RulesPal
Chat
Rulebook
Monopoly: Dungeons & Dragons thumbnail

Monopoly: Dungeons & Dragons

Monopoly: Dungeons & Dragons Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Equipment
  • Setup
  • Play
    • Doubles
    • Passing GO
  • Buying Property
  • Paying Rent
  • Building Expeditions and Bases
  • Selling and Mortgaging
  • Jail
  • Taxes, Encounters, and Treasure
  • Bankruptcy and Winning

Object of the Game

Become the wealthiest player through buying, renting, and selling property. The goal is to force every other player into bankruptcy; the last player remaining in the game wins.

Equipment

Gameboard; 2 dice; tokens (player pieces); 28 Title Deed cards (22 properties, 4 railroads, 2 utilities); 16 Encounters cards; 16 Treasure cards; 32 Expeditions; 12 Bases; play money.

Setup

  1. Each player picks a token and places it on GO.
  2. Choose a player to be the Banker (they also manage the auctions). The Banker keeps their personal funds separate from the Bank's.
  3. The Bank pays each player $1,500, divided: two each of $500, $100, and $50; six $20s; five each of $10, $5, and $1.
  4. Place Encounters and Treasure cards face down on their spaces. The Bank holds all Title Deeds, Expeditions, and Bases.

The Bank never "goes broke" — if it runs out of money it may issue as much as needed by writing on ordinary paper.

Play

Starting with the highest roller and going left, each player in turn rolls both dice and moves their token clockwise the indicated number of spaces. Two tokens may rest on the same space. Depending on where you land, you may buy property, pay rent, pay a tax, draw an Encounters or Treasure card, go to Jail, or otherwise act on the space.

Doubles

If you roll doubles, you move as usual, then take another turn. But if you roll doubles three times in a row in one turn, you go directly to Jail — do not pass GO, do not collect $200.

Passing GO

Each time your token lands on or passes over GO, the Bank pays you $200 salary.

Buying Property

When you land on an unowned property (street, railroad, or utility), you may buy it from the Bank at its printed price, receiving the Title Deed.

If you choose not to buy it, the Banker immediately auctions it to the highest bidder, starting at any price. Any player, including the one who declined, may bid; the property goes to whoever bids highest, who pays the Bank that amount.

Paying Rent

When you land on a property owned by another player, that owner collects rent per the Title Deed — but only if they ask for it before the second player after them rolls.

  • Streets: rent doubles if the owner holds all properties of that color-group (a monopoly) and it is unimproved. Rent rises steeply with Expeditions and Bases.
  • Railroads: rent depends on how many of the four railroads the owner holds ($25 / $50 / $100 / $200).
  • Utilities: if one utility is owned, rent is 4× the dice roll that landed you there; if both are owned, 10× the roll.
  • A property that is mortgaged collects no rent.

Building Expeditions and Bases

Once you own all the properties of a color-group, you may buy Expeditions from the Bank to raise rents on those properties (even if the color-group properties are not all improved you must build).

  • You must build evenly: you cannot build a second Expedition on a property until each property in that group has one, and so on.
  • When you have four Expeditions on each property in the group, you may buy a Base (returning the four Expeditions to the Bank plus the Base price). Only one Base per property.
  • Building shortages: if the Bank has no Expeditions, you must wait for another player to return some. If several want the limited supply, the Banker auctions them one at a time.

Selling and Mortgaging

  • Expeditions/Bases may be sold back to the Bank at half their purchase price. You must sell evenly (in reverse of the way you built). A Base sells back for the price of the five Expeditions it replaced.
  • Unimproved property may be mortgaged for the value printed on its Title Deed; flip the deed face down. To lift the mortgage, pay the Bank the mortgage value plus 10% interest. You cannot mortgage a property that still has buildings — sell those first.
  • You may sell unmortgaged, unimproved properties to other players in private deals for any agreed amount.

Jail

You land "In Jail" only when: you land on Go To Jail, draw a card ordering you there, or roll doubles three times in one turn. (Landing on the "Just Visiting" corner space by normal movement does not put you in jail.)

To get out of Jail:

  • Pay $50 before rolling, on any of your next turns, or
  • Use a Get Out of Jail Free card, or
  • Roll doubles on any of your next three turns — if you succeed, move the shown amount (you do not take another turn for these doubles).

If you fail to roll doubles by your third turn in Jail, you must pay the $50 and then move the amount you last rolled. While in Jail you may still collect rents and trade.

Taxes, Encounters, and Treasure

  • Income Tax: pay the amount shown to the Bank (classic editions let you pay a flat sum or a percentage of total worth).
  • Luxury / Super Tax: pay the fixed sum shown.
  • Encounters / Treasure: draw the top card and follow it, then return it to the bottom of its pile (keep any "Get Out of Jail Free" card until used or sold).

Bankruptcy and Winning

You are bankrupt if you owe more than you can pay, even after selling buildings and mortgaging property.

  • If you owe another player, you turn over all your cash and assets to them. Mortgaged properties transfer too; the new owner must immediately pay the Bank 10% interest and may lift the mortgage then (for its value + 10%) or later.
  • If you owe the Bank (taxes or penalties), you turn all assets over to the Bank, which then auctions each property.

Once bankrupt, you are out of the game. The last remaining player wins. (For a timed game, agree an end time in advance; the richest player by total assets then wins.)