0% found this document useful (0 votes)
2K views

Insane Monopoly Rulebook PDF

This document provides an introduction and overview of the rules for the Insane Monopoly board game mod for Tabletop Simulator. It describes that the game incorporates elements from several other Monopoly games and adds new unique features. Key aspects of gameplay include using 3 dice including a speed die for movement, numerous property titles and buildings, and specialized spaces like railroads, airports, and harbors that have their own purchasing and revenue rules. The goal is to provide an extremely lengthy and complex version of Monopoly for dedicated fans of the game.

Uploaded by

aryputrakiswanto
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2K views

Insane Monopoly Rulebook PDF

This document provides an introduction and overview of the rules for the Insane Monopoly board game mod for Tabletop Simulator. It describes that the game incorporates elements from several other Monopoly games and adds new unique features. Key aspects of gameplay include using 3 dice including a speed die for movement, numerous property titles and buildings, and specialized spaces like railroads, airports, and harbors that have their own purchasing and revenue rules. The goal is to provide an extremely lengthy and complex version of Monopoly for dedicated fans of the game.

Uploaded by

aryputrakiswanto
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Insane Monopoly

Introduction

This game is an extension of Ultimate Monopoly made primarily for Tabletop


Simulator. As such, many physical components of the game do not currently exist in
physical form. Players are expected to already be familiar with the rules of Ultimate
Monopoly before playing Insane Monopoly. If not, some of the rules from Ultimate
Monopoly have been merged into this rulebook.

This game can be played with any number of players from 2 to 10*, although more
players will lead to a longer game. A typical 4-player game that ends when the first
player goes bankrupt will last roughly six to eight hours. For a shorter game, consider
a game of chess :)
*The game can theoretically be played with more than 10 players as there are more
than 10 tokens to choose from, however Tabletop Simulator limits servers to a
maximum of 10 players.

Insane Monopoly is inspired from the Ultimate Monopoly mod on Tabletop Simulator.
It incorporates all elements from Ultimate Monopoly, which itself is a mashup of four
other monopoly games: Classic Monopoly, Monopoly: The Mega Edition, Super
Add-Ons Monopoly and Monopoly Stock Exchange. Insane Monopoly is designed as
an extension to Ultimate Monopoly, for those who want even more monopoly when
they play Monopoly. It adds new features based on existing mechanics of Ultimate
Monopoly as well as adding some new unique elements to the game of Monopoly.

No profit is expected to be made from this game, and we do not expect it to ever exist
in physical form. This is purely a game made by hardcore Monopoly fans, designed for
other hardcore Monopoly fans who would love nothing more than play Monopoly from
dawn to dusk, or have a lengthy game split over multiple days. No copyright
infringement is intended, and all rights belong to their respective holders.
Equipment
The Insane Monopoly mod on Tabletop Simulator contains the following:
- Main Board
- Sub Board
- 3 Regular Dice (2 White; 1 Green)
- 1 Speed Die
- Infinite Money (1$, 5$, 10$, 20$, 50$, 100$, 500$, 1000$)
- 23 Tokens
- 80 Chance Cards
- 80 Community Chest Cards
- 80 Shenanigans Cards
- 80 Shady Business Cards
- 45 Public Works Cards
- 45 Public Works Buildings
- 39 Employee Cards
- 48 Travel Vouchers
- 30 Stock Certificates
- 6 Train Depots
- 4 Cab Stands
- 4 Ports
- 4 Airport Terminals
- 119 Title Deeds (22 Original, 12 Super Add-Ons, 30 Ultimate, 55 Insane)
- 10 Utility Deeds
- 6 Railroad Deeds
- 4 Cab Company Deeds
- 4 Harbor Deeds
- 4 Airport Deeds
- 36 Roll Three Cards
- 100 Houses
- 40 Hotels
- 22 Skyscrapers
- 10 Auction Decks
- 10 Calculators
- 10 Money Counters
- 10 Investment Tracker Counters
- 1 Dice Roller
- 1 Goodie Bag containing various fun things inside :)
Preparation
Each player begins with $5000 dispersed as follows:

● Five (5) $1s, $5s, and $10s


● Eleven (11) $20s
● Eight (8) $50s
● Eight (8) $100
● Five (5) $500
● One (1) $1000
● One (1) Travel Voucher
● One (1) Roll 3 Card

You may substitute with extra $500s if your set does not contain $1000 bills.

The Dice
On their turn, players roll two (2) regular dice plus the Speed Die.

● If pips appear on all three (3) dice, move the total number of all three (3).
● If you roll a Mr. Monopoly Bonus Move, first move according to the two (2)
regular dice, then advance to the next unowned property.
○ You can then either purchase it or put it up for Auction.
○ If you cannot reach any unowned properties, do not move.
○ However, if there are no unowned properties left, advance to the next
unmortgaged space you do not own, following the rules for Transit
Stations and London Bridge.
■ If you cannot reach any unmortgaged spaces you do not own, do
not move.
● If you roll a Bus Icon, first move according to the two (2) regular dice. Then
either:
○ Draw a Travel Voucher from the deck (If any), or
○ Advance to the nearest Chance, Community Chest, Shenanigans, or
Shady Business space.
○ If there are no Travel Vouchers remaining in the deck, you must advance
to the nearest Chance, Community Chest, Shenanigans, or Shady
Business space.
Doubles & Triples
Refer to regular dice when determining Doubles. While in Jail only the two regular
dice are used, unless the player is paying Bail + Court Fees to leave Jail, in which case
all 3 dice are used.

If you roll Triple 1, 2, or 3, Directly move your Token to any space on either board. Do
not roll again. You do not go to Jail for rolling Triples if you rolled doubles twice
already in the same turn.

Whenever three dice are to be used for movement, roll two white dice and one
coloured die.

Mr. Monopoly Bonus Move


If passing a Pay Corner with the Mr. Monopoly Bonus Move, collect the highest
amount ($200 from GO, $400 from Pay Day, $300 from Bonus, and $300 from
Cruise). If you pass Investment, collect double your investment and reinvest up to your
maximum, as per standard procedure. Do not collect triple your investment. Unlike
other pay corners, Investment only pays its maximum for landing on (or
advancing to) Investment. If you pass Go or Cruise, collect a Public Works card.

Reverse Direction
When landing on Reverse Direction or drawing a card that reverses your
direction, your next movement goes backwards the amount of spaces your next dice
roll. However, if your next movement is a Bonus Move (Mr. Monopoly or Bus), then
that movement is backwards to the next suitable space. If a Bonus Move does not
move the player, then direction is reversed on their next Dice Roll. Travel Vouchers are
also reversed if that is the next movement taken after direction is reversed.

Movement Order
Insane Monopoly has many ways to move and it is done in more or less this order
from the start of a player’s turn.
1. Decide if you will roll the dice or use a Travel Voucher.
2. If using a Travel Voucher, resolve landed on space. Otherwise the turn is over.
Note that certain Travel Vouchers allow the use of multiple Travel Vouchers
simultaneously. If you are playing multiple Travel Vouchers for your movement,
declare all Vouchers being used at the same time. Only perform the action
based on your final space.
a. If you land on an unowned property, you may purchase it from the Bank
or put it up for Auction.
b. If you land on an owned property, pay rent due. If the property is
mortgaged, no rent is due.
c. If you land on a non-property space, follow the instructions on that
space.
3. If any changes to the Dice to be rolled, declare now.
4. Roll the Dice.
5. Move the number of Pips shown.
6. Perform the appropriate action for the space landed on as described above in
Step 2.
7. If a Mr. Monopoly Bonus Move or Bus Icon has been rolled, Travel Vouchers can
be used between the dice roll and Bonus Move. (Refer to #2 for results for
Travel Voucher usage). If you use a Travel Voucher between your standard
move and your Bonus Move, resolve the space landed on with the Travel
Voucher as if you had landed on it normally before resolving your Bonus Move.
8. Resolve Bonus Move.
9. Resolve Doubles (if any).
10. Repeat until no Doubles, Rolling Triples, Doubles three (3) times in a row (sends
you to Jail), or otherwise going to Jail.

Going to Jail always ends your turn immediately.

Improving Properties
When a player has Majority Ownership, or more than 50% of the properties in a
color group, they may begin building up to Hotels. When a player owns a Monopoly,
or all of the properties in a color group, they may begin building up to Skyscrapers.
Railroads/Transit Stations
A player may build a Train Depot on an owned Railroad for $100. A Train Depot
doubles the rent due for the Railroad. You don’t need to own multiple Railroads before
building a Train Depot on one. Train Depots may be sold back to the bank for $50
each.

Transit Stations and Railroad spaces are considered one space. The Transit Station
spaces contain horizontal and vertical arrows labeled Odd and Even to indicate which
direction to move when passing them.
● If a player rolls an Even number that moves their piece past any Transit Station
space, the player’s piece shall ride the Transit Station onto the opposite track,
and continue to move in a clockwise direction.
● If a player rolls an Odd number, they shall continue on their current board
track.
For example: if a player starts their turn on States Avenue and rolls a six, the move
would take the player’s piece over: (1) Maryland Avenue, (2) Virginia Avenue, (3)
Pennsylvania Railroad/Transit Station, (4) Fifth Avenue, (5) Shenanigans, and finally
landing on (6) Madison Avenue.

If a player rolls an odd number that takes their piece past any Transit Station space,
the player’s piece shall continue its move forward on the same track it is currently on.
If a player lands directly on the (owned) Transit Station space, they should draw
a Travel Voucher for future use. On their next turn, an Even roll means they travel
via the Transit Station to the opposite track the Transit Station leads to; an Odd roll
means they stay on the same track.

Cab Companies, Airports and Harbors


When landing on an owned Airport, the player may pay $50 to the player who owns
the Airport, or $20 to the pool if they are the owner to travel to any other Airport,
regardless of whether or not it is owned.
Rent is not paid on the space traveled to.
You may not purchase the space traveled to if it is unowned.

A player may build an Airport Terminal on their owned Airport for $250. A Terminal
doubles the rent charged on that space. This does not affect the price to travel to
another Airport. A Terminal can be sold back to the Bank for $125.
When landing on an owned Harbor, the player may pay $50 to the player who owns
the Harbor, or $20 to the pool if they are the owner to travel to any other Harbor,
regardless of whether or not it is owned.
Rent is not paid on the space traveled to.
You may not purchase the space traveled to if it is unowned.

A player may build a Port on an owned Harbor for $200. A Port doubles the rent
charged on that space. This does not affect the price to travel to another Harbor. A
Port can be sold back to the Bank for $100.

When landing on an owned Cab Company, the player may pay $50 to the player who
owns the Cab Company, or $20 to the pool if they are the owner to travel to any
other Cab Company, regardless of whether or not it is owned, or Free Parking.
Rent is not paid on the space traveled to.
You may not purchase the space traveled to if it is unowned.

A player may build a Cab Stand on an owned Cab Company for $150. A Cab Stand
doubles the rent charged on that space. This does not affect the price to travel to
another Cab Company.. A Cab Stand can be sold back to the Bank for $75.

Travel Vouchers

Getting Travel Vouchers


Players are given one Travel Voucher at the beginning of the game. Additional Travel
Vouchers are drawn when landing directly on a Railroad. Some Chance and
Community Chest cards may also have the player drawing Travel Vouchers.

If you use a Travel Voucher to advance to a Railroad, or are forced to advance to a


Railroad from a drawn card, you do not draw a Travel Voucher.

If you roll the Bus Icon on a movement roll, you have the option to either take one
Travel Voucher or move ahead to the nearest space of Chance, Community Chest,
Shady Business, or Shenanigans space, moving according to Transit Station rules
(even, take Transit Station to opposite track; odd, stay on same
track and don't take the Transit Station).
Using Travel Vouchers
Travel Vouchers can be used at any time during a player’s turn, that is, before or after
a dice roll, in between a dice roll move and a Mr. Monopoly Bonus Move, or a Bus Icon
Bonus Move, or before or after a Doubles roll. (With the exception of after landing on
Reverse Direction, see below).

Only one Travel Voucher may be played per turn, unless specified on the card that it
may be combined with another Travel Voucher. All Travel Voucher movement is
considered to be normal movement, not direct movement. If you pass a Pay Corner,
then you collect your salary as normal. If you come to a Transit Station, you have the
option to change to the linked track or remain on your current track.

Some Travel Vouchers expire all other owned Travel Vouchers when played. This
applies to the Travel Vouchers owned by everyone, including the person playing the
card. This does not apply to unowned Travel Vouchers.

All used or expired Travel Vouchers are discarded into the Discard Board. All owned
Travel Vouchers will remain face up so all players can see them.

Travel Vouchers and Special Spaces


● If you use a Travel Voucher to pass or advance to a Pay Corner (Go, Cruise,
Bonus, or Pay Day), collect the highest amount offered by that space,
regardless of what you rolled.
● Travel Vouchers can be used to move to "Go To Jail" (thus putting a player in
Jail).
● Travel Vouchers can be used to move to "Subway" (thus allowing a player to
move directly to any space on the next turn). Movement from Subway is
considered direct movement, and does not entitle you to salary collected for
passing any Pay Corner.
Public Works
When a player passes Go or Cruise, they draw a Public Works card in addition to
collecting their salary. A Public Works building:

● Can be built on any Public Works property space owned by the player with the
corresponding Public Works card on their turn.
● Can have houses, hotels and skyscrapers in addition to a Public Works building
on them (should the owner have Majority Ownership or a Monopoly in the
color group).
● If a Public Works building is sold, the card is returned to the Public Works deck
and the Public Works deck is reshuffled. The owner receives 50% of the money
paid to construct the building.
● Cannot be built on a mortgaged property.

Once built, the Public Works building is placed on the board as one would place a
house or hotel. If there is no place on the property for the building, it can be placed
over the face value of the property. In addition, the Public Works building card should
be placed on the corresponding title deed.

If a Public Works property is stolen while there is a Public Works building built on it,
the Public Works building remains on the property and is now owned by the player
who stole the property. Similarly, the Public Works building remains on the property in
the event that a Public Works property with a building on it is traded to another
player. The new owner can sell the building and receive 50% of the money spent for it.
It should be noted that players can only sell buildings on their turn.

If there are no Public Works cards remaining in the Deck, no Public Works card is
drawn.

Employees
When a player lands on “Draw an Employee Card” or is prompted to draw an
Employee Card, the player draws a card from the Employee Card deck. Employees
have the effect as stated on the Employee Card. If the Employee Card lists a salary,
that amount must be paid to the Bank each time the Employee is used. There is no
limit on how often an Employee can be used. Employees can be used multiple times
on a player’s turn. An Employee with no salary is considered to always be in use.
● If a player is prompted to draw an Employee Card and there are no cards left
in the Employee Deck, they do nothing.
● If all players are prompted to draw an Employee Card and there are not
enough cards left for everyone, nobody draws an Employee Card.
● If a player lands on “Draw an Employee Card” and there are no cards left in
the Employee Deck, the player may steal an Employee Card from another
player.
○ A player with the Union Representative employee cannot have their
employees stolen, except for the Union Representative itself, which can
always be stolen.

Court Fees
Court Fees are paid to the Bank when posting bail to get out of Jail. If a player rolls
doubles or uses a “Get Out of Jail Free” card to get out of Jail, Court Fees are not
paid. Court Fees cards are discarded when the fees are paid.

Some Court Fees cards have values based on improvements made on properties (i.e.
Houses, Hotels, Train Depots). The amount due as a result of these Court Fees cards
are set when a player enters jail. The amount due from such Court Fees cards is not
affected by any buildings bought, sold or traded while in Jail. If a player leaves Jail
without having to pay Court Fees, the amount due as a result of these Court Fees
cards is recalculated when the player is next sent back to Jail.

Just Say “NO!” Cards


If you draw a Just Say “NO” card from any deck, this card can do several actions for
you and is kept until needed.

You may use this card if:


● You drew a card that affects you or one you simply refuse to keep/use.
● Another player drew a card that ONLY affects you.
● Another player uses a Just Say “NO!” to cancel a card you targeted them (and
ONLY them with).
You may NOT use this card if:
● You land on Go To Jail.
● You owe rent to another player from landing on their property.
● Someone lands on Birthday Gift and takes a Travel Voucher or $100 from you.
● Someone drew a card that affects multiple players.

Utility Rent
When landing on a utility, the speed die is ignored and only the two white dice are
counted for paying rent. When getting a card that says “Advance to the nearest
utility”, roll two dice and follow as directed on the card description.
If three normal dice are rolled from an Employee or a card effect, and a utility is
landed on, only the two white dice are considered for the rent due.
If not exactly two white dice were rolled, roll any two dice to determine the rent due.

Special Spaces

Roll Three
When a player lands on the Roll Three space, they first pick up a Roll Three card from
the center pile. They then roll three Regular dice to see if their or another player’s Roll
Three numbers match the dice rolled. The three dice are read in order from lowest to
highest number.
● If any one die matches any die on a player’s Roll Three card, that player may
cash-in that Roll Three card and collect $50 from the bank.
● If two of the dice match a player’s Roll Three numbers, that player may cash-in
that Roll Three card and collect $200 from the bank.
● If all three dice rolled match a player’s Roll Three numbers, that player may
cash-in that Roll Three card and collect $1,000 from the bank.
○ If the player who rolled the dice rolled their own Roll Three number, that
player collects $1,500 from the bank instead.

For example, if the Roll Three dice rolled were 1-3-6 and the players had the following
Roll Three numbers, the potential winnings would be as follows:
Player 1 2-4-5 No Numbers $0
Match

Player 2 2-4-6 One Number $50


Match

Player 3 1-3-4 Two Numbers $200


Match

Player 4 1-3-6 Three Numbers $1,000


Match

If Player 4 landed on the Roll Three space and rolled 1-3-6, they would win $1,500 from
the bank. Roll Three cards may be bought, sold, or traded among players.

Tax Refund and The Pool


All money from specific Chance, Community Chest, Shady Business, Shenanigans
cards, Income Tax, Luxury Tax, Import Tariff, Housing Tax, and Get Out of Jail Bail
charges that need to be paid to the bank are placed into the Pool in the middle of
the board. A player who lands on the Tax Refund space collects 50% from the current
amount of money in the Pool (rounded up). Several Chance, Community Chest,
Shady Business, Shenanigans cards also reference the Pool and are referring to this
money.

Subway
When you land on (NOT pass over) the Subway space, you may travel to any space
on any board on your next turn.
● If the property space you travel to is unowned, you may purchase it from the
bank.
● Since traveling via Subway is a direct route, you do not collect any salary for
passing a Pay Corner (if you choose to move directly to a Pay Corner from the
Subway, you collect the largest amount of salary from that space, regardless of
what you rolled previously).
● If you have additional moves (Mr. Monopoly or Bus Icon bonus moves, or
Doubles), you may move immediately to any space on the board, follow the
directions for that space, and continue your turn from there, going clockwise
(no matter what direction you were going previously).
○ If your additional move is a Mr. Monopoly bonus move, using the Subway
to move to an unowned property counts as the Mr. Monopoly bonus
move.
○ If your additional move is a Bus Icon bonus move, using the Subway to
move to a Chance, Community Chest, Shenanigans or Shady Business
space counts as the Bus Icon bonus move.

Pay Corners (Go, Cruise, Pay Day, Bonus)


In addition to Go, there are three other corner squares where you collect a salary:
● Pay Day on the outer track & Bonus on the inner track of the main board, and
Cruise on the inner track of the sub board. All four are collectively referred to
as Pay Corners.
● When a player passes Cruise:
○ Collect $100 if you rolled a 10 or more.
○ Collect $200 if you rolled a 6, 7, 8, or 9.
○ Collect $300 if you rolled 5 or less, or if you pass with a Mr. Monopoly
Bonus Move.
● When a player passes Go or Cruise, the player receives a Public Works card in
addition to collecting money.
● When a player passes or lands on Pay Day, they collect $300 if they rolled
an Odd number or $400 if they rolled an Even number or pass Pay Day
with a Mr. Monopoly Bonus Move. If you move directly to Pay Day, you collect
$400, regardless of what you rolled previously.
● When a player passes Bonus they collect $250. When a player lands on or
passes Bonus with a Mr. Monopoly Bonus Move, they collect $300.

Holland Tunnel
When you land on either of the Holland Tunnel spaces, you MUST immediately and
directly move to the other Holland Tunnel space. The space is only in play if a player
lands on it. Do not use the tunnel if just passing over it. Since this is a direct route
between tracks, no Pay Corners are passed and no salaries are collected.
Auction Space
If you land here, pick an unowned property for the Banker to auction off. If you land
here and there are no unowned properties left, you MUST move directly to the
property on which they would owe the highest rent.
If there is a tie, or the highest rent they would owe is a Utility or a transit property
such as a Railroad, the player chooses which space to move to.
For the purposes of calculating Utility rent, only the two white dice rolled to land on
the Auction space are considered in determining the rent due.

Birthday Gift
When landing on Birthday Gift, you may either collect $100 or take a Travel Voucher
from all of the other players. It is the recipient’s choice. The other player CANNOT
block Birthday Gift with a Just Say “NO” card. If the other player does not have a
Travel Voucher, then you must take $100.

Stock Exchange
The Stock Exchange allows you to purchase stocks when landing on the Stock
Exchange space and get paid dividends when anyone lands on it. Stocks are available
for the following companies:
● General Radio
● United Railways
● National Utilities
● Acme/American Motors
● Allied Steamships
● Motion Pictures

Landing On Stock Exchange


When you land on the Stock Exchange, you have the option of buying from the Bank
one Share of Stock in any Company you choose, paying the Par Value Price printed on
the Stock Certificates. If you wish to buy, you pay the bank for the Stock and receive a
Stock Certificate in the company you select. You may also refuse to buy a Stock and
the movement order proceeds.
Buying Stock
Original purchases of Stock can only be bought from the Bank, one share at a time,
when a player lands on the Stock Exchange. Stock can be mortgaged at half the Par
Value price, or can be sold or traded to any player.

Dividends
Dividends are payable by the Bank to all shareholders upon any token landing upon
the Stock Exchange, in accordance with the list printed on the Certificates held by the
owner.

It is an advantage to own the entire block of Stock of a Company, as the Dividends


increase considerably with the amount owned in any one Company.

Investments
When a player passes or lands on the Investment space, they may invest up to $300
of their ready cash or choose not to. Players are allowed to mortgage property or sell
houses to build up funds to invest. Once invested, the total investment is placed aside
such that it is clear to all players how much is invested and which investments belong
to which players. Certain cards may affect the value of an investment. If a change
results in a non-whole number result, it is rounded to the nearest whole number. For
example, Player A has $178 invested and their investment grows by 10%. Their new
investment total is $178 + ($178*0.10 = $17.8) = $195.80. $195.80 is not a whole number,
so it is rounded to the nearest whole number, which in this case is $196.
On Tabletop Simulator, counters are provided to keep track of Investment totals.

● If a player passes the Investment space and they have an existing investment
made, they collect twice the value of their investment.
● If a player lands on the Investment space and they have an existing investment
made, they collect triple their investment.

The player then must set their investment total to $0. However, since they passed or
landed on the Investment space, they may reinvest up to $300, even if they had more
than $300 in their investment. For example, Player A invested $300, and their
investment grew by 20% from a Shenanigans card, resulting in their investment being
$360. They then pass the Investment space and land on Woodward Avenue. They
collect $360*2 = $720 from the bank. They then reinvest $300 to their investment,
resulting in a net gain of $420.

Certain cards may allow the player to invest more than $300, however $300 is the
standard maximum investment.

If a card or a Mr. Monopoly Bonus Move or Bus Icon has a player pass the Investment
space, the player collects double their investment and may reinvest. If a card has a
player advance to Investment, they collect triple their investment and may reinvest.

Swap Places with Any Player

If you land on Swap Places with Any Player, you must immediately swap places with a
player of your choice. This movement is considered direct for both players. When
swapping, move your token to the ___location of another player’s token and move their
token to Swap Places with Any Player. If you rolled doubles, or you have a Mr.
Monopoly Bonus Move or a Bus Icon, resolve them from your new ___location after you
swap places.
You do not resolve any effects of your new space. For example, if you swap places
with someone who is on Bonus, you do not collect any money.
If you swap places with someone who is on Subway, you may move to any space on
your next turn. The player who was previously on Subway must take their next turn as
normal from the Swap Places with Any Player space, and does not get to resolve
Subway.
If a player is in Jail, you may not swap places with them.
If all other players are in Jail, this space has no effect, and your turn continues as
normal, should you have any additional moves.

London Bridge
If you pass the London Bridge space on your turn, consult the total number of pips
showing on the dice to determine what to do. A Mr. Monopoly Bonus Move or a Bus
Icon counts as zero.

● If your roll is 7 or less, stay on the same Track.


● If your roll is 9 or more, you must switch to the opposite London Bridge space
to continue your movement. Moving from one London Bridge to the other does
not count as a space move.
● If your roll is exactly an 8, you may choose to use the London Bridge, but you
are not forced to do so. You are permitted to decide after looking ahead to see
where you would land if you decide to take the London Bridge or not.

You may not use Travel Vouchers to cross London Bridge, except for ones that read
Advance to any Airport, Advance to any Harbor, and Bridge Crossing. (Refer to
Edge Cases about landing on the London Bridge).

Changes to Title Deeds from Ultimate Monopoly


Certain title deeds have had values changed from Ultimate Monopoly. The changes
are all listed below, as well as the explanation for why.

- Mortgage values on Outer Track: Mortgage values are now set to 50% of face
value. This is to be consistent with the rest of the properties in the game.
- Various changes to rents in Title Deeds, as documented in the following
spreadsheet: Title Deeds Spreadsheet
- Some errors in prices were fixed (some or all of these errors may have been
fixed in updates from the original creators, however there were multiple versions
on Tabletop Simulator available with different corrections). Corrections include:
Skyscraper rent value for Baltic Avenue, 3 Houses, 4 Houses, Hotel and
Skyscraper rent values for St. Charles Place, States Avenue and Virginia
Avenue, mortgage values of Kentucky Avenue and Indiana Avenue, Hotel
values for Esplanade Avenue and Canal Street, 3 Houses and 4 Houses rent
values for Lombard Street and The Embarcadero, 3 Houses, 4 Houses and
Hotel values for the New York (grey) color group and Hotel rents for the Salt
Lake City (dark yellow) color group.
- Mulholland Drive’s Title Deed now reads Mulholland Drive instead of
Mulholland Boulevard.
- Short Line’s mortgaged side now reads “Short Line” instead of “Short Line
Railroad”.
- Various trivial typos have been corrected, such as missing periods or dollar
signs in various places on Title Deeds.
- Utility Rent for 5 and 6 owned Utilities has been lowered from 80 times dice
and 100 times dice to 65 times dice and 90 times dice respectively. This is to
have a more gradual increase in the multiplier for amount shown on dice (from
4x, 10x, 20x, 40x, 80x, 100x, 120x, 150x to 4x, 10x, 20x, 40x, 65x, 90x, 120x, 150x
for the first 8 utilities).
- Two more Railroads have been added: Philadelphia Railway (representing the
Philadelphia and Reading Railway) and Atlantic Railroad (shortened from
Atlantic City Railroad) which both served Atlantic City in the early 1900’s. The
rent for owning 5 Railroads is $325. The rent for all 6 Railroads is $500.
- Two new Utilities have been added: Recycling Center and Compost Center. The
rent for 9 Utilities is 200 times the amount shown on the dice. The rent for all
10 Utilities is 250 times the amount shown on the dice.
- The rent for Cab Companies has been increased from 30/60/120/240 to
35/75/150/300 for 1/2/3/4 Cab Companies owned. This is to match the style of
rent used for Railroads, Harbors and Airports. A version of the Cab Companies
with original rent values is available in the Goodie Bag on Tabletop Simulator.
- Colour groups with 4 properties have two less expensive properties and two
more expensive properties, except for groups with three separate property
values, which can have the double value at any point in the colour group.
- Colour groups with 5 properties have three less expensive properties and two
more expensive properties.
- Rent value for a hotel on Beacon Street and Boylston Street ($330) has been
lowered from $1500 to $1450. Other $330 and $340 properties have their rent
values adjusted to $1450 and $1475 with a hotel respectively. A version of the
title deeds without this modification is available on Tabletop Simulator in the
Goodie Bag, where you will find the non-modified versions of the affected
properties. Note that incorrect rent values as well as changes to mortgage
values are not present in the original title deeds.

Changes to The Board


● A Public Works property has been added to each existing color group.
● The Public Works properties for the center track of the main board are based
off of the properties added in Monopoly: Mega Edition. Michigan Avenue and
Florida Avenue were already present in other color groups, so they were
replaced with Arkansas Avenue and Ohio Avenue respectively.
● The Esplanade has been renamed to Esplanade Avenue to be consistent with
the Title Deed and the actual street in New Orleans.
● In addition, certain Chance and Community Chest spaces have been replaced
with new Shenanigans and Shady Business spaces.
● In order to limit the number of Chance-type spaces to at most two on any side
of any track, two new spaces were introduced: Housing Tax and Swap Places
with Any Player. Housing Tax is immediately after Market Street. It serves as a
way to pull back players who are too far ahead by making them pay for
Houses, Hotels and Skyscrapers they have built. Swap Places with Any Player is
immediately after First Avenue (Public Works space for the pink color group).

● A new second board has also been made, connecting to the main board
through the Holland Tunnel and London Bridge spaces.
○ The new board has two tracks:
■ The Outer Track has five color groups:
● Detroit, USA (salmon), Rome, Italy (pastel red), London,
England (olive green), Berlin, Germany (indigo), and
Stockholm, Sweden (cyan).
■ The Inner Track has three color groups:
● Moscow, Russia (beige), Tokyo, Japan (fuschia), and
Westmount, Canada (sky blue).
○ Rents for the new properties are based on the spreadsheet documented
in the previous section.

Auctions
This game features Auction decks for each player to assist in Secret Bid Auctions.

Auction decks have bid values ranging from $20 to $1000.

Traditional English Auctions can also be used (or any other type of auction system),
however secret bit auctions are recommended as they take the least amount of time to
resolve.

To proceed in a Secret Bid Auction, each player selects one card from their deck and
places it in the center of the board. Once all players have selected a bid card, all
cards are revealed at the same time. The player who made the highest bid pays their
bid in full and wins the Auction.
All players must participate in an Auction. It should be noted that a player who
always bids the minimum bid ($20) can never win the Auction.

Should multiple players bid the exact same amount, they take their bid cards back
and repeat the process. Any bid cards played now are added to their original bid,
which must still be paid. It is recommended that a bid card from a player already
eliminated from the auction be used to represent the existing bid.

Here is an example of the Secret Bid Auction process:

New York Avenue is put up for Auction.


Red, Yellow, Green, and Blue all place bids.
Red bids $190.
Yellow bids $220.
Green bids $200.
Blue bids $220.

Red and Green are eliminated from the Auction. All players take back their bid cards.
Yellow or Blue places their $220 bid card in the center of the board to represent the
original $220 bid.
The second round plays out as follows.
Yellow bids $40.
Blue bids $70.

Blue wins the Auction and pays $220 + $70 = $290 to the Bank and takes the Title
Deed for New York Avenue.
Edge Cases

Travel Vouchers that advance to an Airport or Harbor:

● You may not purchase the property you advance to.


● You may collect salary from passing a pay corner with these Vouchers.
● You may cross London Bridge using one of these Vouchers.

Should you land on a Transit Station or the London Bridge, it is the roll on your next
turn, i.e. the one you make starting your movement on the Transit Station or London
Bridge that determines what track you move to.

If you must advance to a space on the other board, you must use the London Bridge
to reach your destination, even if you would normally not be permitted to use the
bridge (if you rolled 7 or less). Collect salary from pay corners passed as normal.

If you draw the “Be Kind, Rewind” card after rolling doubles or a Mr. Monopoly Bonus
Move on the speed die, resolve the “Be Kind, Rewind” card first and then resolve your
doubles or Mr. Monopoly Bonus Move. Should you roll doubles on the “Be Kind,
Rewind” move, it does not count towards going to jail for rolling 3 consecutive doubles.

If all properties are owned and you roll a Mr. Monopoly Bonus Move which takes you
past London Bridge on a roll of exactly 8, you choose which side of the bridge you are
on, unless you can only reach a property where you would have to pay rent on one
side of the bridge, in which case you must travel to that side of the bridge.

Towers do not stack with the Monopoly Tower. However, the Monopoly Tower does
stack with Transit Buildings, such as Airport Terminals, Train Depots, Ports, and Cab
Depots. If a Chance card has a player advance to such a property with a Transit
Building on it and pay the owner double, if the player also has the Monopoly Tower
built, the rent is eight times that listed on the card as it is doubled 3 times (one for
the Chance card, one for the Transit Building and one for the Monopoly Tower).

Monopolies and Majorities on cards: In all cases, Monopoly and Majority Ownership
are interchangeable, except for on the Monopoly Tower, Tower and Stadium Public
Works cards which require complete Monopolies, not Majority Ownerships.
For the purposes of the cards listed above, as well as the “Illegal Monopolies” card,
only color group Monopolies are considered.
Any property not part of a color group (Railroads, Utilities, Airports, Harbors and Cab
Companies) are never immune from cards that allow properties to be stolen, such as
“Slick Move” and “Hostile Takeover”. In other words, the concept of Monopoly and
Majority Ownership does not apply for Railroads, Utilities, Airports, Harbors and Cab
Companies.

The effect of Towers and the Monopoly Tower is always factored in last in rent
calculations where multiple factors are affecting the rent of a property.

If all of the properties are owned and you roll a Mr. Monopoly Bonus Move, you stop
at the next unmortgaged property that you do not own, even if the rent is zero (for
example, if there is a Landfill or Sewage Plant built to lower the rent to zero dollars).
If you have the “Hot Potato” Shady Business card, you do not pass it unless you pay
at least one dollar in rent to another player.

If you have the “Hot Potato” Shady Business card and another player uses “Reverse
Rent” after landing on one of your properties, give them the “Hot Potato” card along
with the rent you now owe them.

Any time you draw an “Advance to [space]” card, and the space appears on both
boards, advance to the space on the same board as you are currently on,
regardless of your roll, ignoring London Bridge rules if necessary.
Suggested “House Rules”

The following are simply suggestions for house rules that we have found to make the
game shorter and more enjoyable in playtesting:

1. Cashing In on Roll 3: When playing Roll 3, do not collect money for each ticket
on every roll. Instead, to collect money, you must “cash in” your ticket. That is to
say, you discard the ticket and collect money due from the Bank for that Roll 3
roll. You may only cash in immediately after a Roll 3 roll (before the next
player has started their turn). This prevents players from collecting so many
Roll 3 cards that they collect so much money each time Roll 3 is played that
they cannot go bankrupt.
2. Passing multiple Pay Corners with a chance card or Mr. Monopoly bonus
move: In the event that you pass multiple Pay Corners with a chance card or
Mr. Monopoly Bonus Move, only collect income from the highest Pay Corner
you would receive income from (Pay Day > Bonus/Cruise > Go). This prevents
players from collecting $600 (or more) from a Chance card that advances
them somewhere.
a. Note that if you pass a Pay Corner and then pass another Pay Corner
from a Chance card / Mr. Monopoly Bonus Move you can collect salary
twice.
b. Note that if you pass Go or Cruise, regardless of whether or not you
collect any money, you collect a Public Works card.
3. Ending the game: The game ends when the first player goes bankrupt, or
when you are down to 3 players or fewer. At this point it is usually clear who the
winner is going to be, and ending the game at this stage prevents the long
drawn-out endgame that can infamously take hours and hours to resolve.
Typically the player in the best position (most developed assets and most
money) is declared the victor when the first player goes bankrupt or when it is
clear they are going to win. If many players are playing, the game may
continue past the first bankruptcy and end with the first bankruptcy after a
certain length of time, or once a certain number of players have gone
bankrupt. It may also arise that even when there are only 3 players remaining it
is impossible to declare a winner. In such a case, play continues until either all
players but one are bankrupt or there is a consensus on who to declare the
winner.
4. Haha Money Printer Go Brrr: For a 4 player game, each player starts with
$1000 more, for a total of $6000. For a 3 player game, each player starts with
$2000 more, for a total of $7000. The extra starting cash ensures that players
will have some money leftover to build once the bulk of the properties have
been purchased, shortening overall game time.

You might also like