Monopoly City: Game Instructions
Ending the Game
When the game is over, add up your total worth by following these steps:
- Count your cash.
- 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).
- Add your cash total to your district total for your final amount.
- 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:
- Keep small batteries away from children. If swallowed, seek immediate medical attention.
- Always follow instructions carefully. Use only specified batteries and ensure correct polarity ([plus-symbol] and [minus-symbol] markings).
- Do not mix old and new batteries, or standard (carbon-zinc) with alkaline batteries.
- Remove exhausted or dead batteries from the product.
- Remove batteries if the product will not be used for a long time.
- Do not short-circuit supply terminals.
- If electrical interference occurs, move the product away from other equipment. Reset if necessary.
- Rechargeable Batteries: Do not mix with other types. Remove before recharging. Recharge under adult supervision. DO NOT RECHARGE OTHER TYPES OF BATTERIES.
The game includes an 'On/Off' switch for the trading unit.
Contents
- Gameboard
- 6 movers
- Buildings
- 22 District cards
- 25 Chance cards
- 6 Reminder cards
- 1 Rent Dodge card
- 2 dice
- 1 money pack
- 1 Trading unit
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? - Page 3
- How to Win - Page 3
- What's in the Game? - Page 4
- How Do I Set Up? - Page 5
- Trading Unit - Page 5
- How Do I Play? - Page 6
- Where Did You Land? - Page 7
- How to Auction - Page 8
- How to Build - Page 8
- Buildings - Page 9
- Stadiums, Skyscrapers, Monopoly Tower - Page 10
- Planning Permission - Page 11
- Bonus Buildings and Hazards - Page 12
- How Do I Charge Rent? - Page 13
- Deals, Mortgages and Bankruptcy - Page 14
- Free Parking and Jail - Page 15
- Ending the Game and Battery Information - Page 16
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
- You can build on every turn.
- Buy residential and/or industrial buildings to increase rent value.
- Residential buildings are cheaper but worthless if a hazard is built in the district. Industrial blocks are more expensive but safer investments.
- Build bonus buildings like schools and water towers to protect districts.
The Extras
- Own two districts of the same color to build a stadium and increase income.
- Own all districts in a color group to build a skyscraper, doubling rent value for that group.
- Own all districts in two color groups to buy the Monopoly Tower, doubling rent value for all your districts.
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?
- Place the gameboard on a flat surface.
- Separate the Rent Dodge card and place it near the Free Parking space.
- Give each player a Reminder card.
- Shuffle Chance cards and place them facedown.
- Each player chooses a mover and places it on the [GO-space].
- 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?
- Decide game length: until one player is bankrupt or for a set time (Trading unit signals hour intervals).
- Turn the Trading unit on.
- Players roll dice; highest roller goes first. Play proceeds clockwise.
- On each turn:
- A. Roll the dice and move your mover.
- B. Check where you landed.
- C. Build properties if desired.
- 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?
- Unowned District: Buy it at the listed price or auction it.
- District Owned by Another Player: Pay rent based on buildings (see page 14).
- Your Own District: If it has a railroad, you can move to another railroad district to buy or pay rent.
- Auction Space: Put any unowned district up for auction.
- Industry Tax Space: Pay tax if you own industrial buildings.
- Planning Permission Space: Build a hazard or a bonus building (see page 11).
- Free Parking: Take the Rent Dodge card.
- Chance Space: Draw a Chance card and follow instructions.
- Go to Jail: Move to the [jail-space] without collecting money if passing [GO-space].
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
- Build up to 8 blocks per district to increase rent value.
- Residential Buildings (Grey): Cheaper, but become worthless if a hazard is present.
- Industrial Buildings (Light Blue): More expensive, but unaffected by hazards.
- Railroads: Build on the outer track. Landing on a railroad allows movement to another railroad district. Pay rent if the district is owned by another player.
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.
- Skyscrapers: Build one per color group on a district you own all of. Doubles the rent value for that color group.
- Monopoly Tower: Buy and build on any district if you own all districts in two color groups. Doubles the rent value for every district you own.
Planning Permission
Hazards and bonus buildings are free and don't count towards the 8-block limit.
When landing on a Planning Permission space:
- Build a bonus building in a district you own.
- Build a hazard in another player's district (making their residential buildings worthless).
- Build a bonus building or hazard in an unowned district.
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:
- No buildings: Charge 'Land Rent' only.
- Residential/Industrial Buildings: Charge rent based on the number of blocks and the district card.
- Hazard: Count only industrial blocks. If a skyscraper or Monopoly Tower is present in the color group, double the rent.
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.