MOORE MONOPOLY RULES |
|
These are the official Monopoly rules, including some clarifications, revised with house-rules variations preferred by the Moore household. Some of the variations are optional and only applicable if agreed to before a game commences.
Text: |
OBJECTIVEThe object of the game is to become the wealthiest player through buying, renting and selling of property. A game can be terminated at any mutually agreed time and the winner is the player with the greatest wealth. Otherwise the game ends when all but one player is bankrupted. EQUIPMENTThe equipment consists of a board, 2 dice, tokens, 32 houses and 12 Hotels. There are 16 Chance and 16 Community Chest cards, 28 Title Deed card (one for each property), and play money. PREPARATIONPlace the board on a table and put the Chance and Community Chest cards face down on their allotted spaces on the board. Each player chooses one token to represent them while travelling around the board. Each player is given $1500 divided as follows:
BANKERSelect as Banker a player who will also make a good Auctioneer. A Banker who plays in the game must keep their personal funds separate from those of the Bank. When more than five persons play, the Banker may elect to act only as Banker and Auctioneer. The Banker may appoint another player as Estate Agent to hand-out properties. THE BANKBesides the Bank's money, the Bank holds the Title Deeds, and the houses and hotels prior to purchase by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out the proper Title Deed cards when purchased by a player, it also sells houses and hotels to the players and loans money when required on mortgages. The Bank collects all taxes, fines, loans and interest, and the price of all properties which it sells and auctions. The Bank "never goes broke." If the Bank runs out of money, the Banker may issue as much as needed by writing on any ordinary paper. THE PLAYStarting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. Place your token on the corner marked "GO", then throw the dice and move your token (in the direction of the arrow) the number of spaces indicated by the dice. After you have completed your play, the turn passes to the left. The tokens remain on the spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time. Depending on the space your token reaches, you may be entitled to buy real estate or other properties, or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, Go To Jail, etc. If you throw doubles, you move your token as usual, the sum of the two dice, and are subject to any privileges or penalties pertaining to the space on which you land. Retaining the dice, throw again and move your token as before. If you throw doubles three times in succession, move your token immediately to the space marked "In Jail". If it is almost your turn to play and other players are erecting houses or making private deals, you should hold the dice until the transactions are finished. GOEach time a player's token lands on GO, the Banker pays that player a $400 salary. If the player’s token simply passes over GO, the Banker pays that player a $200 salary. Players are paid whether they reach or pass GO by throwing the dice or drawing a card, The salary is paid only once each time around the board. However, if, for example, a player passing GO on the throw of the dice lands 2 spaces beyond it on Community Chest, or 7 spaces beyond it on Chance, and draws the "Advance to GO" card, they collect $200 for passing GO the first time, and another $400 for Advancing to it the second time by the instructions on the card. BUYING PROPERTYWhenever you land on an unowned property you may buy that property from the Bank at its printed price. You receive the Title Deed card showing ownership. Place the title deed card face up in front of you. If you do not wish to buy the property, the Bank sells it through an auction to the highest bidder. The high bidder pays the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option to buy it at the printed price, may bid. Bidding may start at any price. Minimum Bid Rule: Bids must be in minimum of $10 increments. OPTION: DOUBLE PRICESAll property costs twice the face value. If the player landing on the property does not end up buying it, he or she gets a "finder's fee" of %10 of the sale cost. Mortgages values are not doubled. STOCK AUCTIONThe bank will, at the request of any player and mutual agreement of ALL players, auction off specific or all remaining property stock to speed the game up. TRAVELING RAILROADSWhenever a player lands on a railroad, the player may choose to move his or her token to any other railroad owned by the same player or themselves. The player must pay rent even if he or she does not travel. A player may travel on his or her own railroads, for free of course. A player may not travel on unowned railroads. Travel is across the board, so a player does not get $200 for passing Go. The owner of the railroads may not prevent the player from travelling. A player may travel to or from a mortgaged railroad. + SIX RAILROADSThe two utilities are treated like additional railroads. They cost $200 to buy and can be mortgaged for $100. The rent for five railroads is $400 and for six railroads is $800. Change and Community Chest cards referencing nearest train or utility apply to both equally. PAYING RENTWhen you land on a property that is owned by another player, the owner collects rent from you in accordance with the list printed on its Title Deed card unless any immunity or insurance arrangements apply (See Loans, Immunity and other Deals section). If the property is mortgaged, no rent can be collected. When a property is mortgaged, its Title Deed card is placed face down in front of the owner. Players must always pay rent, even if the owner does not ask. It is an advantage to hold all the Title Deed cards in a colour-group because the owner may then charge double rent for unimproved properties in that colour-group. This rule applies to unmortgaged properties even if another property in that colour-group is mortgaged. It is even more advantageous to have houses or hotels on properties because rents are much higher than for unimproved properties. CHANCE and COMMUNITY CHESTWhen you land on either of these spaces, take the top card from the deck indicated, follow the instructions and return the card face down to the bottom of the deck. The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, then they may sell it, at any time, to another player at a price agreeable to both. FREE PARKINGAny time a player must pay a charge, fine or tax (excluding building repairs) the money is put under the Free Parking corner of the board the board. Whenever a player lands on Free Parking, he or she gets this money. JAILYou land in Jail when:
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the board, you must move directly into Jail. Your turn ends when you are sent to Jail. If you are not "sent to jail" but in the ordinary course of play lands on that space, you are "Just Visiting", you incur no penalty, and you move ahead in the usual manner on your next turn. A player gets out of Jail by:
Even though you are in Jail, you may buy and sell property, buy and sell houses and hotels and collect rents. OPTION: MAXIMUM PUNISHMENTA player in Jail may not collect rent, buy buildings, participate in any auctions, or mortgage property. He or she may only make trades/deals with another player in Jail or any player at Just Visiting. A player may pay $100 immediately upon reaching jail to be placed in Just Visiting, and thus avoid a turn in jail. HOUSESWhen a player owns all the properties in a colour-group they may buy houses from the Bank and erect them on those properties. Once a monopoly is gained, the owner is allowed to build houses or hotels on the monopoly in any way he chooses. The price you must pay the Bank for each house is shown on your Title Deed card for the property on which you erect the house. The owner still collects double rent from an opponent who lands on the unimproved properties of their complete colour-group. Following the above rules, you may buy and erect at any time as many houses as your judgement and financial standing will allow. up to a limit of four houses to a property. HOTELSWhen a player has four houses on each property of a complete colour-group, they may buy a hotel from the Bank and erect it on any property of the colour-group. They return the four houses from that property to the Bank and pay the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property. OPTION: BUILD EVENLYOriginal rules apply that require building (and removal of buildings) to be done evenly within a monopoly. BUILDINGA player may not hurriedly erect houses or hotels on a property after the dice have been rolled and before another player moves his or her token to that property. A player does not have the right to decide whether to erect buildings or select the lot on which the buildings are erected based on dice that were already rolled. If a player does erect buildings in this manner, the player whose turn it is may choose to say, "I'm sorry I didn't give you time to build houses.", retract the move, and roll the dice again. A player must go through the motions of erecting four houses on a lot before buying a hotel. If there are insufficent houses, the player must wait for more to become available. A player must go through the motions of putting four houses on a lot to replace a hotel. If there are insufficient houses to do this, then the hotel must be sold fully (for half the price of 5 houses). It is not bad form to leave four houses on lots or to periodically break down hotels to four houses for the express purpose of preventing opponents from erecting houses. The name of the game is Monopoly. You may monopolize anything you can and wish to. BUILDING SHORTAGESWhen the Bank has no houses/hotels to sell, players wishing to build must wait for some player to return or sell their houses/hotels to the Bank before building. If there are a limited number of houses/hotels available and two or more players wish to buy more than the Bank has, the houses/hotels must be sold at auction to the highest bidder. Houses/hotels are sold one-by-one and bidders have to declare the property they are intended for. Bidding starts at the lowest purchase price of the target properties. Players who wish to buy houses have priority over players who want to break down hotels. SELLING PROPERTYUnimproved properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get. However, no property can be sold to another player if buildings are standing on any properties of that colour-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that colour-group. Houses and Hotels may be sold back to the Bank at any time for one-half the price paid for them. All houses on one colour-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses). MORTGAGESUnimproved properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its colour-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card. No rent can be collected on mortgaged properties or utilities, but rent can be collected on unmortgaged properties in the same group. In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a colour-group are no longer mortgaged, the owner may begin to buy back houses at full price. The player who mortgages property retains possession of it unless another player initiates foreclosure on the mortgage and acquires the property (see next section). The owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage is not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage. OPTION: BUY WITH MORTGAGEProperties can optionally be purchased under a mortgage arrangement for the mortgage amount shown on the corresponding Title Deed cards plus a 10% arrangement fee. A property bought in this way remains mortgaged until the mortage is paid off (which may be forced by foreclosure). Properties may be sold or transferred in mortgaged state. If standard prices are being used, the Mortgage values and charges are as per the corresponding Title Deed cards. If double prices are being used, the initial Mortgage payment is as above but to get the property out of mortgage for the first time only, the remaining 75% of the double price must be paid plus 10% interest instead of the amount shown on the corresponding Title Deed cards. FORECLOSUREWhen a player lands on a mortgaged property, the player may attempt to purchase it through foreclosure by paying the owner the mortgage value and the bank the mortgage value plus the %10 interest unless the owner is able, and chooses, to unmortgage the property by paying the mortgage value plus %10 interest. Either way the player still pays no rent. (The owner may agree a loan/arrangement with another player in order to meet their obligations but cannot sell the property to another player until the mortgage is lifted i.e. title cannot transfer until after the foreclosure matter has been settled). BANKRUPTCYYou are declared bankrupt if you owe more than you can pay either to another player or to the Bank. When a player is bankrupted, if the debt is to another player the debtor must mortgage all his or her properties, pay the creditor as much as possible, and then return all of the debtor's properties to the bank. If the debt is to the bank, all assets are handed to the bank. Properties returned to the Bank are available for purchase by other players when they land on them (or by auction if requested by a player and mutually agreed between all players). A player can negotiate with other players (including the creditor) to obtain the funds to meet their laibilities and avoid bankruptcy. If they cannot meet their liabilities in this way, they may not sell any assets and must become bankrupt. A player creditor can choose to accept alternative payment arrangements to bankruptcy including the transfer of properties. (The creditor must pay the 10% transfer fee for any mortgaged properties or immediately unmortgage them.) A bankrupt player must immediately retire from the game. The last player left in the game wins. OPTION: FREE MARKETPlayers may build houses on any property they own, even if they do not have a complete set. If a player lands on a property which has been improved, they can either pay what they owner asks, up to a maximum of the normal amount required, or they may instead pay rent to any other owner of one of the other properties in the group, paying whatever rent that owner requests. If the player chooses to pay a different owner, including his or her own property in the group, then the player also moves his or her token to that property. Clarifications:A player may not switch to a different property in the group if the property is not improved, nor may he or she switch to a property owned by the bank. If a player owns all of the properties in a group, he or she can charge the maximum rent allowed, and the player landing on his or her properties may not switch to a different property in the same group. IF the EVEN BUILDING option is also selected: When a player owns two properties in a three-property group, he or she must improve those two properties evenly. If a player acquires all the properties in a group, he or she must rectify the number of houses on each property so that the number of houses meets the even building rule. LOANS, IMMUNITY AND OTHER DEALSGENERALPlayers can loan or sell anything they own on whatever terms then can agree for interest etc. This includes options and insurance. A player may grant full or partial immunity from paying rent on one or more of his or her properties as part of negotiations. The details of the immunity are up to the players involved in the trade. Options include, for example, promising to buy an available property should you land on it later and selling in on for $1 for a fee paid up-front. (If someone else buys the property first, the fee is retained). Insurance includes, for example, offering another player landing insurance when they are approaching an expensive area to land which gives them immunity from paying rent (or a cap on that rent) for a certain number of roles or trips around the board for an up-front-fee. Immunity and other property based arrangements do not transfer with a property if it is traded. A player who has granted immunity or other benefits to another player and then trades the pertaining property away and then later trades to get it back still must honour the original benefits given but no other party owning that property has the same obligations unless specifically including in any trade arrangement. PROFIT SHARINGTwo or more players may agree to split the rent from a property or set of properties. Like Immunity, Profit Sharing does not transfer with the property if it is traded. A player who has granted profit sharing to another player and then trades the property away and then later trades to get it back still must honour the original profit sharing plan. For example, in a six player game, Normanowns two railroads and Garyowns two railroads. Normanagrees to sell his two railroads to Garyfor $400 and Garypromises to give Norman$100 of each $200 he collects in rent from the railroads. INSURANCE SERVICESPlayers can offer insurance arrangements to other players to protect them against building repairs, high rents, etc. The liability of the player offering the insurance is unlimited and can extend to bankruptcy. An insurer player can be forced into bankruptcy before the insured in order to meet insurance obligations. If the insured party is still unable to meet his or her obligations, that player can also be forced into bankruptcy. If an insurer becomes bankrupt, all insurance offered by that insurer becomes null and voice. |
|
|