Monopoly City: Game Instructions

Ending the Game

When the game is over, add up your total worth by following these steps:

  1. Count your cash.
  2. Calculate the rent value of all districts owned and add them together. The rent value is the amount another player would pay if they landed on that space (see page 13).
  3. Add your cash total to your district total for your final amount.
  4. The richest player wins!

Important Battery Information

Batteries Required: 2 x 1.5V AAA or R03 size (not included). Alkaline batteries recommended. A Phillips/cross head screwdriver (not included) is needed to insert batteries.

Caution:

The game includes an 'On/Off' switch for the trading unit.

Contents

Proof of Purchase

Contact Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll free).

HASBRO, PARKER BROTHERS, and MONOPOLY names and logos, the gameboard design, corner squares, MR. MONOPOLY name and character, and distinctive board/piece elements are trademarks of Hasbro. ©1935, 2008 Hasbro. All Rights Reserved. TM and ® denote U.S. Trademarks. Visit www.monopoly.com.

First Time You've Played?

Read through the booklet before starting, as there are differences from standard MONOPOLY. Try a practice round to get familiar with the game.

Color-coded pages provide essential information, while the rest of the booklet covers details.

Index

A detailed index lists game topics and corresponding page numbers.

What's It About? (The Important Bits)

Move around the board, buying districts and building a Monopoly metropolis. Land on an unowned district to buy it or put it up for auction.

The Basics

The Extras

How to Win

Be the richest player by buying districts, building on them, and charging rent. See page 16 for calculating final worth.

What's in the Game?

The game includes a gameboard, movers, buildings (residential, industrial, railroads, stadiums, skyscrapers, monopoly tower, hazards), district cards, chance cards, reminder cards, a rent dodge card, dice, money, and a trading unit.

Money Distribution: Each player receives 6 x $5M, 6 x $1M, 2 x $500k, 2 x $200k, 2 x $100k, 1 x $50k, and 5 x $10k. Remaining money goes to the bank.

Trading Unit: Features an 'Auction button' to time auctions and a 'Build button' to determine building eligibility (1, 2, or 3 blocks, or a railroad).

How Do I Set Up?

  1. Place the gameboard on a flat surface.
  2. Separate the Rent Dodge card and place it near the Free Parking space.
  3. Give each player a Reminder card.
  4. Shuffle Chance cards and place them facedown.
  5. Each player chooses a mover and places it on the [GO-space].
  6. Designate a Banker.

Banker's Role: Manage money, District cards, buildings, and auctions. Separate District cards by color and place buildings by color.

How Do I Play?

  1. Decide game length: until one player is bankrupt or for a set time (Trading unit signals hour intervals).
  2. Turn the Trading unit on.
  3. Players roll dice; highest roller goes first. Play proceeds clockwise.
  4. On each turn:
    • A. Roll the dice and move your mover.
    • B. Check where you landed.
    • C. Build properties if desired.
  5. Rolling doubles grants an extra turn.

Game Over: When the Trading unit beeps frequently (indicating an hour has passed), players calculate their total money and property value. The richest player wins.

Where Did You Land?

How to Auction

The Banker presses the 'Auction button' on the Trading Unit. Auctions last up to 50 seconds. The player who initiated the auction starts bidding. Any player can bid. The highest bidder wins when the red light flashes faster and stops.

How to Build

Press the 'Build button' on the Trading Unit. The number shown indicates the maximum blocks you can build (1, 2, or 3) or if a railroad can be built for free (indicated by a specific icon). Buildings can be residential, industrial, or a combination. They are purchased from the bank at the price on the District card.

You can build on any owned district, multiple districts per turn. The Build button can be pressed once per turn.

Buildings

Tip: Swap 1 and 2-block buildings for 3-block towers to save space.

Stadiums

Stadiums do not count towards the 8-block limit. They cost $2M. Build one stadium per color group on districts you own two of. Collect $1M each time you pass [GO-space]. Stadiums do not increase rent value.

Skyscrapers and the Monopoly Tower

These also do not count towards the 8-block limit.

Planning Permission

Hazards and bonus buildings are free and don't count towards the 8-block limit.

When landing on a Planning Permission space:

Important: Bonus buildings prevent hazards, and hazards prevent bonus buildings on the same district.

Bonus Buildings: School, Wind farm, Water tower, Park.

Hazards: Power station (3 blocks), Sewage plant (3 blocks), Prison (4 blocks), Rubbish dump (2 blocks).

Residential buildings in a district with a hazard become worthless. Hazards can be removed by paying $500k per block.

How Do I Charge Rent?

When a player lands on your district:

If a player cannot afford rent, they must mortgage a district or make a deal.

Rent Example: Central Quay (owned by player) with 4 industrial blocks and a skyscraper on Harbor Heights (same color group). The 2 residential blocks are worthless due to a hazard. Total rent: $7M (4 industrial blocks value x 2 for skyscraper).

Deals

Make deals to raise funds or acquire districts. Press the Auction button to start a timer for negotiations. Buildings must remain if a district is swapped or sold.

Mortgages

To raise money, mortgage districts by turning their District card facedown and collecting the mortgage value (equal to current rent value) from the bank. Buildings remain, but rent cannot be collected. To buy back, pay the mortgage value to the banker.

Bankruptcy

If unable to pay debts, you are bankrupt and out of the game. Return District cards to the banker for auction, or give remaining assets to the player you owe.

Free Parking

Landing here has no penalty. You can still collect rent and build. Collect the Rent Dodge card for one rent-free turn. Return it after use. If another player lands here before you use it, they get the card.

Jail

You go to jail by landing on the [jail-space] space, drawing a 'Go directly to jail' Chance card, or rolling three consecutive doubles. Your turn ends. You cannot collect money if passing [GO-space]. While in jail, you can collect rent and build on unmortgaged districts.

Getting out of Jail: Pay a $500k fine, use a 'Get out of jail free' card, or roll a double. If no double is rolled after three turns, pay the banker $500k and then move according to what you rolled.

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