Board Games
How to play Monopoly
Roll, move, buy what you land on, and charge rent when others land on it. Owning a full color group lets you build houses and hotels, and the last player who is not bankrupt wins. Most long, dull games come from skipped rules, so this guide puts them back.
By K.R. · Updated October 2026 · Sources and editorial process
What you need
A classic Monopoly set: the board, two dice, tokens, 32 houses, 12 hotels, the Chance and Community Chest cards, a Title Deed card for every property, and the play money. Pick one person to be the Banker, ideally someone who also enjoys running an auction.
Keep the Title Deeds handy. Each one prints the property's price, its rent at every stage of building, the cost of a house, and its mortgage value. Almost every number you need during play is on a deed, not in the rulebook.
Missing pieces, or need a fresh copy? Miniature Market stocks current editions; compare the edition and component list against the rules here before you buy. (Affiliate link: we may earn a commission at no extra cost to you. How links work.)
Set up the game
- Lay out the board and put the shuffled Chance and Community Chest decks face down on their spaces.
- Hand out $1,500 to each player: two $500s, two $100s, two $50s, six $20s, five $10s, five $5s and five $1s. Everything else goes to the Bank.
- The Bank keeps all Title Deeds, houses and hotels until someone buys them. If the Banker is also a player, their own money stays separate from the Bank's.
- Choose tokens and put them all on GO.
- Roll for first player. Starting with the Banker, everyone rolls both dice. The highest total goes first, and play passes to the left.
The Bank never goes broke. If it runs out of notes, the Banker writes IOUs on paper.
Playing Monopoly, turn by turn
- Roll and move. Roll both dice and move your token clockwise that many spaces. Several tokens can share a space.
- Collect $200 at GO. Every time you land on or pass GO, by dice or by a card, the Bank pays you $200 salary.
- Unowned property: buy it or auction it. Pay the printed price and take the deed, or decline. If you decline, the Banker auctions it immediately to the highest bidder. Anyone may bid, including you, and bidding can start at any amount.
- Owned property: pay rent. Rent is printed on the deed. A complete color group with no buildings charges double rent on its unbuilt streets. A mortgaged property charges nothing. The owner has to ask: if they do not ask before the second player after you rolls, the rent is lost.
- Chance and Community Chest. Take the top card, do what it says, and put it face down at the bottom. A "Get Out of Jail Free" card is kept until used, or sold to another player.
- Income Tax. In the 1997 rules you pay either $200 or 10% of your total worth, and you must choose before you add anything up. Newer boards may print a flat amount instead; follow your board.
- Doubles. Roll doubles and you take your turn as normal, then roll again. A third doubles in a row sends you straight to Jail.
- Jail. You go to Jail by landing on "Go to Jail," drawing a card that sends you there, or rolling three doubles in a row. You do not collect $200 on the way, and your turn ends. Landing on the Jail space by a normal roll is "Just Visiting" and costs nothing. To get out, roll doubles on one of your next three turns (move by that roll, but no extra roll), use or buy a Get Out of Jail Free card, or pay $50 before rolling on either of your next two turns. If you fail the third time, pay $50 and move by that roll. In Jail you can still collect rent, trade and build.
- Free Parking is just a resting place. Nothing is paid out.
- Build. Once you own every street in a color group, you may buy houses at the price on the deed, at any time. Build evenly: no street can have a second house until every street in the group has one. With four houses on every street in the group, you may trade a street's four houses plus the hotel price for a hotel. One hotel per street.
- Raise cash when you need it. Sell houses and hotels back to the Bank for half what you paid, evenly. Mortgage an unbuilt property for the value on its deed. To lift a mortgage, pay the mortgage value plus 10% interest.
- Bankruptcy. If you owe more than you can raise, you are bankrupt and leave the game. The last player left wins.
Sample turns with three players
Ana, Ben and Cal each start with $1,500 on GO. Prices come from the classic US deeds; check your own set if it is a newer printing.
- Ana rolls 2 + 4 = 6 and lands on Oriental Avenue (price $100). She buys it. Ana: $1,400.
- Ben rolls 1 + 4 = 5, Reading Railroad ($200). He buys it. Ben: $1,300.
- Cal rolls 3 + 3 = 6, Oriental Avenue. Ana owns it with no buildings and not the full group, so rent is $6. Cal: $1,494, Ana: $1,406. Doubles, so Cal rolls again: 1 + 2 = 3, landing on Connecticut Avenue ($120). He declines it. The Banker opens the auction. Ben bids $60, Ana bids $80, Ben drops out, and Ana wins at $80, well under the printed price. Ana: $1,326.
- Ana rolls 1 + 1 = 2, Vermont Avenue ($100). She buys it and now owns all three light blues. She immediately buys one house for each street at $50 apiece: $150. Ana: $1,076. Doubles, so she rolls again: 3 + 4 = 7, Pennsylvania Railroad ($200). She wants to keep cash, so she declines. Ben wins the auction at $150. Ben: $1,150, now with two railroads.
- Ben rolls 2 + 2 = 4 from Reading Railroad and lands on Connecticut Avenue. With one house, the deed says $40. Ben: $1,110, Ana: $1,116. Doubles again: 5 + 6 = 11 takes him to Free Parking. Nothing happens. That is the real rule.
Notice what happened. Ana spent most of her cash in two turns, but every opponent who lands on a light blue now pays $30 or $40 instead of $6 or $8. Ben, meanwhile, collected two railroads cheaply at auction.
Who wins, with worked examples
The standard game has no points. You win by being the last player who is not bankrupt. The rulebook offers two shorter formats that do use a count, and the arithmetic is worth seeing.
Short game valuation (official short-game rule)
The short game ends when the first player goes bankrupt. Everyone else adds up: cash; streets, railroads and utilities at their printed price; mortgaged property at half the printed price; houses at purchase price; and hotels at purchase price including the three houses turned in (the short game needs only three houses before a hotel).
- Ana: $640 cash. Oriental, Vermont and Connecticut at $100 + $100 + $120 = $320. Six houses at $50 = $300. Reading Railroad, mortgaged: half of $200 = $100. Total $1,360.
- Ben: $900 cash. Pennsylvania Railroad $200, Electric Company $150, Boardwalk $400. Total $1,650.
Ben is richer, so Ben wins, even though Ana's houses were collecting more rent per landing.
The Income Tax choice (1997 rule)
Cal lands on Income Tax holding $900 in cash, $560 in property at printed prices and $150 in houses. His total worth is $1,610, so 10% would be $161, cheaper than $200. The catch is that he must announce his choice before counting.
Lifting a mortgage
Reading Railroad mortgages for $100. To lift it, Ana pays $100 plus 10% interest: $110.
How to play Monopoly well
- Buy almost everything early. Unowned property only helps the Bank. Early in the game, cash sitting in your pile earns nothing, while a deed can become part of a group or a trading chip.
- Aim to complete a group, then build to three houses. On most deeds the jump from two to three houses is the biggest rent increase. On Oriental Avenue, for example, two houses charge $90 and three charge $270. Spreading three houses across a group beats one hotel on a single street.
- Use auctions to buy cheap. If a player declines a property, bid. You can sometimes take a property for half price, and it is the only way to get one without landing on it.
- Keep a cash cushion before you build. Look at the most expensive rent you could hit in the next lap and keep roughly that much. Selling houses back returns only half what you paid.
- Trade to finish groups, even at a "loss". Two players each completing a group by swapping single streets usually both come out ahead of the players who refuse to trade.
- Railroads are steady income. Four railroads charge $200 a landing and need no buildings. They are a fine plan for a player who missed the color groups.
- Late in the game, Jail can be shelter. Early on you want to get out and buy. Once the board is full of houses, staying in Jail for a couple of turns while still collecting rent can be the safest move on the board.
House-rule myths and real rules
- "Taxes and fines go in the middle for whoever lands on Free Parking."
- Not in the rules. Free Parking pays nothing. The jackpot house rule pumps money into the game and is a big reason games drag past three hours.
- "If you don't want it, it just stays unowned."
- No. Every declined property is auctioned right away. Skipping auctions slows the game badly.
- "You can't collect rent while you're in Jail."
- You can. Jail only stops your movement. You may collect rent, buy and sell, build and trade.
- "Can I lend another player money?"
- No. Players may not borrow from or lend to each other. The only loans come from the Bank, through mortgages.
- "I'll build all four houses on Boardwalk first."
- You must build evenly across the whole group, and you must sell evenly too.
- "The bankrupt player's property goes back to the Bank."
- Only if the debt was to the Bank. If you go bankrupt to another player, they get everything of value you have. Your buildings are sold back to the Bank at half price and that cash goes to them, and they take over any mortgages, paying 10% interest on them immediately.
Official short formats and popular house rules
- Short game (official, about 60 to 90 minutes). The Banker deals three free Title Deeds to each player at the start. Hotels need only three houses per street. A player in Jail must leave on their next turn, and may roll for doubles and then pay $50 on the same turn if they miss. Income Tax is a flat $200. The game ends at the first bankruptcy, and the richest remaining player wins, valued as in the worked example above.
- Time-limit game (official). Agree on an end time. The Banker deals two Title Deeds to each player, who pay the Bank for them. When time is up, the richest player wins.
- Free Parking jackpot (house rule). Fines and taxes go to the center and whoever lands there collects them. It adds luck and length. If you love it, at least cap the pot.
- $400 for landing exactly on GO (house rule). Doubles the salary on an exact landing. Also lengthens the game.
Explaining Monopoly in five minutes
- "Everyone starts with fifteen hundred. Last person not broke wins."
- "Roll, move clockwise, do what the space says. Pass GO, collect two hundred."
- "Land on something nobody owns? Buy it at the price on the board, or it goes to auction and anyone can bid, including you."
- "Land on someone else's property? Pay the rent on their card, but only if they ask before the next-but-one player rolls."
- "Own every street of one color? Rent doubles, and you can build houses evenly across them. Four houses on each, and you can upgrade to a hotel."
- "Short of cash, you can sell buildings back at half price or mortgage a property. Mortgaged property doesn't collect rent."
- "Three doubles in a row, or the Go to Jail corner, puts you in Jail. Pay fifty, use a card, or try for doubles."
- "Free Parking is just free parking. And we're playing the short game tonight." Then deal the three free deeds.
Ages and group size
The site lists Monopoly for 8 and up, which matches what you need: comfortable counting with money and the patience for a long game. Younger children do well as a "bank partner" or on a team with an adult. The set plays 2 to 8. Three to five is the best range. Two players can feel slow because rent rarely changes hands, and with seven or eight, turns come round slowly and properties sell out fast. For mixed groups or school nights, use the official short game or a time limit.
Check yourself
You land on an unowned railroad and don't want to pay $200. What happens?
The Banker auctions it. Anyone, including you, can bid, starting at any amount.
You own all three light blues, with one house on Oriental only. Can you put a second house on Oriental?
No. Vermont and Connecticut each need one house first. Building must stay even.
You roll doubles to get out of Jail. Do you roll again?
No. You move by the doubles you rolled, and your turn ends there.
Monopoly questions, answered from the rulebook
How much money does each player start with in Monopoly?
$1,500: two $500s, two $100s, two $50s, six $20s, and five each of $10s, $5s and $1s.
Do you get money for landing on Free Parking?
Not under the official rules. It is a free resting space. The cash jackpot is a house rule.
Do you collect $200 when you go to Jail?
No. You move directly to Jail without passing GO, even if your token would have gone past it.
Can you build houses without owning the whole color group?
No. You need every street in the group first.
Can you sell property to another player?
Yes, unbuilt streets, railroads and utilities can be sold for any agreed price. Buildings on a group must be sold back to the Bank before any street in that group can change hands.
How do you make Monopoly shorter?
Play the official short game, use a time limit, run every auction, and drop the Free Parking jackpot.
Sources and edition notes
Classic US Parker Brothers rules, Hasbro archive 40009-I-Rev 2 (1997). Modern editions can change taxes, components and card text. Follow the amounts on your own board; special editions may change much more. Property prices and rents in the examples are from the classic US Title Deeds; Hasbro's current classic instructions print the same light-blue rents (Oriental and Vermont $6, $30 with one house, $90 with two, $270 with three; Connecticut $8 and $40 with one house). The current Hasbro edition also starts auctions at $10 and uses printed tax amounts; this guide follows the 1997 text.
Sources rechecked October 22, 2026. This records a document check, not a claim of hands-on testing.
- Hasbro: archived classic Monopoly rules (PDF)
- Hasbro: current Monopoly Classic instructions with Title Deed values (PDF)