How to Play Monopoly
Buy, build, trade, and bankrupt the table — the property game whose real rules surprise almost everyone.
Rules as printed in the current standard edition · Last verified 2026-10-16
⚡ Quick Start — playing in 2 minutes
- Everyone starts with $1,500 and a token on Go. One player is banker.
- Roll, move, and either buy the space you land on or watch it get auctioned.
- Own every property of a colour to build houses on it — build evenly, four houses become a hotel.
- Land on someone else's property, pay the rent — even from Jail.
- Bankrupt everyone else and you're the last player standing.
The Short Version
Monopoly is a trading and development game: move around the board, buy properties, complete colour sets so you can build houses and hotels, and charge everyone else rent until they can’t pay. The rules below follow the current standard edition. The official game does end — it’s the famous house rules that make it last forever.
What You Need
A standard Monopoly set for 2 to 8 players: board, tokens, two dice, Chance and Community Chest decks, title deeds, play money, and the buildings — 32 houses and 12 hotels, a hard limit that matters (see Scoring). Amounts are in the standard edition’s dollars; themed editions use the same structure with different names.
Set Up
- Choose a banker. The banker runs auctions, pays salaries, and keeps the bank’s money separate from their own.
- Every player receives $1,500, traditionally dealt as: two $500s, two $100s, two $50s, six $20s, five $10s, five $5s, and five $1s.
- Everyone places a token on Go. Roll the dice to decide who goes first; play proceeds clockwise.
How to Play
On your turn, roll both dice and move that many spaces clockwise, then resolve the space:
- Unowned property (street, railroad, or utility): you may buy it for the printed price. If you decline, it is auctioned immediately (see the dispute above). Railroads and utilities cannot be built on; their rent rises with how many of the set you own, and utility rent is based on the dice roll.
- Someone else’s property: pay the owner the rent shown on the deed. Rent on an unimproved property doubles if the owner holds the full colour set. Rent is owed even if the owner is in Jail.
- Chance or Community Chest: draw the top card, follow it, and return it to the bottom of the deck — except a Get Out of Jail Free card, which you keep until you use it or trade it away.
- Tax spaces: pay the amount shown to the bank.
- Go to Jail: your turn ends and your token goes to Jail (see below).
- Doubles: roll again after resolving your space. But roll doubles three times in a row and you go to Jail without resolving the third roll.
Building. Owning a full colour set lets you build houses during your turn (or between other players’ turns). Buildings go on evenly: you cannot put a second house on one property until every property in the set has one, and so on up to four. Four houses plus paying the hotel price replaces them with a hotel. Houses are sold back to the bank at half price, also evenly. You cannot build on a set while any property in it is mortgaged.
Trading. Players may trade properties, cash, and Get Out of Jail Free cards at any agreed terms. Any houses or hotels on a colour set must be sold back before a property in that set changes hands. Side promises like future rent immunity aren’t part of the official rules — official trades are property and cash, full stop.
Mortgages. If you owe money, you may mortgage properties: sell back any buildings on the set first, then turn the deed face down and take its mortgage value from the bank. No rent is collected on a mortgaged property. To lift a mortgage, pay the mortgage value plus 10% interest.
Jail. You go to Jail by landing on Go to Jail, drawing a Go to Jail card, or rolling doubles three times in a row (no $200 on the way). Landing on the Jail corner by an ordinary roll is “Just Visiting” — nothing happens. Three ways out:
- Pay a $50 fine at the start of your turn, then roll and move.
- Use a Get Out of Jail Free card, then roll and move.
- Try to roll doubles on your turn. You get up to three attempts; if the third fails, you must pay the $50 and then move the number you rolled.
While in Jail you can still collect rent, trade, build, and mortgage — you simply don’t move.
Scoring
There is no score as such; the game’s currency is money and property. Key numbers: $200 salary per circuit, rents and building prices printed on each deed. Remember the box limit: 32 houses and 12 hotels exist, total. If the bank runs out of houses, no one can build until some are returned — a genuine housing shortage is part of the official game, and hoarding houses by refusing to upgrade is a legal, ruthless tactic.
Winning
Officially, the game ends when every player but one has gone bankrupt. If you owe money — to another player or the bank — you must first try to raise it by selling buildings and mortgaging. If you still can’t cover the debt, you are bankrupt: everything you have goes to the player you owe (or back to the bank if you owe the bank), and you are out. The last solvent player wins.
Honesty corner: most home games end by agreement instead — calling it at a set time and totalling cash plus property and buildings at purchase value, richest total wins. A fine way to end an evening; it just isn’t the printed win condition.
Variations Worth Knowing
- The house rules above (Free Parking jackpot, no auctions, double Go salary) are how most people learned the game. Play them if your table loves them — they all push money in and postpone the ending.
- Short game (official classic variant): deal two title deeds to each player at the start (paying the bank for them), and end the game at the second bankruptcy, winner decided by total worth. Printed in official rulebooks for decades, and it genuinely fixes the length.
- Speed Die editions: some modern sets include a third die that speeds movement and forces quicker endings — an official edition variant, not a house rule.
Settle the Argument
Does the money from taxes and fines pile up on Free Parking for whoever lands there?
NO — that's a house rule, not an official rule.In the official rules, Free Parking is simply a rest space: land there, and nothing happens. Fines and taxes are paid to the Bank and leave the game. The jackpot version is the most famous house rule in board games — it's fun, but it pumps extra money into the game and reliably makes it last longer.
If I land on a property and don't want to buy it, does it just sit there?
NO — it is auctioned immediately. Officially.When a player lands on an unowned property and declines to buy it at the printed price, the banker auctions it on the spot to any player — including the one who declined — at any starting bid. Skipping auctions is another common house rule, and it's the main reason home games drag: properties enter play far more slowly.
Do you collect rent while you're in Jail?
YES — being in Jail does not stop your income.A player in Jail still collects rent, can buy and sell houses, trade, and collect on their properties as normal. Jail blocks movement, not business. In fact, late in the game, when every property is developed, Jail is often the safest square on the board.
Do you get $400 for landing exactly on Go?
NO — passing Go pays $200, landing on it pays the same $200.The salary is $200 each time you pass or land on Go, with no bonus for an exact landing. Double salary for landing on Go is — you guessed it — a house rule, and another one that stretches the game out.
House RulesNOT OFFICIAL
Beloved, common, and not in the official rules. Play them if your table loves them — just know they're yours:
- Free Parking jackpot: all taxes and fines go to the middle, and whoever lands on Free Parking takes the pot. The classic house rule — just know it lengthens the game.
- No auctions: a declined property simply stays unowned. Common, and the single biggest cause of four-hour games.
- Double salary for landing on Go, and starting the game with extra cash: both inject money and delay the ending the rules are built to reach.