Rules

The complete rulebook for Monappoly: Property Pandemonium — every rule, grouped by section. Use the contents on the left to jump to a section. Rules marked are the ones the game cites live on the host's Rules This Turn panel as they happen.

About the game

Monappoly: Property Pandemonium is a heavily-extended take on Monopoly for 2–6 players. Everyone starts with £1,500 and moves around the board buying property, charging rent, and trying to be the last player still solvent. The familiar Monopoly bones are all here — but almost every system has been deepened.

The biggest change is the dice: every roll uses three dice — two main dice plus a third die that, after you move, sends every other player around the board too, so the table is never standing still. Each player also has a personal dice number: roll it (or have it rolled) and money and a card change hands. Doubles and triples each trigger their own effects — from snake-eyes paying £500, to a triple awarding a growing bonus — and chaining them can keep your turn going.

On top of that sit a large card system (including percentage cards scaled by your buildings, and table-wide global events), reserved properties that level the early game, bank loans (up to 3 at once) and mortgaging to dig out of trouble, dice-based utility rent, scaling station prices, and a Free Parking space that hoards both money and property.

There is no fixed end: play continues until only one player remains — the last player who hasn't gone bankrupt wins.

0 Standard Monopoly Rules/Conventions

0.1
Buying requires passing GO
You can't buy a property until you've passed GO at least once. Land on an unowned property before then and nothing happens.
0.2
No rent while the owner is in jail
A property owner who is in jail can't collect rent. Land on their property while they're jailed and you pay nothing.
0.3
One house level per property, per turn
A property may only be built up one level in a turn — you cannot go straight from 0 houses to 2, or from 0 houses to a hotel, in a single turn.
0.4
Building requires a complete set
Houses can only be built on a property whose full colour set you own (all two, or all three, properties of that colour).
0.6
Declined or unaffordable purchases go to auction
If a player eligible to buy a property they land on cannot afford it — or chooses not to buy — it goes to auction, and every player may bid (including the decliner and anyone in jail). A player who has not yet passed GO is not eligible and triggers no auction.
0.7
No raising funds to buy or bid
Buying a property and bidding in an auction must be paid from money you genuinely have. You cannot mortgage, sell buildings, or trade to raise funds for either — those mechanisms are only for settling a debt you already owe.
0.8
Bankruptcy ends a player's game
A player who cannot pay what they owe and has nothing left to mortgage goes bankrupt and is out of the game.

1 Player Turn Tax

1.1
Wealth is taxed at the start of your turn
At the start of your turn, before you roll, the cash in your account is taxed and the money leaves the game. The brackets stack: 10% on everything over £10,000, plus 30% on everything over £15,000, plus 50% on everything over £25,000.

2 Dice Rolls

2.1
The third die moves everyone else
After you've moved, the third die decides how far every other player moves, in clockwise order. They each act on the space they land on.
2.2
Someone rolled your dice number
When another player rolls your personal dice number, you collect £100 from the bank — plus a third card at the end of your movement.
2.3
You rolled your own dice number
Rolling your own dice number pays you £100 from the bank and £100 from every other player — plus a third card at the end of your movement.
2.4
Doubles and triples have their own rules
Doubles and triples each carry their own additional rules — see the Double Dice Rolls and Triple Dice Rolls sections.

3 Movement

3.1
Starting direction
Every player begins the game travelling clockwise. Your direction changes only when a rule or card dictates — most commonly by rolling a double.
3.2
Direction is locked until you pass GO
You can't change direction until you've passed GO at least once. The first move off GO at the start of the game doesn't count.
3.3
Direction of travel
You always move in the direction you are currently facing — for your own roll, third-die movement, and card effects alike — so different players may be travelling in opposite directions at the same time.
3.4
Landing on a space performs its action
Any movement that brings you onto a space performs that space's action: your own roll, third-die movement, a double's forward/back moves, and card-driven movement. The only exception is a swap — a player moved onto a space by swapping places does not perform its action.

4 Double Dice Rolls

4.1.a
Double 1 — Snake Eyes
Rolling a double 1 (snake eyes) pays you £500.
4.1.b
Double 2 — everyone else misses a turn
Rolling a double 2 makes every other player miss their next turn. You still take your own extra roll for the double.
4.1.c
Double 3 — forward 3, then back 3
Rolling a double 3 moves you forward 3 spaces (acting on that space), then back 3 spaces (acting on that one too).
4.1.d
Double 4 — others move forward 4, then back 4
Rolling a double 4 moves every other player forward 4 spaces, then back 4, each acting on the spaces they land on.
4.1.e
Double 5 — you go forward 10, others back 10
Rolling a double 5 moves you forward 10 spaces and every other player back 10. You get no extra roll and miss your next turn.
4.1.f
Double 6 — back 12
Rolling a double 6 moves you back 12 spaces.
4.2
Collect a double card
The first thing you do on rolling a double is collect a Double card.
4.3
Doubles change your direction
After rolling a double you turn around and travel the other way — unless you haven't passed GO yet, in which case your direction stays locked.
4.4
Doubled fines
A fine from a card or a tax space is doubled if you arrived at that space as the result of a double roll.
4.5
Third-die movement between rolls
Before your next roll, every other player moves according to the third die, in clockwise order.
4.6
Three doubles in a row sends you to jail
Rolling three doubles in a row sends you straight to jail and ends your turn. The other players still take their third-die move for that roll.
4.7
Rolling a double resets your triples count
Rolling a double resets your triples-in-a-row count — doubles and triples can be chained (see Triple Dice Rolls).

5 Triple Dice Rolls

5.1
Collect a triple card
Rolling a triple grants you a Triple card.
5.2
Triple bonus
Rolling a triple pays you the triple bonus. The bonus grows by £500 every time you roll a triple.
5.3
Triples move only you
On a triple you move the combined total of all three dice, and no other player moves — there's no third-die movement.
5.4
Triples don't change direction
Unlike a double, rolling a triple does not change the direction you're facing.
5.5
Three triples in a row sends you to jail
Rolling three triples in a row sends you straight to jail.
5.6
Rolling a triple resets your doubles count
Rolling a triple resets your doubles-in-a-row count. Doubles and triples can therefore be chained so that neither count reaches three, in principle allowing an unending turn (in practice the probability rapidly becomes negligible).

6 Cards

6.1.a
Collecting a percentage card
You collect a Percentage Chance or Percentage Community Chest card when you land on the matching space while travelling anti-clockwise.
6.1.b
Percentage cards are capped by your buildings
A percentage card's amounts are scaled by your buildings: you realise 100% with at least one double hotel, 50% with any buildings, and 10% with none. Every payout and charge on the card is capped this way.
6.2.a
Collecting a third card on your dice number
You collect a Third card whenever your personal dice number is rolled — by you or by any other player.
6.2.b
Collecting a third card travelling anti-clockwise
You also collect a Third card when you collect a percentage card — that is, when you land on Chance or Community Chest travelling anti-clockwise.
6.3.a
Collecting a Chance card
You collect a Chance card when you land on a Chance space (the standard, clockwise case; landing anti-clockwise or via a double gives a Percentage Chance card instead).
6.3.b
Collecting a Community Chest card
You collect a Community Chest card when you land on a Community Chest space (the standard, clockwise case; landing anti-clockwise or via a double gives a Percentage Community Chest card instead).
6.3.c
Collecting a Tax card
You collect a Tax card when you land on a Tax space.
6.4
No Card when Advancing
You do not collect a card from the space you advanced to, unless it is Chance or Community Chest.
6.5
Cards may have multiple actions
A card may have multiple actions, and each action may offer different options.
6.6
Keeping and playing cards
Cards may be kept in hand and played later. Each card defines when it may be played: at any time on your own turn, whenever the card's condition applies, at any time at all, or a combination of these.
6.7.a
A NOPE cancels a card
A NOPE card cancels another card — for example, a Go To Jail card cancelled by a NOPE.
6.7.b
NOPE chaining
Another player may NOPE a NOPE, and this can be chained without limit.
6.7.c
NOPE hand limit
A player may hold a maximum of two NOPE cards.
6.7.d
NOPE is not a card type of its own
NOPE cards are not a separate card type — they occur within several card sets (Third, GO, and so on).
6.8.a
A card can lock you in jail
A card can keep you in jail so you cannot leave — by a double, by paying the fee, or by a release card — even though you still roll each turn, until the card's lock expires.
6.8.b
A card can let you collect rent in jail
A card can let you collect rent on your properties while you are in jail, overriding the usual rule that a jailed owner collects no rent.
6.8.c
A card can waive your jail fee
A card can waive the fee for your next jail exit, so you leave jail without paying — your leave cost (and its 50%-per-turn escalation) is otherwise unchanged.

7 Global Events

7.1
Only one global event at a time
At most one global event is active at any moment. Because every event card is a Double card, and rolling a double clears the active event, a new event always starts on the very roll that cleared the previous one — two can never run at once.
7.2.a
Utility rent event
A card can start a table-wide event that changes the rent charged on utilities. It stays active until any player rolls a double.
7.2.b
Station rent event
A card can start a table-wide event that changes the rent charged on stations. It stays active until any player rolls a double.
7.2.c
Tax event
A card can start a table-wide event that changes the tax paid on tax spaces. It stays active until any player rolls a double.
7.2.d
Jail event
A card can start a table-wide event affecting jail, so players pay the jail fee instead of being sent to jail. It stays active until any player rolls a double.
7.2.e
Free Parking event
A card can start a table-wide event affecting Free Parking. It stays active until any player rolls a double.
7.3
An event lasts until a double is rolled
The active global event is cleared as soon as any player rolls a double.
7.3.a
A downgraded double does not clear events
When a card downgrades your triple into a double, it does not count for clearing the active global event — the event stays active.
7.3.b
A converted triple still clears events
When a card converts your double into a triple, it still counts as a double for clearing the active global event — the event is cleared.

8 GO Space

8.1
Landing on GO grants a GO card
A player who lands on GO collects a GO card.
8.2
Passing GO clockwise
Passing GO while travelling clockwise pays you £200.
8.3
Passing GO anti-clockwise
Passing GO while travelling anti-clockwise pays you £100.
8.4
Landing on GO
Landing exactly on GO pays £200.

9 Just Visiting & Go to Jail Spaces

9.1
Each space grants its card
Landing on Just Visiting grants a Just Visiting card; landing on Go To Jail grants a Go To Jail card.
9.2
Go To Jail sends you to jail
Landing on Go To Jail sends you straight to jail (unless a card you draw says otherwise).

10 Jail

10.1
Roll a double to leave jail
Rolling a double (or triple) gets you out of jail — you then move as normal for that roll.
10.2
Three turns in jail, then you pay
You can stay in jail for at most three turns. If you haven't left by then, you must pay the jail fee (or use card) to leave on the third turn.
10.3
The jail fee grows each turn
The fee to leave jail starts at £50 and rises 50% for each turn you've spent inside (£50, then £75, then £113).

11 Free Parking

11.1
Collect the Free Parking card
You collect a Free Parking card and resolve it. If the card states otherwise, it supersedes the rules below for this space.
11.2
Resolution
When you land on Free Parking, exactly one of the cases below applies.
11.2.a
Free Parking fee when there's nothing to take
If the pot is empty, or you own no properties, you pay into Free Parking the difference between the two main dice times 100.
11.2.b
A double pays no Free Parking fee
Rolling a double or triple makes the two main dice equal, so the difference is zero — you pay nothing into Free Parking.
11.2.c
Taking from Free Parking is capped
When you take from Free Parking you collect up to £1000 from the pot — up to £2000 if you own a double hotel.
11.2.d
You also take the properties in Free Parking
When you take from Free Parking you also collect any properties currently sitting in the pot.
11.2.e
Hand a property in to take from Free Parking
To take from Free Parking you hand in one of your properties — one that isn't part of a set you've built on, and from a set you haven't handed in from before.
11.2.f
Purge when you've nothing eligible to hand in
If there's money to take but you have no property eligible to hand in, you purge one of your properties instead, and still take the money and any properties in Free Parking.
11.3
Hand-ins are tracked per set
Once you hand a property into Free Parking, you can't hand in any other property from that same set for the rest of the game.
11.4
Cards may change the payout
Cards held by the landing player or by other players can change the money outcome — you might collect nothing, collect the whole pot, or have all your money stolen.

12 Auctions

12.1
Declining or not affording sends it to auction
If you land on an unowned property you're allowed to buy but decline it or can't afford it, it goes to auction for the whole table.
12.2
Auctions open at half price
Bidding doesn't start at zero — the minimum bid is half the property's purchase price, and the auction opens there.
12.3
Who may bid
Every player may bid, including the player who declined the property and anyone in jail. Bids must be paid from money you genuinely have — no mortgaging, selling buildings, or dealing to raise a bid. A player who cannot afford the minimum bid takes no part in the auction.
12.4
Bidding order and raising
Bidding proceeds clockwise, starting with the player who landed on the property — or the next eligible player clockwise if they cannot afford the minimum. On your go you either raise above the current bid or pass; the amounts you may raise by follow the game's rounding rule.
12.5
Passing is final
A player who passes drops out of the auction for the rest of it and cannot re-enter.
12.6
Last bidder standing wins
The last player left in the auction wins, paying their current bid. If everyone else passes you win at the minimum — even the player who declined the property can end up forced to take it at half price.
12.7
Nobody can afford it
If no player can afford even the minimum bid, the auction is cancelled and the property stays with the bank.

13 Reserved Properties

13.1
Nobody completes a set until everyone can
No player may hold a complete colour set until every player is able to complete one. Until then, completing a set means reserving the final property instead of owning it.
13.2
Reserve the property that completes your set
If you land on the last property you need for a set while the reserve rule is active, you can reserve it for half its price instead of buying it.
13.3
A reserved property is inert
While a property is reserved it earns no rent, and no other player can buy it.
13.4
Unreserving
You may unreserve a property — adding it to your owned properties to complete the set — only once every other player also has a set, or a reserved property they are able to unreserve. Unreserving costs the full purchase price of the property.
13.5
A player short of funds does not block others
If you cannot afford to unreserve your property, that does not prevent other players from unreserving theirs or completing sets through deals.
13.6
Reserved properties end once someone has a set
As soon as a player breaks through to a complete set, the reservation rule is spent and no longer applies for the rest of the game.

14 Building Rules

14.1
Double hotels
Once you have built a hotel on every property in a set, you may build a double hotel on one of those properties. A double hotel costs the price of five houses.
14.2
One double hotel per set
A double hotel may be built on any colour set, and on as many of your sets as you like — but only one property per set may hold a double hotel.
14.3
Half-price building on a full street
A street is every set on one side of the board. If you own a complete street before any of its sets has been built on — neither now nor earlier in your ownership — you build on every set in that street at half the normal cost, keeping the discount while you own the whole street. Built-on history is per-ownership and resets when a property changes hands.

15 Stations

15.1
Stations cost more as you own more
A station's price rises with how many you already own: £200, then £250, then £300, then £400 for your fourth.
15.2
Mortgaged stations still raise the price
Stations you've mortgaged still count toward the price of your next station — you can't dodge the rising cost by mortgaging.
15.3
No surcharge for non-purchase acquisitions
You pay no surcharge for a station gained through Free Parking, a card, or a deal — the scaling price applies only to buying a station outright.

16 Utilities

16.1
Utility rent is a dice roll
Rent for a utility isn't fixed — it's the utility's multiplier times the dice that moved you onto it.
16.2
Which dice count for utility rent
If you landed on the utility on your own roll, it's the sum of your two main dice. If the third die moved you there, it's that third die alone.
16.3
Owning both utilities pays more
Owning a single utility uses the lower multiplier; owning both uses the higher one.

17 Mortgaging

17.1
Mortgage fee when you pass GO
Each time you pass GO you pay 20% of the purchase cost of every property you still have mortgaged.
17.2
Applies to forced mortgages
The pass-GO repayment applies to every mortgaged property, including any you were forced to mortgage.
17.3
Only properties still mortgaged at GO count
The 20% is charged only on properties still mortgaged at the moment you pass GO — whether during your own movement or third-die movement. A property unmortgaged before GO is passed is not charged.
17.4
A mortgaged property breaks its set's rent
A mortgaged property earns no rent and stops counting toward its set — so the rest of the set drops to single rent until you unmortgage it.

18 Loans

18.1
When a loan may be taken
You may take a loan whenever you cannot afford to pay what you owe from the money in your account. You are not required to mortgage your properties first — taking a loan and mortgaging are alternatives.
18.2
Loans cover what you can't pay
If you can't afford what you owe, you can take a loan from the bank for exactly the shortfall, rounded up to the nearest step according to the rounding rule. You don't have to mortgage first.
18.3
Keep up to £200 when taking a loan
When you take a loan you may keep £200 in cash — only money above £200 goes toward what you owe, and the loan covers the rest.
18.4
Maximum of three loans
You can have at most three loans outstanding at once.
18.5
Loan repayment when you pass GO
Each time you pass GO you repay 10% of the total you originally borrowed across your outstanding loans (never less than the smallest grid amount).
18.6
Oldest loan first; overpayment is lost
Repayments clear your oldest loan first. The full instalment is paid even if it's more than that loan needs — any overpayment is lost, not carried over to the next loan.
18.7
Paying more, or paying early
You may repay more than the minimum instalment when passing GO, and repay any amount toward a loan on your own turn. You may also take a loan to cover a loan repayment. As a loan carries no interest, the only cost of borrowing is the rounding/overpayment described above.

19 Purging

19.1
Building is blocked until the set is level again
After a property is purged, no other property in that set may be built on until every purged property has been built back up to the same level as the rest of the set — preserving the even-building rule.
19.2
When purging happens
You purge when you land on Free Parking but have no property eligible to hand in. A card may also force you to purge.
19.3
Purging other players
A card may give its holder the option to purge one or two of another player's properties, if the card states so.

20 Bankruptcy

20.1
Going bankrupt
You go bankrupt when you can't pay what you owe and have no way left to raise it — nothing to mortgage and no loan available. You can also choose to declare bankruptcy at any time to quit.
20.2
Bankrupt assets go to the bank
When you go bankrupt, all your money and properties return to the bank.
20.3
A creditor is still paid
If you were bankrupted by rent or a fine owed to another player, the bank pays that player the full amount.
20.4
Last player standing wins
The game is won by the last player left who hasn't gone bankrupt.