Monopoly: Marvel Spider-Man Edition
Suit up as your favorite Spider-Hero to save New York City! Move around the board capturing as many super villains as you can. The more super villains you capture, the more rent you'll be able to collect from other players. If you're the last player with webs when all other players have gone bankrupt, you win!
Ages: 8+
Players: 2-6
Game Contents
- Gameboard
- 6 Tokens
- 6 Spider-Power Cards
- 24 Super Villain Cards
- 15 Daily Bugle Cards
- 15 Spider-Sense Cards
- 32 Blue Spider-Tracers
- 12 Red Spider-Bots
- 1 Cardboard Symbol of Great Responsibility
- 92 Cardboard Coins (50 Blue Webs, 42 Red Webs)
- 2 Dice
- Game Guide
What's Different About Monopoly Spider-Man?
Spider-Powers
Each hero token has a unique ability. When you pass GO, grab the Symbol of Great Responsibility. Whenever you have the Symbol of Great Responsibility, you get to use the ability on your character's Spider-Power card!
- Spider-Man (Peter Parker): Whenever a player lands on a Daily Bugle space, receive M1 from a player of your choice.
- Spider-Man (Miles Morales): Whenever you land on the same space as another player, receive M5 from them.
- Ghost-Spider: At any time, if you don't like your roll, you may reroll. You must then use your second roll.
- Silk: Whenever a player lands on a Spider-Sense space, receive M1 from a player of your choice.
- Spider-Ham: Whenever another player rolls doubles, receive M1 from them.
- Spider-Man 2099: Whenever you pass or land on the same space as another player, receive M1 from them.
Web Up Super Villains
When you land on a super villain space, you must use webs to capture that super villain. If you capture all the super villains in a color set, you can attach Spider-Tracers and deploy Spider-Bots and charge even more rent!
Take the Subway
When you land on a subway space, you may move to any property space on the board!
Daily Bugle Cards
When you land on a Daily Bugle space, draw a Daily Bugle card. These let you do things like steal webs from other players or make them skip their next turn.
Set It Up!
- Choose someone to be the Banker. The Banker manages the Bank's web supply, Spider-Tracers, Spider-Bots, Title Deeds, and auctions. The Banker can play but must keep their webs separate from the Bank.
- Banker, give each player: 5 x M1 webs and 5 x M5 webs (Total = M30). Keep the rest of the webs in the box as the Bank.
- Shuffle the Daily Bugle cards and place them facedown.
- Shuffle the Spider-Sense cards and place them facedown.
- Each player chooses a character, places their token on GO, and their Spider-Power card in front of them.
- Put the dice and the Symbol of Great Responsibility by the gameboard.
Play!
How to Win
Be the last player with webs when all other players have gone bankrupt!
Who Goes First?
Each player rolls both dice. The highest roller starts, and play moves to the left.
On Your Turn
- Roll both dice.
- Move your token clockwise that number of spaces.
- Carry out the rules of the space you landed on. See THE BOARD SPACES.
- Did you pass GO? Grab the Symbol of Great Responsibility!
- Did you roll doubles? Roll the dice again and take another turn. Warning: If you roll doubles 3 times in a row, you must immediately go to Jail! Do not complete your third turn.
- Your turn ends. Pass the dice to your left.
Start playing! Look up the spaces as you land on them.
The Board Spaces
Properties
There are two types of properties: super villains (in color sets) and alliances (Silver Sable and Black Cat).
Unowned Properties
- Want to buy it? Pay the price on the board space and take the super villain card or alliance from the Bank.
- Don't want to buy it? The Banker must auction it. Bidding starts at M1, and anyone can increase the bid by as little as M1. The Banker ends the auction when no player is willing to increase the bid. The highest bidder pays the Bank. If no one bids, the property remains with the Bank.
Collect Color Sets!
When you capture each super villain in a color set, you can double the rent for those super villains and deploy Spider-Tracers and Spider-Bots to charge even more rent. See SPIDER-TECH.
Owned Properties
When you land on a super villain that has been captured, the owner must ask you for rent. If they don't ask before the next player rolls, you don't have to pay.
- Super Villains: Pay the rent shown on the super villain card.
- Alliances (Silver Sable and Black Cat): Roll the dice to determine rent. If the owner has 1 alliance, rent is the amount of the dice roll. If the owner has 2 alliances, rent is double the dice roll.
Action Spaces
- GO: When you pass or land on GO, collect M2 from the Bank and immediately take the Symbol of Great Responsibility. Place it on your Spider-Power card to use your character's unique ability.
- Free Parking: Nothing happens.
- Just Visiting: If you land here, put your token in the Just Visiting section.
- Daily Bugle and Spider-Sense: Take the top card from the matching deck. Read it aloud and do what it says, or keep it if instructed. Return cards to the bottom of the deck after use.
- GO TO JAIL: Move your token to the In Jail space immediately! Do not collect M2 for passing GO. Your turn is then over. You may still collect rent, bid during auctions, buy Spider-Tracers and Spider-Bots, and trade while in Jail.
Getting Out of Jail
You have 3 options:
- Pay M5 at the start of your next turn, then roll and move as normal.
- Use a Get Out of Jail Free card (if you have one or buy one from another player). Put the card at the bottom of the appropriate deck, then roll and move.
- Roll doubles on your next turn. If you do, you're free! Use the roll to move, and that's the end of your turn.
You can use up to three turns to try for doubles. If you don't roll doubles by your third turn in Jail, pay M5, then roll again and move.
Subway
When you land on a Subway space, you may choose to move to any property on the board. Follow the rules of the space where you land. If you pass GO, do not collect M2 or the Symbol of Great Responsibility. If you have the Symbol of Great Responsibility, your ability does not apply to any characters you pass.
Spider-Tech
Attaching Spider-Tracers
As soon as you get a color set, you can start buying Spider-Tracers (you don't have to wait for your turn). Pay the Bank the cost on the super villain card and place a Spider-Tracer on that super villain. You must attach evenly; you cannot attach a second Spider-Tracer until one is attached to each super villain in the set. You can only have 4 Spider-Tracers on a super villain.
Deploying Spider-Bots
Once you have 4 Spider-Tracers on all super villains in a color set, you can pay to upgrade to a Spider-Bot. Pay the Spider-Bot cost on the super villain card, return all 4 Spider-Tracers to the Bank, and place a Spider-Bot on that super villain. You can only have 1 Spider-Bot per super villain. You can't add any more Spider-Tracers.
Not Enough Spider-Tech?
If multiple players want to buy the last Spider-Tracer or Spider-Bot, the Banker must auction it. Bids start at M1, and anyone can increase the bid by as little as M1. Payment goes to the Bank.
No Spider-Tech Left?
You can't buy any until someone sells theirs back.
Deals & Trades
You can buy, sell, or swap property with other players at any time. You must sell all Spider-Tech on a color set to the Bank before you can give a super villain back to the Bank or trade it to another player. You cannot sell or trade Spider-Tech to another player. Property can be traded for webs, other property, and/or Daily Bugle and Get Out of Jail Free cards. The amount is decided by the players making the deal.
Help! I Can't Pay!
- Try to make more webs: If you owe webs and can't pay, try to make more webs by selling Spider-Tech back to the Bank.
- Selling Spider-Tech: Sell Spider-Bots to the Bank for half the cost (rounding up), and exchange them immediately for 4 Spider-Tracers. Sell Spider-Tracers to the Bank for half the cost (rounding up). Spider-Tracers must be sold evenly across the color set.
- Still owe webs: If you still owe a player webs and don't have any Spider-Tracers or Spider-Bots to sell, give one of your properties to that player to settle your debt. If you still owe the Bank, return one property to the Bank.
- No properties left: If you don't have any properties left, you are bankrupt and out of the game!
Owe Another Player?
Give them any Daily Bugle and/or Get Out of Jail Free cards.
Owe the Bank?
Return any Daily Bugle and/or Get Out of Jail Free cards to the bottom of the appropriate deck.
The End of the Game
The remaining players keep playing until there is only one person left in the game. That player is the winner!