.

When you have the Deal Mobile token, your original token must stay in "Free Parking".

  • You CANNOT move your original token while driving the Deal Mobile.

You can still drive the Deal Mobile for consecutive turns as long as you do not "lose" it.

Losing Possession of the Deal Mobile[]

You lose possession of the Deal Mobile when:

  • You land on "Go to Jail". Put the Deal Mobile back on Free Parking. Put your own token in Jail.
  • Another player (a) lands exactly on Free Parking, (b) spins and lands on a Deal Mobile space on the Free Parking spinner, or (c) obtains a Free Parking Bonus card that says to take a Deal Mobile.
    • He/She takes the Deal Mobile from you.
    • You must put your own token where the Deal Mobile was taken by another player.
    • That player will put his/her own token on Free Parking and put the Deal Mobile where his/her own token was.

Ending the Game[]

With this Monopoly expansion, a game will end when either:

  • All properties are owned.
  • One player goes bankrupt.

The final scores will be determined by the following:

  • Player's own cash amount at the end of a game. PLUS
  • The purchase price of each property a player owns. PLUS
  • He/She has to do for all properties that he/she has at the end of a game.
    • The rent amount of each property a player owns (as if another player lands on a property to pay this same amount of rent).
    • Consider "color set" bonus and houses & hotels.
      • However, this does not include utilities because of the dice roll.

While determining the final scores, trade properties for cash (or tally up the scores).

The player with the highest final score (highest net worth) wins the game.

Monopoly Go to Jail Expansion[]

Turns out, crime does pay! The Monopoly Go to Jail Expansion brings a fresh twist to the Monopoly game and takes half the time to play. Just add the expansion’s attachment to the classic Monopoly board to turn the Jail and Go to Jail spaces into desired locations. While there, players can collect Corruption or Super Corruption cards that let them get away with mischief—and score advantages over other players! The game ends when all properties are owned or when one player has gone broke. The richest player wins!

Jail and Super Jail expansion board spaces.Place the Jail expansion board space onto the "Jail / Just Visiting" corner space.Place the Super Jail expansion board space onto the "Go to Jail" corner space

Jail and Super Jail expansion board spaces.Place the Jail expansion board space onto the "Jail / Just Visiting" corner space.Place the Super Jail expansion board space onto the "Go to Jail" corner space.

Contents[]

  • 1 (Regular) Jail gameboard attachment
    • It is attached to and replacing the regular "Jail / Just Visiting" corner space.
    • This attachment has the "Corruption" card deck.
  • 1 "Super Jail" gameboard attachment
    • It is attached to and replacing the "Go to Jail" corner space.
    • This attachment has the "Super Corruption" card deck.
  • 2 "Go to Jail" boardspace attachments
    • These cardboard board spaces are attached to their own clips.
  • 32 orange "Corruption" cards
  • 12 blue "Super Corruption" cards
  • 2 black blank customizable dice
    • These dice have their own respective stickers.
    • One is the Heist die (Die #1)
      • The Heist die has 4 blue sides and 2 orange sides.
    • Another is the Escape die (Die #2)
      • The Escape die has 3 red sides and 3 orange sides.
  • 6 Reminder Cards
    • This expansion has 2-6 players to play.

Setting Up[]

First Time[]

Put all the stickers on the 2 blank black dice.

  • For the Heist die (Die #1), put the blue money stickers (4 of them) and the "Go to Jail" stickers (2) in this die. All 6 sides have to have a sticker.
  • For the Escape die (Die #2), put the red stickers (3) and the "Go to Jail" stickers (3) in this die. All 6 sides have to have a sticker.

Remove all 2 the "Go to Jail" spaces from the cardboard.

  • Insert these "Go to Jail" board spaces in the clips.

Before Playing a Game[]

When using this Monopoly expansion, DO NOT use Chance and Community Chest at all.

  • When you land on any of these respective card board spaces, you will roll a special expansion die.

STEPS of setting up:

  1. Cover the "In Jail / Just Visiting" corner space with the Corruption corner space.
    • It is colored orange.
    • The regular "Jail" expansion board space is just outside of the gameboard.
      • It has an arrow to go to the Corruption expansion corner space when you successfully get out of regular Jail.
  2. Shuffle the orange Corruption cards. Give 2 of them to each player. Leave the rest of these cards facedown on the Corruption card deck.
  3. Cover the "Go to Jail" corner space with the expansion "Go to Jail" corner space.
    • It is colored blue.
    • The "Super Jail" expansion board space is attached and is just outside of the gameboard.
      • It has an arrow to go to "Go to Jail" expansion corner space when you successfully get out of Super Jail.
  4. Shuffle the blue Super Corruption cards and place all of them facedown on the Super Corruption card deck.
    • DO NOT give any of them to the players at the start.
  5. Place the expansion "Go to Jail" board spaces (skinny ones) replacing the Income Tax and the Luxury Tax board spaces.
  6. Put the expansion Heist die (Die #1) on the Community Chest card deck.
    • When you land on a Community Chest board space, roll the Heist die.
    • The Heist die has 4 blue money sides and 2 orange "Go to Jail" sides.
  7. Put the expansion Escape die (Die #2) on the Chance card deck.
    • When you land on a Chance board space, roll the Escape die.
    • The Escape die has 3 red "trade" sides and 3 orange "Go to Jail" sides.

Jail (regular)[]

The regular Jail is located in the exact same corner space as the original Jail.

  • It is colored orange for clarity.

A player goes to this regular Jail when:

  • he/she lands on the usual "Go to Jail" corner space OR
  • he/she lands on any of the 2 expansion "Go to Jail" attachment board spaces OR
    • These board spaces were the tax spaces (Income Tax and Luxury Tax) before being replaced.
  • he/she rolls the "Go to Jail" on the Heist die or on the Escape die.
  • he/she rolls doubles 3 times in a row.
    • He/She cannot move as usual in his/her 3rd straight double; instead, he/she goes directly to regular Jail.

While in regular Jail, you pick up 1 Corruption card for each turn that you are in regular Jail.

You can get out of regular Jail by these options:

  • Pay $100 to the Bank at the start of your next turn. Then, roll and move as normal.
    • If you roll doubles, you can take another turn (but rolling 3 doubles in a row will take you to regular Jail).
  • Wait up to 3 turns to stay in regular Jail. After 3 of those turns, on your 4th turn, pay $100 to the Bank.
    • You only spend up to 3 turns in regular Jail. Therefore, you only can get up to 3 Corruption cards during your stay in Jail.
      • Therefore, you have no choice but to immediately get out of Jail on the 4th turn after spending 3 turns in regular Jail.
  • NOTE: Deviating from the regular rules of Monopoly, you cannot roll doubles to get out of regular Jail for free.

Super Jail[]

Super Jail is located in the corner space closest to the "Go to Jail" corner space.

  • It is colored blue for clarity.

A player goes to Super Jail only by certain Corruption and Super Corruption cards.

  • Therefore, any player that has such cards can send another player to Super Jail.

While in Super Jail, you pick up 1 Super Corruption card for each turn that you are in Super Jail.

  • You can pick up for a maximum of 3 Super Corruption cards during your stay in Super Jail.
  • This is the same as in regular Jail, but except that the cards are different.

You have 2 options to get out of Super Jail:

  • Pay $300 to a player who sent you to Super Jail.
    • This option is certainly better because you can keep the Super Corruption cards while getting out of Super Jail.
  • Give all of your Super Corruption cards to a player who sent you to Super Jail.
    • You cannot keep even 1 Super Corruption card, so you must give all to that player.

You can stay in Super Jail for up to 3 turns. After your 3rd turn, you must get out of Super Jail by doing any of these 2 options.

  • If you do not have $300, you must give all of your Super Corruption cards to a player who sent you to Super Jail.

Heist Die[]

The Heist die is one of the 2 customizable dice for this Monopoly expansion.

It is the expansion die that gives you money.

The Heist die has these sides:

  • 4 blue sides are the money sides
    • 2 sides have $50
    • 1 side has $100
    • 1 side has $200
  • 2 orange sides are the Jail sides
    • You go to regular Jail if you roll an orange side.

Put the Heist die on the Community Chest card deck.

When you land on a Community Chest board space, you roll the Heist die.

Escape Die[]

The Escape die is another of the 2 customizable dice for this Monopoly expansion.

It is the expansion die that gives you Corruption cards.

  • without needing to go to Jail in order to get them

The Escape die has these sides:

  • 3 red sides are the regular Corruption card sides
    • 2 sides have only 1 Corruption card to pick up
    • 1 side has 2 Corruption cards to pick up
      • The small "2" indicator is on the left hand of the red side.
  • 3 orange sides are the Jail sides
    • You go to regular Jail if you roll an orange side.

Put the Escape die on the Chance card deck.

When you land on a Chance board space, you roll the Escape die.

Corruption cards (basic & orange)[]

Corruption cards are the expansion cards used to get an "unfair" advantage(s) over the other players.

The basic Corruption cards are orange in color. There are 32 of them in the game.

  • This number is exactly the same as the number of Houses.

At the start of the game, each player has 2 orange Corruption cards.

These cards are all facedown so that other players cannot know on what you have.

You will get 1 orange Corruption card when:

  • you go to regular Jail
  • you decide to serve time in regular Jail
    • you can do this the maximum of 3 turns
  • when you pass or land on the Corruption expansion corner space
  • when you roll a red side (exchange hands) on the Escape Die
    • there is the red side that you can get 2 Corruption cards instead of 1
      • it is indicated by a small "2" circle on the left side of this red side
  • make a deal (or steal) from another player(s)

All Corruption cards are "keep it until you use it" cards.

  • Therefore, you can use it/them only when you want to.

You can use as many cards as you want in your single turn.

  • However, you can use ONLY during your own turn (NOT during other players' turns).

Super Corruption cards[]

Super Corruption cards are another set of expansion cards used to get a very "unfair" advantage(s) and to wreck greater havoc over the other players.

Super Corruption cards are more powerful than basic Corruption cards, but Super Corruption cards have stricter rules to follow.

Super Corruption cards are blue in color. There are 12 of them in the game.

  • This number is exactly the same as the number of Hotels.

No Super Corruption card is given to each player at the start of a game.

These cards are all facedown so that other players cannot know on what you have.

You will get 1 Super Corruption card only when:

  • you decide to serve time in Super Jail
    • you can do this the maximum of 3 turns

All Super Corruption cards are "keep it until you use it" cards.

Therefore, you can use it/them only when you want to.

You can use as many cards as you want in your single turn.

  • However, you can use ONLY during your own turn (NOT during other players' turns).

You can get out of Super Jail by giving all of the Super Corruption cards to a player who put you in Super Jail. This is an alternative to paying money.

  • However, paying $300 to that player is better if you have enough money so that you can keep your own Super Corruption cards to use.

Ending the Game[]

With this Monopoly expansion, a game will end when either:

  • All properties are owned
  • One player goes bankrupt

Here's a catch: Any player who is in Jail or Super Jail CANNOT win the game.

  • Therefore, you have to be freed at a right time for the end of the game.

Only the players not in Jail of any type at the end of the game will have their final scores determined.

The final scores will be determined by the following:

  • Player's own cash amount at the end of a game. PLUS
  • The purchase price of each property a player owns. PLUS
    • He/She has to do for all properties that he/she has at the end of a game.
  • The rent amount of each property a player owns (as if another player lands on a property to pay this same amount of rent).
    • Consider "color set" bonus and houses & hotels.
      • However, this does not include utilities because of the dice roll.

While determining the final scores, trade properties for cash (or tally up the scores).

The player with the highest final score (highest net worth) wins the game.

Gallery[]

Trivia[]

  • When using the Free Parking Jackpot Expansion, Chance spaces and Community Chest spaces will be replaced with Spin spaces.
  • When using the Go to Jail Expansion, Income Tax space and Luxury Tax space will be replaced with Go to Jail spaces.
  • All 3 packages depict an updated gameboard with Oriental Avenue renamed Rhode Island Avenue, and two of the rule sheets (those for Buy Everything & Free Parking) also show an updated Income Tax space with a new "Pay M25 for each property you own" rule that replaces the recent flat $/M200 amount, itself replacing the original "Pay 10% or $200" rule. This is further duplicated on the "Title Deed" for "Income Tax" in the Buy Everything Expansion listing the "rent" for the space as "M25 per Title Deed owned by the player who landed here", doubled to M50 if you own both Tax spaces.