The object of the game in MONOPOLY is to bankrupt all opponents. To do so, you must be dedicated and make each decision with the aim of improving your chances and wiping out your opponents.
Never let an opponent off the ropes. Luck plays a key role in the game and luck can turn against you if you do not bankrupt a player as quickly as you can.
Back to Top>Each player starts with $1500.
On an average circuit of the game board, prior to houses appearing, a player will make about $170. (this takes into account passing GO, earning rewards, paying penalties and taxes, and the effect of rents.)
By knowing approximately MONOPOLY money an opponent has, you can know how far he or she can bid in an auction, how much rent he or she can afford to pay, or how many buildings he or she can purchase without mortgaging.
Back to Top>It usually takes five turns to go around the game board. Every time you go around the game board, you'll probably roll doubles once, and you'll probably land on four of the 28 property spaces.
Count how many unmortgaged MONOPOLY properties your opponents own and divide by 7. The resulting figure will tell you approximately how many rents you can expect to pay on your next circuit around the game board. (Example: Your opponents collectively own 11 MONOPOLY properties. You can expect to land on 1.6 (round off to 2) of them on your next circuit of the game board).
Back to Top>Example: Players A and B own all the Reds and Oranges between them. They each own a Light Purple. You land on the unowned Light Purple. You do not need to buy it.
Counter-Example: Players A and B own all the Oranges and Light Purples between them. They each own a Red. You land on the unowned Red. You should buy it. Otherwise you increase the chances these players will trade and develop the most powerful color group among the three groups - the Reds.)
Back to Top>As a general rule, pay 10% if you haven't gone around the game board three times. (Remember, you started with $1500 and will probably make $170 each time you go around the game board. After three turns your assets should be over $2000.)
Pay 10% later in the game only if you have paid heavy rents and are fairly sure your assets are below $2000.
Back to Top>Pay $50 and get out off Jail early in the game while many MONOPOLY properties remain unowned and undeveloped. You need to be in circulation.
When most MONOPOLY properties are developed between Jail and the Go to Jail space, roll the dice and hope you stay in Jail. It's better than paying rent!
This is especially important when certain dangerous color groups are heavily developed (Orange, for instance). By staying in Jail you avoid the chance of landing on such a group before an opponent lands on yours.
Back to Top>Building advances your ability to bankrupt your opponents. Many MONOPOLY players build all they can afford. However, this strategy results in losses when houses must be torn down to pay rents or other penalties often.
You should build when you form the first complete color group.
You should build when you can do so and still be left with enough cash to pay a "high probability" expense - namely, rents on Railroads or Utilities, Luxury Tax, and the "nasty" unexposed Community Chest or Chance cards. $150 to $200 is all the cash you need to hold onto if there are no other complete color groups against you. $300 to $400 in cash is recommended if there are one or more complete color groups developed against you.
You should build late in the game, in "all or nothing" situations if you think you can financially cripple an opponent by doing so.
When you build, build according to these principles:
Build a color group up to at least three houses per MONOPOLY property before you start building on a second color group. (Note that rents rise dramatically once a third house is added to a property.)
If you can afford an extra house, put it on the most expensive MONOPOLY property of the color group.
Build up to the fourth house or hotel level only if you have plenty of cash to spare, unless the group is one of the first three on the board (Dark Purple, Light Blue, Light Purple). Due to the low rents of these groups, you should try to build hotels here.
Early in the game, develop a low rent color group as soon as you can in an attempt to bankrupt opponents before "heavier" color groups are developed against you.
When buying a second extra house for a three-property group, put it on the middle property if the group is Light Blue or Orange. Put the house on the first property if the group is Light Purple, Red, Yellow, or Green.
Back to Top>If you have only low-rent color groups, quickly build three or four houses per MONOPOLY property to restrict the availability of houses to owners of high-rent color groups.
Never move up to a hotel anywhere if the return of houses to the bank would enable an opponent to develop an expensive color group. (Example: the Yellow group has just been formed. There are only three houses in the bank, but six hotels. You own the light blues with four houses on each. Do not buy hotels. Doing so would give the MONOPOLY player owning the Yellows an opportunity to build up to hotels on them.)
Back to Top>Mortgaging is essential to raise money at crucial moments in the game of MONOPOLY. Follow these game tips when it comes time to mortgage.
Mortgage single properties first. Try not to mortgage a MONOPOLY property from a group where you own 2 or more properties unless you absolutely have to. (You can't build on a color group you own if one of its properties is mortgaged!)
Mortgage single properties to raise cash if it helps you develop a color group up to at least three houses per property, (or hotels on the Light Blues or either Purple group).
When you must decide between mortgaging properties, use this game tips list to prioritize. Try to mortgage:Bear in mind, though, that Illinois, New York, and Boardwalk have higher chances of getting landed on than many of the other properties, with Illinois the highest. Don't mortgage these properties if you can avoid it.
If your opponents develop more expensive color groups, resist the temptation to mortgage heavily to develop a lower-rent color group to your limit, unless you're in an "all-or-nothing" situation late in the game.
Pay off mortgages only if you have developed your completed color groups to at least three houses per property and can afford to unmortgage.
When paying off mortgages, pay them off in the reverse order in which you mortgaged them, unless you can develop a new unmortgaged color group by doing otherwise.
Back to Top>To make beneficial property trades, you need to be familiar with some basic game playing principles.
Early in the game, for instance, trade to get low cost, steady income producing properties: namely, the Railroads or Utilities! (Railroads are preferable over Utilities.)
Try to trade for a complete color group that can "dominate" quickly (see the Tip Sheets).
To complete a color group, your best trading material might include the Railroads, the Utilities, or the Dark Purple group, as well as single properties that do not yield an opponent a more dominant color group.
When trading developable properties, try to trade for properties of equal or greater value and those that lie closer to Free Parking.
Use the MONOPOLY Property Tip Sheets to determine which color groups to trade for, based on what you can afford to develop, and which groups have a better chance if redeeming your investment.
If you end up with a completed color group whose dominance comes later in the game, don't overextend yourself. The lower-rent color groups are likely to give you trouble if you deplete your cash too early. Be patient until your assets grow.
Trade for cash only if your "gain" is likely to be more than your opponent's. This means that he or she shouldn't be able to afford to develop a completed color group as a result of the trade. You, on the other hand, should be in a position to put the cash to good advantage - by building further or bolstering your cash reserves.
Use common sense. Make a trade only if you're sure it will improve your chances of winning. Don't allow another MONOPOLY player to persuade you to trade just for the sake of trading.
When you interest an opponent in a trade, try to let your adversary do most of the suggesting. You may get more than you thought you could. (Nevertheless, if you feel you can show your opponent why a particular trade is worthwhile for both of you, don't hesitate to demonstrate why.) Try to show your opponent why his or her demands are too high if you are unwilling to pay his price.
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