Monopoly Wiki

Monopoly: Star Wars The Mandalorian

Monopoly: Star Wars The Mandalorian Edition is a Star Wars and Disney edition of the board game. The goal of this game is to defeat the Imperial Forces and save The Child (also known as Grogu or "Baby Yoda"). This game can be played with 2–4 players.


Playable Characters

Playable silver tokens with their corresponding reference cards. From the left, there are Din Djarin, Cara Dune, IG-11, and Kuiil

Each playable character (a silver token) has his/her own ability. A character’s ability can be enhanced when he/she has Grogu.

Din Djarin (The Mandalorian)

He can stay in the hideout for less money.

  • When Din Djarin lands on somebody else’s hideout, he pays 10 credits less.
    • With Grogu, he pays 30 credits less.

NOTE: He can stay in some hideouts for free.

Cara Dune

She collects more money.

  • When Cara Dune reaches GO, she collects 50 credits instead of 20.
    • With Grogu, she collects 70 credits.


He is the battle droid.

  • When IG-11 is battling against an Imperial Enemy, add 1 to your roll.
    • With Grogu, add 3 to your roll.


He is the craftsman who negotiates well.

  • When Kuiil lands on an unowned hideout and he buys it, he pays 10 credits less.
    • With Grogu, he pays 30 credits less.

NOTE: He can get a hideout for free. However, he CANNOT get money when a price is “negative”.

Starting the Game

Each player starts with 150 Imperial credits, consisting of 5 tens and 2 fifties. All players place their silver playable tokens at the GO space. They will have the character ability cards that correspond to their characters.

Grogu starts at the “Just Visiting” space.

The Imperial enemies will be placed in the Imperial outposts. These outposts are located inwards just outside of their respective middle board spaces (Imperial Advance board spaces) in each board row.

  • The Incinerator Stormtrooper starts in the second outpost (from GO).
  • The Death Trooper starts in the fourth outpost.
  • Moff Gideon will be placed in the third outpost.
    • He will stay in his outpost for most of the game.

Place the Signet cards (20 of them) facedown in a pile.

The Imperial Enemy cards will be placed in the middle of the board. Each enemy card has a level. Moff Gideon only has 1 card. The number of cards will depend on how many players there are.

  • When 2 players are playing, place 2 Incinerator Stormtrooper cards (Levels 1 & 2), 2 Death Trooper cards (Levels 1 & 2), and a Moff Gideon card.
  • When 3 players are playing, place 3 Incinerator Stormtrooper cards (Levels 1, 2, and 3), 3 Death Trooper cards (Levels 1, 2, and 3), and a Moff Gideon card.
  • When 4 players are playing, place all 4 Incinerator Stormtrooper cards (Levels 1, 2, 3, and 4), all 4 Death Trooper cards (Levels 1, 2, 3, and 4), and a Moff Gideon card.

All Imperial Enemy cards are placed faceup. The lowest levels will go on top.

All players will roll only the silver die to determine who goes first and the turn order. The highest roller will go first.


When it is your turn, roll only one die. You CANNOT use both dice for the purpose of moving your token in this game. A die will depend on whether you have Grogu.

  • If you are by yourself without Grogu, roll the silver die.
  • If you have Grogu, roll the green die.

Move your token by the number of spaces according to a die rolled. Carry out the rules of the board space that you have landed. After performing the actions, your turn ends and pass both dice to a player on your left.

  • NOTE: Rolling doubles is irrelevant in this game, so taking another turn immediately after your turn is not possible.

If you reach an Imperial enemy, you must stop on a same board space as that enemy.

  • You must stop even though you have the remaining number of spaces left to move.
    • EXAMPLE: You roll a 6, but an Imperial enemy is 4 spaces away. You move only 4 spaces.

If you stop at a board space where an enemy is, first carry out the rules of that board space. Then, you will fight against that enemy.

Board Spaces


The hideouts are the only properties that you can own to collect rent. These are the “streets” in this edition. There are 16 of them, 2 per each color set.

Signet cards (the left is facedown and the right is faceup)


Pick up 1 card from the top of the Signet card draw deck.

Most of the cards are “keep this card until you’re ready to use it” cards. If you pick up that type of card, keep it to yourself; keep it either faceup or facedown in your possession. There’s no limit on how many cards you can keep. There’s also no limit on how many cards you can use in a single turn.

If a Signet card does NOT say “keep this card until you’re ready to use it”, it is for immediate use (not keepable), so you must use that type of card and do what it says on a card.

When using a card, show it to the players so that they know on what you are doing. After using a card, put it back on the bottom of the Signet card draw deck.

Imperial Credits

There are 2 board spaces that you can collect money. You receive 30 credits.

Hyperspace Jump

When you land on a Hyperspace Jump board space, you will move your token to another board space.

If there is at least 1 unowned hideout remaining, advance to the next unowned hideout. You can buy or auction.

If all hideouts are owned, advance to the other Hyperspace Jump board space on the other side.

Here are things to consider while using the hyperspace jump:

  • If you pass GO, collect 20 credits.
  • If you pass an Imperial enemy (or enemies), do not battle against it.
  • If you pass the unattended Grogu, you cannot take Grogu.
  • If you land on a Hyperspace Jump board space and an Imperial enemy is also on that space, you can escape from that enemy so that you do not have to fight.
  • If you land on another board space after using the hyperspace jump but there’s an Imperial enemy on that space, you must fight against that enemy.

Imperial Advance

When you land on this board space, roll the silver die. The number rolled is the number of spaces that both the Incinerator Stormtrooper and the Death Trooper have to move. They move in the same direction around the board as the playable characters.

If an enemy is in the Imperial outpost, it will move to the nearby Imperial Advance board space as 1 space. If there is a remaining number of spaces left, that enemy will continue to move.

Imperial enemies never follow the rules and actions of board spaces that they land.

If an enemy lands or passes a playable character during an Imperial advance, a battle will NOT occur.

A board space CANNOT have multiple Imperial enemies. If multiple enemies land on a same board space, an enemy that did not begin its move in an Imperial outpost will move 1 more space ahead.

  • EXAMPLE: Before the Imperial advance, the Incinerator Stormtrooper is on the 2nd green hideout while the Death Trooper is in the 4th Imperial outpost. During the Imperial advance, both move 4 spaces and they both land on the 2nd blue hideout. Since the Death Trooper was at an Imperial outpost, the Incinerator Stormtrooper will move 1 more space to the GO space.

Moff Gideon is not moving most of the time in this game. He begins to move if either:

  • All 16 hideouts are owned.
  • There is either 1 Incinerator Stormtrooper card or 1 Death Trooper card left.

He moves the same ways as the other Imperial enemies.

CAUTION: If an Imperial enemy passes or lands on a space where the unattended and unprotected Grogu is, Grogu is captured and the game is over with the players (the good ones) losing this game.


If you pass or land on GO, collect 20 credits.

  • If you use the hyperspace jump, you can still collect when passing GO.
  • If you’re playing as Cara Dune, collect 50 credits.
    • With Grogu, collect 70 credits.

Just Visiting / In Jail

Go through the “Just Visiting” section if you are coming from the 1st side of the board (do not go to Jail). The orange section is where any players are currently “In Jail”.

At the start of the game, Grogu is placed at the “Just Visiting” section. The first player that reaches this section will take and protect Grogu.

  • If a player uses the hyperspace jump, they CANNOT take Grogu.

Free Parking

You actually have to do something when landing on this space. If you do not have Grogu, you take him from a player holding him or from a board.

If you already have Grogu, just do nothing.

Go to Jail

When you land on that space, immediately move your token to the “In Jail” section of the opposite corner space. DO NOT collect 20 credits for passing GO while going to Jail.

  • If you have Grogu, you have to place him in any of your hideouts that you own.
    • If you do not have any hideouts (or the Imperial enemies are in all of your owned hideouts), Grogu is on the “Go to Jail” space.
      • Grogu cannot go to Jail.


All properties are hideouts (“streets”), so there are no railroads and utilities. There are 16 hideouts, 2 per each of the 8 color sets.


When you land on a hideout that nobody owns yet, you must either buy it or auction it (you CANNOT decline both options).


If you are buying a hideout, pay the purchase price shown on that hideout’s space on the board.

  • If you’re playing as Kuiil, reduce the purchase price by 10 credits.
    • With Grogu, reduce the price by 30 credits.
  • You can even get a hideout for free.

If you don’t want a hideout or you do not have enough money, that hideout must be auctioned.

All players can bid (including you and those In Jail). Bidding starts at 10 credits. Anyone can increase the bid by as little as 10 credits. Players keep on bidding. The auction will end when no bidder is willing to bid further. The highest bidder pays the Bank the amount of the highest bid.

If no bidder wants to bid on the hideout and the auction ends, a hideout remains unowned and a Title Deed card of that hideout stays with the Bank.


When you land on a hideout that somebody else owns, that owner must ask you for rent. If they do, you must pay the rent.

  • If you’re playing as Din Djarin, the rent amount is reduced by 10 credits.
    • With Grogu, the rent is reduced by 30 credits.
  • You can even stay in a hideout for free.

If the owner does not ask before the next player’s turn, you don’t have to pay.

Color Set

If you own 2 hideouts in a same color group, the rent for each of these hideouts in that complete color set is doubled.


You can sell your hideout at any time to raise money. The selling price is the same as the purchase price. Once a hideout is sold to the Bank, the Bank will have the Title Deed for that hideout and it is then unowned. That hideout can be claimed again by somebody landing on that hideout’s space.


You go to Jail for any of these 2 events happen to you:

  • You land on the “Go to Jail” space.
    • If you have Grogu, you leave him in one of your hideouts or in the “Go to Jail” space.
      • He cannot stay “In Jail”.
  • You lose a battle to Moff Gideon. (This event is unique to this Monopoly edition.)
    • If you have Grogu while you lose to Moff Gideon, the game will end with Grogu being captured by him and his Imperial forces.
      • Otherwise, the game will continue with you “In Jail”.

You have 2 options to get out of Jail.

  • You pay 50 credits. After that, you roll the silver die and move your token as usual.
  • Roll a “6”.
    • If successful, you get out for free. However, you CANNOT re-roll the die. Use that roll to move your token by 6 spaces.
    • You have 3 attempts to roll a “6”. If you fail to roll a “6” by your third attempt, you get out of Jail for free but your turn ends in the “Just Visiting” section.

Deals & Trades

You can buy, sell, swap, or trade hideouts with other players at any time. Hideouts can be dealt for:

  • Imperial credits
  • Other hideouts
  • Signet cards

The amount is decided by the players making the deal.

You CANNOT make a deal involving Grogu.

In Debt & Bankruptcy

If you cannot pay the rent or the penalty because you do not have enough money, try to raise money. You raise money by:

  • Selling your hideout(s) to the Bank for the selling price (the same amount as the purchase price).
  • Selling your hideout(s) and/or any Signet card(s) to other players for an agreed-upon price(s).

If you are still in debt after raising money, you must give all Signet cards that you have remaining.

  • If you owe rent to another player who is the owner, you give them all of your Signet cards.
  • If you pay the penalty to the Bank for losing a battle, you return all of your Signet cards to the bottom of the Signet card draw deck.

If you have no Imperial credits, no hideouts, and no Signet cards while in debt, you are considered bankrupt. However, you are NOT out of the game. Continue to play the game as usual.

Grogu CANNOT be sold to another player to raise money or to pay off your debt. You still keep Grogu even though when you are considered bankrupt.

Grogu (“The Child” or “Baby Yoda”)

The Child (aka "Baby Yoda" or Grogu) is shown as the green token. When you have him, take his reference card and the green die with you.

Grogu appears in this game as a non-playable character. It is the green token.

At the start of the game, Grogu starts at the “Just Visiting” space.

When you reach a board space where Grogu currently is, you will take Grogu with you to protect. You will also take Grogu’s ability card and the green die with you.

You can also take Grogu if

  • You land on the “Free Parking” space.
  • You use the Signet card specifying that you locate Grogu and bring him to you.

When it is your next turn with Grogu in your possession, you will roll only the green die. This green die is slower because it has only 1, 2, and 3. Taking Grogu with you is a slow process. When you move your own token, move the green token (Grogu) at the same time. You and Grogu will land in a same space.

  • For the purpose of moving your token, you CANNOT use both dice when you have Grogu.

You keep on holding Grogu until any of these events happens.

  • You land on the “Go to Jail” space. In this case, you have to place Grogu in one of your hideouts or leave him in the “Go to Jail” space.
    • Grogu cannot be “In Jail”.
  • Somebody else lands on the “Free Parking” space. You must give Grogu to that player.
  • Somebody else uses the Signet card to locate Grogu. You must give Grogu to that player.

If you have Grogu when you are in battle, you will roll both the silver die and the green die.

An Imperial enemy can capture the unattended Grogu when an Imperial advance is taken place. If an enemy captures Grogu, the game is over with all players losing. Moff Gideon can also capture Grogu when his opponent loses to him and that opponent has Grogu.

After Moff Gideon has been defeated and the game ends, a player that has Grogu at the end will receive 100 Imperial credits.

Imperial Enemies

Imperial Enemies. Moff Gideon, the boss, is in the middle. You will get to him later in the game.

There are 3 Imperial enemies in this game:

  • Incinerator Stormtrooper
  • Death Trooper
  • Moff Gideon (boss)

You will fight against these enemies when you reach them.

The Imperial outpost is the red circle touching the Imperial Advance boardspace.

Imperial Outposts

These enemies start at the Imperial outposts. There are 4 Imperial outposts. These outposts are located near the Imperial Advance board spaces. The order of the Imperial outposts is from the GO space and going around the game board.

  • Incinerator Stormtrooper starts at the 2nd Imperial outpost.
  • Death Trooper starts at the 4th Imperial outpost.
  • Moff Gideon starts at the 3rd Imperial outpost.
    • He will stay there for most parts of the game.

The players and Grogu never use these Imperial outposts.

When an enemy is defeated, it will be placed in the next unoccupied Imperial outpost from where an enemy was defeated in a board space.

  • EXAMPLE 1: Death Trooper is defeated in the 4th Imperial Advance space. It will be stationed at the 1st Imperial outpost from GO.
  • EXAMPLE 2: Incinerator Stormtrooper is defeated in the “Free Parking” space. Moff Gideon still stays in the 3rd Imperial outpost, so Incinerator Stormtrooper will be stationed in the 4th Imperial outpost.

Imperial Enemy card and its details


The number of cards will depend on the number of players playing the game.

  • If 2 players are playing
    • 2 Incinerator Stormtrooper cards and 2 Death Trooper cards at Levels 1 & 2
  • If 3 players are playing
    • 3 Incinerator Stormtrooper cards and 3 Death Trooper cards at Levels 1-3
  • If 4 players are playing
    • 4 Incinerator Stormtrooper cards and 4 Death Trooper cards at Levels 1-4

The cards with the lowest level will be placed first on top of the enemy card deck. Each card deck goes in ascending order. Moff Gideon will have only 1 card, and this card will always appear.

A card has several details. These details are:

  • A name of an Imperial enemy
  • Level (1, 2, 3, 4)
    • Moff Gideon has no level shown since he has only 1 card.
  • Number needed to roll to defeat that enemy
  • A reward if you win
  • A penalty if you lose


When you reach a board space that an enemy is at, you stop at that board space.

  • Even though you have some spaces remaining.

First, you performed an action on the board space that you have stopped. After that, you will fight against an enemy.

When you begin fighting, look at the corresponding enemy’s card. Look at the reward, the penalty, and the number needed to defeat an enemy.

Signet Cards

Before you roll a die (or dice), you can use a Signet card to have a greater advantage in battle.

There are Signet cards that:

  • You add an additional number to your roll.
  • You get your second chance in a same battle when you lose at first.

You can use as many Signet cards in one battle.

After a battle (win or lose), put a used Signet card(s) facedown into the bottom of the Signet card deck.


Your number is determined primarily by your roll.

Generally, you roll only the silver die. However, with Grogu on you, you can roll both the silver die and the green die together to increase your chances of winning.

Further increase your number from a Signet card(s) that you have used in a battle.

  • If you’re playing as IG-11, add your number by 1.
    • With Grogu, add by 3.

Compare your total number to an enemy’s number on an enemy’s card.


If your number is greater or equal to the number required to defeat an enemy, you win. If you win, receive the reward shown on a card and obtain that card for beating that enemy. That enemy will be stationed at the next unoccupied Imperial outpost (unless there are no more cards left).

NOTE: If you take the last card of an enemy so that there will be no more cards on that enemy’s card deck, that enemy will be eliminated from the game.


If your number is less than the number required to defeat an enemy, you lose. If you lose, you must take the penalty shown on a card. That enemy will stay on where they are (unless a penalty says that they will move). The card stays on the board.

Moff Gideon

Moff Gideon is the final enemy (boss) of this game. He starts and stays mostly at the 3rd Imperial post. In most parts of the game, he will not be coming out of his outpost even when other Imperial enemies are moving.

You will be able to get him out of his outpost when any of the 2 events happen:

  • All 16 hideouts have been owned.
  • One (1) enemy card is left on either enemy card deck (Death Trooper or Incinerator Stormtrooper).

Once any of these events happens, he will come out by imperial advance. He will move the same way as other Imperial enemies.

He is the most difficult Imperial enemy to defeat in this game.

If you successfully defeat Moff Gideon, the game is over with the players winning over the Imperial forces. You will receive 100 credits for defeating Moff Gideon.

If you lose to Moff Gideon, he will take you to Jail.

  • CAUTION: If you have Grogu, Moff Gideon will capture Grogu and the game is over with all the players losing.

End of the Game

There are 2 ways to end the game.

Grogu is Captured

There are 2 ways for Grogu to be captured.

  • If an Imperial enemy reaches a board space where an unattended Grogu is, that enemy will capture Grogu.
  • If a player has Grogu but is defeated by Moff Gideon, Moff Gideon will take a defeated player to Jail and he will capture Grogu in the process.
    • NOTE: If a player is defeated by any other enemy not named Moff Gideon, that enemy CANNOT capture Grogu and that player will not lose Grogu (Grogu remains safe with that player).

When Grogu is captured, it’s Game Over and nobody wins.

Moff Gideon is Defeated

If a player successfully defeats Moff Gideon, then the Imperial Force has been decimated by all players working together.

Remember, a player that directly defeats Moff Gideon will receive 100 credits and Moff Gideon’s Imperial enemy card.

The game is over with the players’ side winning and a real winner will be determined.


An amount of credits is used to determine a final score for a player.

In addition to the credits they have on hand at the end of the game, all players will do the following bonuses to add more credits:

  1. If a player has Grogu at the end, that player will receive 100 credits.
  2. A player with the most Imperial enemy cards will receive 50 credits.
    • If there is a tie, a tied player with the most hideouts will receive 50 credits.
  3. All players collect rent for each of the hideouts they have. If you have a complete color set, collect double rent for the hideouts in that color set.

After the bonuses, all players will count their final total credits they have.

A player with the most credits will be declared the winner for this game.

2nd Season

Game Box for the 2nd Season

Tokens -- Top: Bo-Katan Kryze; Left: Boba Fett; Right: Ahsoka Tano; Bottom: Din Djarin

The 2nd version of this Monopoly edition has been released in 2021 with different characters and features.

Playable Characters

  • Din Djarin (The Mandalorian)
    • He is the only playable character that is in both versions.
      • Therefore, he has the same ability.
  • Bo-Katan Kryze
    • She is one of the 2 playable female characters.
    • She has the same ability as Cara Dune.
  • Ahsoka Tano
    • She is another one of the 2 playable female characters.
    • When battling, she can re-roll only the silver die when her first attack on an enemy has failed.
      • With Grogu, she can re-roll both (but not only one) dice.
  • Boba Fett
    • Breaking the confusion of the tokens between him and Din Djarin, he is the one with a big weapon on his back but no strap on his front.
    • When he lands on a Signet space, he draws 2 cards. He will keep or use only one, and return another to the bottom of the Signet card deck.
      • When he has Grogu, he draws 2 cards. He can keep or use both of these cards.

Imperial Enemies

Stormtroopers (white) replace the Incinerator Stormtroopers (red) for the 2nd season.

Unexpected Allies

Hyperspace Jumps have been replaced by Unexpected Allies.