Everything about Classic mode — the board, turns, rent, building, trading, jail, and how a game ends.
Last updated: June 6, 2026
Build wealth by buying properties and collecting rent, and bankrupt your rivals. A game ends when only one solvent player remains, or when the round cap is reached — at which point the richest player by net worth wins.
The board has 40 squares: 22 streets in 8 colour groups, 4 stations, and 2 utilities, plus the four corners (Start, Jail, Free Parking, Go to Jail), two tax squares, and Chance squares.
Passing or landing on Start pays a bonus — until the economy starts being taxed later in the game (see "How a game ends").
On your turn you roll two dice and move that many squares, then resolve the square you land on. Rolling a double lets you roll again; rolling three doubles in a row sends you straight to Jail.
You manage your properties (build, mortgage) and propose trades only BEFORE you roll. Once you have rolled and the square is resolved, your turn ends automatically — there is no separate "end turn" button.
Land on an unowned company and you can buy it at its list price. If you decline, it goes to a turn-based auction where players bid in seat order, starting at the list price with a fixed bid step. The highest bidder buys it; if everyone passes, it stays unowned.
Land on a company owned by someone else and you pay rent:
A mortgaged property collects no rent.
Once you own every street in a colour group, you can build branches on them. You must build evenly across the group (no street can be more than one level ahead of the others), and you can raise a given cell by at most one level per turn, up to a hotel.
Mortgage a property to the bank to raise cash quickly — you receive half its price and it stops earning rent. To lift a mortgage you pay the mortgage value plus 10%. You must sell every building in a colour group before you can mortgage any property in it.
Players can trade cash and properties. Only unmortgaged, building-free properties can be traded. To prevent gifting and collusion, the two sides of a trade must be within 50% of each other in value. The recipient can accept or decline. You can propose trades only before your roll.
You go to Jail by landing on "Go to Jail", drawing a Chance card that sends you there, or rolling three doubles. To get out you can pay the bail fee, roll a double (you get a few attempts), or be released after your attempts run out.
Chance squares draw a card with a fixed effect — pay or collect money, move to another square, advance to the nearest station or utility, or go to Jail. The card you drew is shown in the action log.
When you owe rent or tax, the game pauses and shows a "Pay" step instead of deducting your cash automatically. If you are short, you can sell buildings and mortgage properties to raise the money, then pay.
"Declare bankruptcy" is offered only when even selling and mortgaging everything cannot cover the debt. In that case your assets are liquidated to the bank, the creditor is paid from the proceeds, your properties return to the pool, and you are eliminated.
Every turn has a time limit, shown as a countdown. If you miss your turn it is skipped automatically; miss two turns in a row and you are auto-surrendered so the game keeps moving for everyone else. Building, mortgaging, and trading do not reset the turn timer.
To make sure games finish, rent becomes increasingly taxed over time — draining money from circulation and putting weaker players under pressure. The game ends when one player is the last one solvent, or when the round cap is reached, in which case the richest player by net worth wins.