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Monopoly/House Rules

The game of Monopoly has many variations, even in the rules. Many casual Monopoly players are surprised and disappointed to discover that some of the rules they are used to are not actually part of the official rules. However, since 2014 & 2015, famous house rules were added into the rulebook.

Free parking cash
A very common house rule is to have a pool of cash based on the Free Parking space placed in the center of the board. A player who lands on Free Parking collects the cash, and the pool is restarted. The pool may be built in several different ways, for example:

 * by placing a 100 bill from the bank into the pool at the beginning of the game and whenever it is emptied.
 * all fines and taxes go into the pool rather than to the bank.

 * some people place one of each bill into the pool instead of just a 500 bill.
 * some people put "Get Out of Jail Free" cards into Free Parking. Some return the cards upside-down to the bottom of their respective decks, placing only cash into Free Parking.
 * some people require every player who passes Free Parking without landing on it to pay in a specified amount.
 * Some see avoiding landing on other players' developed properties as sufficient reward and do not award a FP jackpot.
 * some people place the final unsold property into the pool as soon as the penultimate property has been purchased, and it must be won by whoever lands on Free Parking. Any player who lands on the property in question while it is in the pool may not buy it. Players pay the base rent price for landing on that property into Free Parking as long as it is in Free Parking. Some people place only cash into Free Parking.
 * Players moving out of jail are not entitled to receive any jackpot money if they land on Free Parking.

The more money is kept in or brought into circulation through this method, the longer the game will take; be aware that adding just a single rule from this list may add hours to game time, based on the number of players.

Go and movement
Many house rules contain some or all of the following provisions:

 * Awarding players 400 for landing on Go, either by dice or card. The card states '...collect 200'; double this amount.
 * Making explicit each player’s responsibility to collect 200 from the bank on passing Go. Each player has until the next player’s turn to collect salary, otherwise it is forfeit.
 * A player must completely travel around the board once (having collected 200 by passing Go) before he is allowed to purchase property.
 * If the previous provision is in effect, all players may purchase property once at least one player has passed Go.
 * Players are allowed to "Take a Chance" when they land on a Chance square. They have the option 1) to draw a Chance card, or 2) to do nothing and sit freely on the square. The players are allowed to trade, sell, and negotiate any Chance card. No choice is given, however, when landing on a Community Chest square; the player must draw a card from the appropriate deck.
 * "Go To The Airport:" If a player lands directly on Go, they have the right to buy a "plane ticket" with their 200 salary and "fly" directly to any square on the board. Or they may elect to accept their 200, remain on Go, and advance on the next roll.

Rents and auctions
The original folk game of Monopoly was played in 1910 as an auction monopoly derived from "The Landlord's Game." Auctions were very much a part of Monopoly until 1930s when the Quakers of Atlantic City eliminated auctions from Monopoly and assigned fixed prices on the board. Jesse Raiford made the fixed prices of Monopoly found on sets today.

Some house rules omit the auction rule. That is to say, when a player lands on an unowned property and elects not to purchase it (or in some cases, merely doesn't announce an intention to purchase it before the next player rolls the dice), the property remains unowned, rather than being auctioned among the players. Others opt for the opposite extreme. When a player lands on a property, they may only choose between engaging in a public auction for the property or passing. This serves to deplete cash reserves and to force players into making more strategic decisions.

Although, the rules explicitly state otherwise, some house rules prevent an owner from collecting rent or auctioning while in jail or if they do not notice that another player is on their property before the players turn is over.

Another rule limits the owner to collect only half the rent while in jail to discourage staying in jail.

In the official rules whereby the owner of a landed-on property has until the player has said that it is no longer their turn e.g saying “your turn” in many circles the rule used is that the owner must demand rent before the very next player states that their turn is over. The rules claim that if a player lands on somebody's property on a roll of doubles, he/she is not "staying the night" and therefore does not need to pay rent.

Some people play by a rule, which states that should a player land on a property and not win the auction, he or she must pay rent to the player who does. The player with the most assets wins.

If the owner of a property is within their own property they can not collect rent from other players landing on their property.

Mercy rule
When a player reaches a certain level of wealth determined by the players, that player automatically wins. When that happens, you have an option to get 1,000 or to get all the lots of any group that isn't owned by any of the players When dealing with cards swapping, cards that are under level 2 can be swapped. No cards over level 1 are allowed to be swapped unless all the players agreed.

Trades and negotiations
According to some home rules no property trading happens until all properties are owned by someone. At this point, play stops and a flurry of trading proceeds until all players are satisfied. Trades may be made regardless of a players turn in the game. If you are trading property for money and try to cheat the other player by giving him wrong bills but stated an amount you will be sent to jail for three turns and must pay double to get out of jail. You must then pay the player the correct amount. No property can be traded to be placed on a higher ranking square however if this square is controlled, a player can pay half a house cost to move an existing house.When a wild card says something strange is going on each of the players have to pick one of their cards to exchange. You may choose your property for a forced property swap you trade them a property and they let you choose yours.

Property improvements

A common house rule is to exclude the requirement of owning all properties of the same colour before being able to buy houses.

Another house rule; building houses is allowed once all properties of the same colour has been sold ignoring the original rule having to own all properties of the same colour. The maximum number of houses that can be built follows the original rules.

Another common house rule is to ignore the number of available houses the bank possesses allowing players to build them indefinitely. One way to keep track of this number of houses is to only place them on one property, signifying that number on all properties of that color group.

Some house rules allow a player to build a hotel directly, even if there's not enough houses in the bank (one hotel equals five houses). This way a building shortage only affects poor players.

Another common house rule allows players to build on a certain property only when they land on it. Combined with the requirement that properties in a colour group be developed equally, this makes development very slow as it can only be done one house at a time.

Property dealing
At the start of the game, players will draw numbers from a hat, and can choose which set of properties he or she will buy. The next player will go, and the railroads and utilities are treated as properties. For example, during a 3 person game:

Person #1 chooses Boardwalk and Park Place Person #2 chooses the railroads Person #3 chooses Atlantic, Ventnor, and Marvin Gardens Person #1 chooses Indiana, Illinois, & Kentucky Avenues Person #2 chooses States, Virginia, and St. Charles Place Person #3 chooses the utilities Person #1 chooses Baltic and Mediterranean Avenues Person #2 chooses Pennsylvania, Pacific, and North Carolina Avenues Person #3 chooses New York, Tennessee, and St. James Place The remaining property set (Connecticut, Vermont, and Oriental) is split between the 3 players.

Original rules for a short game (1-1 1/2 hours)
The official Monopoly rules allow five rules changes for this short game.

 * 1) During preparation, the banker shuffles and deals two Title Deed cards to each player. No payment of properties to the bank is required.
 * 2) You need only three houses (instead of four) on each lot of a complete color-group before you may buy a hotel. Hotel rent remains the same. The turn-in value is still one-half the purchase price, which in this game is one house less than in the regular game.
 * 3) If you land in jail you must exit on your next turn by using a "Get Out of Jail Free" card if you have (or can buy) one; or by rolling doubles; or by paying a fine of 50. Unlike the standard rules, you may try to roll doubles and, if failing to do so, pay the 50 on the same turn.
 * 4) The penalty for landing on Income tax is a flat 200 (i.e., the option to pay 10% of cash on hand is removed). The UK version of the game, as well as newer American versions, make Income Tax a flat tax anyway.
 * 5) The game ends when one player goes bankrupt. The remaining players value their property: a) cash on hand; b) lots, utilities, and railroads owned, at the price printed on the board; c) any mortgaged property owned, at one-half the price printed on the board; d) houses, valued at purchase price; e) hotels, valued at purchase price including the value of the three houses turned in. The richest player is then declared the winner.

Other short games (unofficial rules)
One way to shorten the game is to play for a predetermined amount of time. When the time limit is reached, the winner is the one with the greatest assets in cash, property, and houses. This method is used for tournament play.

Another way to create a shorter game is to randomly distribute a predetermined number of property cards before the start of the game.

A third way is to play until all have gone around the board a certain number of times.

Another way to end the game fast is to place an unused token on the board, every time the dice rolls 1 the token will move one space, 2 if the player rolls a double, once the token has gone around the board, the game is over and whoever has more money, wins.

Capitol hill variation

The origin of the capitol hill variation came from an attempt to add house rules that would make it more difficult for a player to establish a monopoly. It would also provide players who have emerged out of the early phases of the game at an asset disadvantage to level the playing field through simulated “government support.” These rules were originally intended to add to the game optional rules that would simulate anti-trust, labor, and welfare governmental regulations, but other rules have been used.

Rule additions or modifications appear in the form of bills, and the collection of bills from which a player can sponsor are located on the “docket.” The docket is agreed upon by players prior to the start of the game. The particular set of bills on the docket can vary with individual house rules, but usually at a minimum, they contain rules that simulate anti-trust, labor, and welfare regulations.

A sample docket could contain any or all of the following bills:

General play
Standard Monopoly rules apply except when a player lands on either Free parking or Go. When a player lands on either Free Parking or Go, the player, in lieu of collecting any funds to which he or she would otherwise be entitled, the player may instead opt to “go to Capitol Hill” to "lobby" for additions or modifications of certain rules of the game.

If the player chooses to go to capitol hill, he or she selects a bill to sponsor. After reading the bill aloud, the sponsor asks if anyone would like to join the caucus to support the bill.

The sponsor and the other caucus members then pay a fee to the bank to attempt to pass their legislation. If the caucus members represent a majority of the players then each player pays 200. Otherwise, each caucus member pays 500.

Passing legislation
The sponsor rolls both dice. If this roll results in a "majority vote" the legislation passes. The required roll to establish a majority vote depends upon the number of players in the caucus:

After passing the bill
After passing a bill, all non-caucus member players must pay to the Sponsor 100. Bills go into effect immediately after they are passed.

Repealing a law
It’s important to note, all laws, once enacted, can be repealed through the same process of enacting any other bill.

Miscellaneous

 * Six railroads: the two utilities are treated like additional railroads. They cost 200 to buy and can be mortgaged for 100. The rent for five railroads is 300 and for six railroads is 400. (An "Advance To Nearest Utility Card" can either be removed from the deck or changed to "Advance to Nearest Railroad and Pay owner twice the rental...")
 * Travelling railroads: whenever a player lands on a railroad, the player may choose to move his or her token to any other railroad owned by the same player. The player must pay rent even if he or she does not choose to travel. A player may travel on his or her own railroads for free. A player may not travel on unowned railroads. Travel is across the board, so a player does not get 200 for passing Go when he or she travels from Short Line to Reading Railroad. The owner of the railroads may not prevent the player from traveling. A player may travel to or from a mortgaged railroad. (NOTE: If a player travels from a mortgaged railroad to an unmortgaged railroad, he does not have to pay rent.)
 * Borrowing money from the bank: at any time a player may borrow 500 from the bank. Until the loan is paid off, the player will only receive 100 when passing Go, as interest. A player may not pay off the loan until he has passed Go at least once since borrowing the money. If you go bankrupt the creditor inherits your debt. Anyone who inherits a debt cannot pay it off until he has passed Go once since inheriting that debt.
 * Jailing cheaters: if a player is caught cheating by the other players, he or she must go directly to jail. They don't pass go or collect 200. After the normal procedure to exit jail, they still have to make the cheated players whole.
 * Mississippi bankruptcy: before a player (referred to as "the dealer") rolls the dice, there is a betting round, in which, starting from the dealer's left and moving clockwise around the table, each player (other than the dealer) is given the option of betting by placing money on one or more unowned properties around the board and/or on Free Parking. After the betting is completed, the dealer continues with his or her turn, and if the dealer rolls doubles, then the bank doubles all the money on the board. If the dealer rolls snake eyes, then the bank pays out 10 dollars for each dollar down. If the dealer lands on a property that has money on it, then as long as the player who put money down, put down at least 10% of the cost of the unowned property, then that player has purchased the right to bid in an auction for the property against the dealer and any other player who had put down at least 10% of the cost of the unowned property on that property. Also, those players' tokens are then moved directly to that property, without passing Go, without collecting 200. Bidding begins at the property's original cost. Players who lose an auction have to pay the winner rent. If none of the players bid on the property, then the property remains unsold, and no money changes hands. A player who wins an auction, if he or she has completed a set, does not have the option of building houses on said property, even if it is his or her turn, until after the losing player or players have paid their rent. If a player puts down money on Free Parking and the dealer lands on Free Parking, then the player's token is moved to Free Parking (without passing Go, without collecting 200). After the dealer's turn is completed, play continues to the dealer's left and the next player to roll the dice becomes the new dealer.
 * Mulitiple-board: if you have multiple Monopoly boards of different versions (ie. Original, dotcom, NHL, Canadian, Star Wars, etc.) you can overlap the corners of the boards with free parking above free parking or go above go. Each board will overlap at most two opposite corners.  You need different versions so you know which properties belongs to which board.  Starting money is 1,500 per board in play.  Rents for Utilities are 1: 5x roll, 2: 10X roll, 3: 15X roll, 4: 20X roll etc.  Railroad rents keep doubling: 1: 25, 2: 50, 3: 100, 4: 200, 5: 400, 6: 800, 7: 1,600 8: 3,200, etc. Play proceeds around the outer edge of the row of boards, so when you reach an overlapping square, you turn to the left.  When being sent to Go, or Jail you advance to whichever on would next appear in your travels.  When advancing to a specific railroad, utility or other property it is conceivable to pass by several Go spaces on your way depending on how many boards are in play.   Houses and hotels built, must be from the pieces available for that board. If you're playing with the free parking cash optional rule, there is a pot for each board, and you collect the pot for the board you were on when you rolled the dice to land on free parking.  Game time may be quite long or quite short - depending on whether one player manages to collect many of the railroads as large numbers of railroads are the quickest way to put an opponent out of the game!

A version of multiple-board Monopoly exists with different rule variations than those above. First, the "Go" spaces of the two boards overlap, effectively creating one "Go" space shared by both boards. Railroad rents max out at 200 as in a standard one-board game. So a player having 5 or more RRs still receives only 200 rent per RR (but obviously his chances of getting rent are greater). Utilities work similarly: Rent maxes out at 10x the roll, even if a player has three of more utilities. Also, if a player lands directly on "Go," he may choose to travel onto either board the following turn. This also applies at the beginning of the game when all tokens are on "Go." But, players must announce before the roll which board they will advance onto. Keep in mind that if a player does not land directly on "Go" he must advance onto the next board as normal. If playing with the Free Parking reward, the money is pooled into one kitty which is won by landing on either of the two Free Parking spaces. As for building properties, one must have the complete color monopoly (i.e. an Orange monopoly means SIX oranges). However, if a player has a monopoly on only one board, he may build up to 2 (TWO) houses on the properties until he obtains all six properties (or, in the case of Mediterranean/Baltic (Old Kent and Whitechapel) ( & Park Place/Boardwalk (Park Lane/Mayfair), all 4 properties). Once a 6-property monopoly is obtained (usually via trades), the player may build more than 2 houses. Houses of their respective boards are kept separate (32 houses, 12 hotels per board). Upon going to jail, the player goes to the jail on the board from whence he came. A player can never advance to the other board's jail. Regarding cards which require movement (excluding "Go To Jail" cards), the player must follow the instructions and move around the boards normally. So if a player hits the Boardwalk/Mayfair-side Chance and must move to Illinois Ave/Trafalgar Square for example, he moves to the other board's Illinois Ave/Trafalgar Square.
 * Not noticing when someone lands on your property ** The person that lands the property doesn't have to pay**

 * No players can donate or loan money to another player at any time.

title: Monopoly/House Rules


text:
Talk:Monopoly/House Rules

Transwiki and Page History
This article has been transwikied from House rules of Monopoly.
 * 11:48, 2 August 2005 Poccil
 * 11:47, 2 August 2005 Poccil
 * 12:27, 1 August 2005 MagicBez m (added extra kitty buidling system that i've seen used by various people in the UK)
 * 16:34, 31 July 2005 Poccil
 * 16:32, 31 July 2005 Poccil (removing phrases explaining feasibility of several house rules of Monopoly simply describing them is usually enough)
 * 23:35, 23 June 2005 216.240.4.115
 * 00:32, 17 May 2005 The wub (|Category:Monopoly)
 * 08:11, 23 April 2005 Jacj m
 * 11:41, 19 April 2005 Dainamo m
 * 11:39, 19 April 2005 Dainamo (Jail rule)
 * 18:38, 28 March 2005 66.92.165.123 (fix typo; change "all three properties" to "all properties")
 * 14:09, 8 March 2005 DesiPsycho (added one more common house rule)
 * 11:15, 30 January 2005 212.135.219.188
 * 10:41, 29 January 2005 24.80.97.229 (added a bracket)
 * 10:40, 29 January 2005 24.80.97.229
 * 07:43, 26 December 2004 82.32.83.19
 * 16:36, 22 December 2004 Susurrus m (wikilink)
 * 13:50, 22 December 2004 Susurrus (Spin-off from Monopoly article.)

Clean-up?
This page looks really ugly to me. Who am I, though? All the same, would anyone want to try to make it more legible, or would anyone want me to attempt it? There are, I think, too many "Some house rules...". If there's another way to put it, I'll be glad to clean it up myself. -- D. F. Schmidt 09:22, August 10, 2005 (UTC)

 * On Wikipedia this was originally a very brief section that was then split out of the main Monopoly article, so it's not written in an instructional way. I'm sure there will be some clever way to organise them together into groups. I've made a start on this, but feel free to improve on it. :) GarrettTalk 11:57, 10 August 2005 (UTC)

Thoughts for Consideration
Unlike the author of the book, THE MONOPOLY BOOK c. 1974, Maxine Bradley who claims that Monopoly is perfect and does not need any changes or improvements and that bedtime story that Darrow invented the game of MONOPOLY I believe the following:

Because Elizabeth Magie invented two games a] the Landlord Game and b] the basic monopoly game circa 1903 [see Arden DE Woolery board with the letters showing the groupings of the properties to form a monopolies ... that this was the starting point of what I call "folk monopoly" .. it was played extensively through the years until about 1932. There are several things which Dr. Ralph Anspach uncovered in his case of Anti-Monopoly versus General Mills, the owner of Parker Brothers in 1974. In 1983 the Supreme Court of the United States confirmed that the game of "folk monopoly" was played in the early 1920's and 1930's by various persons of different schools and towns and was unsuccessful patented because it was public domain. Dan Layman's Finance game is the monopoly/Finance game developed in 1932. he taught this game to Ruth Hoskins who took the game from Indianopolis back to Atlantic City in December 1930 and this version evolved into the reknown game of MONOPOLY under Hoskins Raifords Harveys thrashing many hours the rules, the fixed prices,'the street names where most of the members happened to live on'... they all wanted to honor someone on the team ... Raiford's prices match up so nicely balanced out Raiford's cloth was spelled correctly with " MARVEN Gardens" but Charles Todd's cloth was misspelled as "MARVIN GARDENS" .. Charles Darrow copied Todd's errors and then marketed the game as MONOPOLY... [Compare that with the unemployed story of Darrow sitting down on a table and remembering all the street names as the old Parker Brothers story was told] After Darrow presented this game to Parker Brothers, PB knew the game was in the public domain and made a corporate decision to privatize the game by applying for a patent and receiving it and getting rid of the cmpetition through lawsuits and secret deals pulled FINANCE, INFLATION, Landlord Game etc. off the market until Dr. Ralph Anspach was sued...

Having said the above story we can now say to all you folks. Let's revive the continued evolution of the folk game of monopoly with house rules and add ons and other things... in 1985 there was a little book put out called BEYOND BOARDWALK AND PARK PLACE ... Changing the utilities to Railroads and buy at double the list price ... or put it up for auction .. on thinking about this one, you can now understand the folk game of monopoly could easily be revived ...

Re: The strange rule of $500 in the middle for landing on Free Parking.

The Landlord's Game Patent of 1904 shows the square of Central Park Free sharing its space with the Poorhouse... is one I can trace to the patented rules of the game which states Public Park [Central Park Free? DL]: A player may stop is the "Public park" without paying anything. Poorhouse: If at stay time, a player has no money with which to meet expenses and has no property upon which he can borrow, He must go to the Poorhouse and remaun there until he makes such throws as will enable him to finish the round.

The printed version of 1910 now redated to 1906 states

Rule 10 - CENTRAL PARK is supposed to be maintained by public funds, therefore a player may stop in it, without paying anything.

Rule 12 - Poor House - If anytime a player has not enough money to pay his expenses, and cannot borrow any [see rule 16] or cannot sell or mortgage any of his property, he must go to the POOR HOUSE, where he remains until his next turn. THEN He throws again AND MOVES OUT IF HE CAN AFFORD TO MAKE THE MOVE.

New Ideas for consideration: When a player lands on a mortgaged property he pays 1/2 the rent owed on the property to the BANK. For example if someone has a mortgaaged property renting for $20 the bank collects $10 from the renter and the person mortgaging it collects NOTHING. If you are the one who mortgaged it you must pay $10 as well if you land on it. You also Mortgage the houses on the property rather than sell them at 1/2 the purchase price to the bank before mortgaging the property... For example if New York Avenue has a hotel sitting on it the bank would collect $ 500 rent from any player including the owner who mortgaged it in the first place. Any player may elect to buy the mortgaged property as follows:

Proper deed card  $100

4 houses $50 each $200

1 hotel $50

Total $350 plus $ 35 or $385 to get the property unmortgaged.

Thus this player may wind up with a single property with a hotel on it regardless of whether he owns the other two colour properties in the series. Add Cards in Chance/Community Chest as follows:

1 or 2 cards each 0f  "Builders On Strike - All property owners pay $10 to the Bank extra to build new houses. Effective until all players pass GO."

Up to 4 cards each of "Bank Foreclosure - Give up 1 property or 1 House or Hotel to the bank immediately"

1 or 2 each of "Bankruptc - hand All properties to the Bank and Restart from Go with $1000"

With these cards comes one more rule - to leave the game permanently you must be bankrupted by a player, not the card itself It also is possible to go bankrupt even though you may have houses on the property and don't owe money to anyone and have to start all over with a 2nd chance.

By adding these ards to Both Chance and Community Chest will mamke a more interesting game to play.

Building properties
"According to some house rules, you are able to buy houses and hoard them in order to prevent others from winning"

Don't read this part- This is the entire purpose of the game and I don't see how it could be considered a house rule. Unless Someone can point me to a rule saying you cant buy and keep properties this should be deleted or moved to strategy or something.

EDIT: I've just realized they were saying houses, not properties. This is still not really AGAINST rules but it does fit here better than I originally thought. Washyleopard (discuss • contribs)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Talk:Monopoly/House Rules


text:
Talk:Monopoly/Official Rules

Missing information on how the game ends
Need info: When you cannot pay the rent to another player, what happens you give all the stuff you have left to that player and lose the game

Transwikied Talk Page

 * Fritzlein was the only contributor, posted on date shown in his sig.

How/where would it be appropriate to discuss the proposal to move this page to Wikibooks? I oppose the article being moved. Perhaps there is no perfect place for the rules of Monopoly to live, but in my opinion this article is more encyclopedic than it is book-like. It is not a "how to play Monopoly article"; it doesn't even make sense by itself. A browser of Wikibooks would get nothing from it if we excised it from Wikipedia and dumped it there. It exists independently as an article only because someone thought the main Monopoly encyclopedia article was too long and wanted to chop that article into smaller pieces. The text still makes some sense as an extension of the Monopoly article which can be read or skipped at one's pleasure, but as a stand-alone Wikibook it would be totally orphaned.

The beginning tag challenges one to re-write the article to make it more encyclopedic. I would challenge anyone who moves it to Wikibooks to make it at all book-like. It would be great if there were a Monopoly Wikibook, and I hope someone writes one some day, but cutting and dumping won't make that happen. It's like the janitor saying "This footstool doesn't belong here with these wooden chairs," and therefore moving the footstool into a room with lots of benches. What has been achieved?

As you can see I feel strongly about this. On the other hand, I don't like edit wars, and I don't want to express my opinion by reverting changes that someone else makes. Is this the type of thing that gets talked about and/or voted on? Thanks in advance. --Fritzlein 22:59, 27 Apr 2005 (UTC)

Transwiki History
This article has been transwikied from Official rules of Monopoly.
 * 09:41, 1 August 2005 Poccil (→The game board)
 * 09:35, 1 August 2005 Poccil (→Properties, Rents, and Construction)
 * 16:14, 31 July 2005 Poccil (several changes)
 * 15:43, 31 July 2005 Poccil (remove notice to "move to Wikibooks"; will make adequate changes shortly)
 * 03:05, 9 July 2005 Dominus (→Bankruptcy and Resignation - xref House rules of Monopoly)
 * 03:04, 9 July 2005 Dominus (→Properties, Rents, and Construction - limit on houses and hotels)
 * 03:00, 27 June 2005 202.84.223.166 (→Doubles)
 * 03:00, 27 June 2005 Smoddy m (Reverted edits by 202.84.223.166 to last version by 24.242.191.2)
 * 13:10, 21 June 2005 24.242.191.2
 * 04:09, 21 June 2005 66.196.224.26 (→Doubles)
 * 13:31, 20 June 2005 Canderson7 m (rv to last version by 500LL)
 * 13:29, 20 June 2005 67.164.12.179 (→The game board)
 * 13:28, 20 June 2005 67.164.12.179 (→The game board)
 * 01:44, 27 April 2005 Cedar-Guardian (Move to Wikibooks)
 * 12:03, 25 March 2005 Zzyzx11 (added to :Category:Monopoly)
 * 10:30, 29 January 2005 24.80.97.229
 * 10:29, 29 January 2005 24.80.97.229 (Divided article)
 * 10:26, 29 January 2005 24.80.97.229
 * 11:37, 25 January 2005 Poccil (doesn't need cleanup)
 * 07:47, 26 December 2004 82.32.83.19
 * 16:38, 22 December 2004 Susurrus m (wikilink)
 * 13:55, 22 December 2004 Susurrus (Spin-off from Monopoly article.)

Note that before becoming its own page this info was also part of Monopoly (game).

Rules rewrite
Here is a rewritten version of the rules I plan to use to play the UK version of Monopoly. I believe I have improved the format but have extracted some rules from the official USA website and removed some statements I thought to be superfluous.

OFFICIAL RULES

One player becomes the Banker, who distributes assets from the Bank to the players. Each player receives £1500, divided as follows: two £500, two £100, two £50, six £20, five £10, five £5, and five £1. The Bank has 32 houses and 12 hotels, but never runs out of money. If necessary, the Banker can create more money to give to players. Basic Rules

If the player lands on an un-owned property, he may buy it for the price listed on that property's space. If he agrees to buy it, he pays the Bank the amount shown on the property space and receives the title deed for that property. If he decides not to buy it, the property is auctioned, and the bidding may start at any price. The highest bidder wins the property and pays the Bank the amount bid and receives the property's title deed. Railroads and utilities are also properties.

If the player lands on an un-mortgaged property owned by another player, he pays rent to that person, as specified on the property's deed.

If the player lands on his own property, or on property which is owned by another player but currently mortgaged, nothing happens.

A player wishing to sell an unimproved property at any time for cash must put the property up for auction to allow all players equal opportunity to purchase it. The property transfers to the highest bidder after payment. Properties traded for other properties involving cash are not subject to auction.

If the player lands on or passes Go he receives £200 from the bank. A player cannot receive any "Go" money if he forgot to get it when passing.

Two or more players making a deal, or "alliance" against any other player is strictly prohibited. There are no "immunities" in the game of Monopoly.

Doubles

A player who rolls doubles takes another turn after completing the first one (unless he was in Jail). If he rolls doubles again, he takes a third turn after completing the second. If, on the third turn, he rolls doubles again, he does not take that turn and goes to jail.

Jail

If the player lands on the Go to Jail square, he must move his token to Jail (without passing Go). If the player has a Get Out of Jail Free card he wishes to use or can buy one from another player, he moves his token to the "Just Visiting" part of the square.

If the player lands on or passes Go he receives £200 from the bank, unless he is going directly to Jail either by landing on "Go to Jail", drawing a Chance or Community Chest card directing the player to Jail or rolling three sets of doubles in a row.

If the player lands on Jail he is "Just Visiting" and does nothing. However, if a player is directed to go to Jail by a card, or from having landed on the Go To Jail square, or by virtue of having rolled doubles three times consecutively, their turn ends immediately, they do not collect £200 salary in that move since they must move their piece directly to Jail. They can get out by paying a £50 fine, using a "Get Out of Jail Free" card, or by rolling doubles. If a player refuses to pay the fine and fails to roll doubles, he loses his turn. If you succeed in throwing doubles you immediately move forward the number of spaces shown by your doubles throw.

If a player in Jail refuses to pay the fine three consecutive turns, and each turn fails to roll doubles, the £50 fine is assessed anyway (he may not use a "Get Out of Jail Free" card after failing to roll doubles the third time), and he moves the number of spaces on his last unsuccessful roll. While in Jail the player may buy and erect a House, sell or buy property, and collect Rent, even though they are in Jail.

Properties, Rents, and Construction

Properties are arranged in "colour groups" of two or three properties. Once a player owns all properties of a colour group (a monopoly), the rent is doubled on all unimproved lots of that colour group, even if some of the properties are mortgaged to the Bank, and the player may purchase either one to four houses or one hotel (which is equivalent to five houses) for those properties (as long as all properties of that colour group are not mortgaged to the bank), which raise the rents that must be paid when other players land on the property. The properties in a colour group must be developed evenly, i.e. each house that is built must go on the property in the group with the fewest number of houses on it so far. In other way of speaking, the number of houses of any properties of a same colour group must not be different to the other properties by more than one.

A hotel may be built on a colour group only after all properties in the group have four houses. A player purchases a hotel by paying the price of an additional house, and returning the four houses on that property to the bank in exchange for a hotel. If there are not enough houses in the bank for a player to build four houses on each property before building a hotel, the player may not skip directly to buying a hotel by paying the full price at one go.

The bank has a fixed supply of 32 houses and 12 hotels. If more players decide to build more houses at the same time than there are houses in the bank, the houses are auctioned off one at a time to the highest bidder. This rule favours the owners of expensive properties, for which the houses cost more in the first place, because the auction price of a house is not tied to the value of the property on which it will be placed.

At any time a player may, to raise cash, return hotels and houses to the bank for half their purchase price. If there are sufficient houses in the bank, hotels may also be "broken down" into a number of houses for the corresponding percentage of their purchase price. For example, hotels in one colour group may be replaced by two houses each, and for each hotel thus broken down, the player receives half the cost of three houses.

Loans / Mortgages

If a player does not have sufficient funds to pay off a rent or fee assigned by certain cards, he or she may take a loan from the bank by mortgaging one or more properties for half the property price. If a house is on a property to be mortgaged, you must first sell the house or houses to mortgage. A property does not collect rent while mortgaged and may not be developed.

To de-mortgage a property a player must pay "interest" of 10% in addition to the mortgage price. Whenever a mortgaged property changes hands between players, either through a trade, sale or by bankruptcy, the new owner must immediately pay 10% interest on the mortgage and at their option may pay the principal or hold the property. If the player holds the property and later wishes to lift the mortgage they must pay the 10% interest again as well as the principal.

There's four people active watching this page. Could one of you review the recent changes to this page for accuracy? -- Adrignola talk contribs 16:23, 26 March 2010 (UTC)

What happens if you need to break down a hotel, but there arent enough houses to do so. for example, say there are only 3 houses left, does that mean you cannot sell the hotel back at all? 15:15, 22 June 2010 (UTC)

Incorrect terms and new money distribution.
"If the player lands on The Dojo, Metro or Guns and Ammo, he or she must pay the Bank the amount on the square unless otherwise stated by a card. (these are in place of Tax items) If the player lands on a Beast Mode or Rooftop square, the player takes a card from the top of the respective pack and performs the instruction given on the card."

These seem like terms for a monopoly spinoff and I don't know why they would be on this wiki which unless I am much mistaken is for the original game.

Second, I have a newer version of the game and they have changed the original distribution of money to include only one 500, more 100s and 50s and less 20s which makes more sense for use in game as nothing costs over 500. I'm not at home though so I cant say the exact distribution. I don't think the current numbers should be changed but perhaps we could add reference to the new distribution. Washyleopard (discuss • contribs)

Spelling
There's bad spelling of "porperties" in the last sentence. I spent some time trying to find why I cannot simply press "edit" as in other pages and now gave up. Is this page blocked? 90.196.60.80 (discuss) 21:43, 10 January 2015 (UTC)

Remove non-official rules, errors and confusing statements
There were numerous errors in the Wikipedia article that were in direct conflict with the official rules published by Hasbro (http://www.hasbro.com/common/instruct/monins.pdf), and numerous confusing statements. Some comma mistakes.

I fixed the most egregious issues, pending approval now. Jtankers (discuss • contribs) 22:52, 25 July 2015 (UTC) Jtankers (discuss • contribs) 22:52, 25 July 2015 (UTC)

Erronious Houserule
The recent reversion re-added a houserule to the Loans section; the Bank *cannot* loan players $500.

title: Talk:Monopoly/Official Rules


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Monopoly/Official Rules

This section of the Monopoly wikibook will detail the official rules of the game. The object of the game is to drive all of your opponents into bankruptcy.

Setup
To prepare the game:
 * The board is laid out on the playing surface.
 * The Chance and Community Chest card decks are shuffled and laid face down on their designated positions on the board.
 * One player is selected to be the Banker. The Banker will manage the Bank's assets – dealing out title deeds, bonus money and buildings to players, collecting taxes and penalty money, and conducting auctions. The Banker may participate in the game if they want to, but they must keep their personal assets separate from the Bank's assets at all times.
 * Each player selects a token and places it on GO.
 * Each player is dealt 1,500: two 500 notes, four 100 notes, one 50 note, one 20 note, two 10 notes, one 5 note and 5 1 notes. The exact distribution may differ between editions.
 * Each player rolls the dice. The player with the highest total takes the first turn. In the event of a tie, roll again.

Basic Gameplay
A player's turn consists of that player rolling the dice and moving their token clockwise that many spaces around the board. Then, the player undertakes an action corresponding to the type of space they landed on. Then, their turn ends and play passes to the next player clockwise from them.

If a player rolls doubles (the same value on both dice), then after they have resolved the action for the space they landed on they are allowed to roll the dice again and take an additional turn. If they roll doubles a second consecutive time, they are allowed to take a second additional turn. However, if the player rolls doubles a third consecutive time they are "caught speeding" – they must go directly to Jail, and their turn is over.

Types of Spaces
There are two broad types of spaces in Monopoly – properties and action spaces.

Properties
There are 28 properties in the game, each of which has a title deed card associated with it, detailing rent, building cost and mortgage value. The properties are divided as follows:
 * Streets are the most numerous property – there are 22 streets in the game. Each street belongs to a colour set alongside one or two other streets. Starting from GO and proceeding clockwise, the colour sets are brown (purple in earlier editions), light blue, pink, orange, red, yellow, green and dark blue. Each street space has a coloured bar along the top indicating what colour set that street belongs to – this bar is also present on the title deed.
 * There are four railroads (also known as stations) located at the centre of each side of the board.
 * Finally, there are two utilities, the Electric Company and the Water Works. The Electric Company is in between St. Charles Place/Pall Mall and States Avenue/Whitehall, while the Water Works is in between Ventnor Avenue/Coventry Street and Marvin Gardens/Piccadilly.

Action Spaces
There are 12 action spaces, organised as follows:
 * Six card spaces, which are divided into three Chance spaces and three Community Chest spaces.
 * Two tax spaces, Income and Luxury.
 * The four corner spaces, which are GO, Jail, Free Parking and Go to Jail.

Landing on Spaces
When a player lands on a space, they take an action determined by the type of space they landed on:
 * If the player lands on an unowned property, they may choose to either buy the property or put it up for auction.
 * If the player chooses to buy the property, they pay the property's price, which is listed at the bottom of its space, to the Bank. Then the Banker gives them the property's title deed, which the new owner displays face up in front of them to designate that they own the property.
 * If the player chooses not to buy the property, the property is put up for auction by the Banker, where each player (including the player who deferred buying the property) attempts to out-bid their opponents. Bidding starts at 10 and may be increased by increments of as little as 1. Also, bidding does not have to follow turn order. Each player must make a bid that is 1 higher than the previous bid. Once bidding has reached a high enough amount that no-one wants to bid any further, the player who made the highest bid wins the property for the agreed price. They pay the agreed price to the Bank and receive the title deed. Also, if no-one wants to bid on the property, the property remains unsold and the title deed remains with the Bank.
 * If the player lands on a property that is owned by another player, the owner must ask them for rent.
 * If the owner asks for rent, the lander must pay the owner rent. The amount of money paid will be stated by the title deed:
 * For streets, rent is influenced by the street's monopoly status, development level and mortgage status.
 * For railroads/stations, rent is determined by how many railroads/stations the owner owns – one railroad/station gives a rent of 25, two railroads/stations 50, three 100 and all four 200.
 * For utilities, the total of the dice is multiplied by a number to give the rent amount. If the owner owns one utility the dice total is multiplied by four, and if the owner owns both utilities the dice total is multiplied by ten.
 * If the owner fails to ask for rent before the next player in turn order rolls the dice, the lander does not have to pay.
 * If the player lands on a Chance or Community Chest space, they must draw the top card from the appropriate deck. Then they follow the card's instructions, which will either involve paying or losing money or moving to a specific space. Once the instructions have been carried out, the card is returned to the bottom of the appropriate deck.
 * The exceptions are the Get Out of Jail Free cards, of which there is one in each deck. If the player draws a Get Out of Jail Free card, they must keep it face up in front of them until they are ready to use or trade it.
 * If the player lands on a tax space, they must pay the appropriate amount to the Bank.
 * In earlier versions of the game, a player who landed on Income Tax was given one of two choices – they could pay 200 as with later editions, or they could calculate 10% of their total net worth in buildings, cash and properties and pay that. Once locked in the choice was final – no leeway was given to reverse an unwise choice. The 10% option was eliminated in the September 2008 graphic redesign of the game.
 * If the player lands on Free Parking, Jail or a property that they own, nothing happens. The player will move from these spaces on their next turn.
 * If the player lands on Jail as part of a normal turn, they place their token in the "Just Visiting" section of the space. They are unhindered and may move from Jail on their next turn.
 * If the player lands on or passes GO, they receive a 200 salary from the Bank.
 * Finally, if the player lands on Go to Jail, they must move their token to the "In Jail" section of the Jail space immediately. They move directly into Jail, so they do not pass GO and do not collect a salary, and their turn is over.

Jail
A player will be sent to Jail if:
 * They land on the Go to Jail space.
 * They draw a Chance or Community Chest card that instructs them to "Go to Jail".
 * They roll doubles three consecutive times on the dice.

As already stated in the property actions heading above, If the player lands on Jail as part of a normal turn, they place their token in the "Just Visiting" section of the space. They are unhindered and may move from Jail on their next turn.

Whilst a player is in Jail, they will be unable to move. However, they may still take part in other actions, such as buying and selling buildings, taking part in auctions, collecting rent and trading.

In order to get out of Jail, a player has three options:
 * Pay a 50 fine, then roll and move as normal.
 * Use a Get Out of Jail Free card. The card is returned to the bottom of the appropriate deck, then the player rolls and moves as normal.
 * The player may roll the dice. If they roll a double, they are released from Jail. They will use the roll to move, but unlike a normal double they will not be allowed to roll again. If the player does not roll a double, they remain in Jail.

If the player fails to roll a double by their third turn in Jail, then if the third roll is not a double the player will be forced to pay 50. Then they use the roll to move.

Buying Buildings
If a player owns all of the streets in a colour set, they have a monopoly on that colour set. Rent on unimproved properties in that colour set will be doubled, and that player may start buying buildings on streets in that colour set to increase the rent, provided none of the properties in that colour set are mortgaged (which will be explained later).

Buildings may only be built on streets – not on railroads/stations or utilities.

There are two types of buildings in Monopoly: houses and hotels. Houses, which are coloured green, are always built first, followed by hotels, which are coloured red. A player may build buildings at any time they like – they do not have to wait for their turn. The prices of houses and hotels are listed on the street's title deed - 50 for the browns and light blues, 100 for the pinks and oranges, 150 for the reds and yellows and 200 for the greens and dark blues.

If a player wants to build a house on a street, they pay the amount listed on the street's title deed and take a house from the Bank, which they place on the colour strip running along the top of the street's board space.

Players must build evenly – if one street in the colour set has a house, a second house may not be built until houses have been built on the other streets. Likewise, a street with two houses may not receive a third until all of the streets in the colour set have two houses, and so on.

The maximum number of houses that may be placed on a street is four. After that, if all of the streets in that colour set have four houses, the player may pay to upgrade the houses to a hotel. The player pays the appropriate amount, then returns the four houses to the Bank and places a hotel on the street's colour strip. Once a street has a hotel it may not be improved further.

There are 32 houses and 12 hotels available from the Bank. If there are no houses left in the Bank, no player will be able to purchase new houses until houses are freed up, either from being upgraded to hotels or being sold. However, if a player has sufficient funds they may elect to upgrade a property directly to a hotel if they so wish. If no hotels are left in the Bank, then four-house groups may not be upgraded until new hotels become available.

The fact that players may buy buildings at any time may result in a situation where multiple players want to buy the last of a particular building. If this happens, the building(s) in question will be put up for auction, the auction working the same way as with a property auction.

Trading
A trade consists of a deal in which two players exchange some of their assets.

A player may propose a trade with another player at any point in the game, even when it is not their turn. There are three assets that may be involved in a trade – money, properties and Get Out of Jail Free cards. The amount traded is decided by the players making the deal.

If a player wishes to trade a street, any buildings on that street's colour set must be sold beforehand.

The player who has been offered the trade may accept, reject, or propose a counter-offer on their own terms.

Trades may not be used to loan or gift players money.

Help! I Can't Pay!
If a player finds that they owe money but do not have enough physical money to pay the debt, they will need to raise money to pay the debt. This can be done by selling buildings and mortgaging properties.

Selling Buildings
If a player wants to sell a building, they return the building to the Bank and collect the sale price, which is half of the initial purchase price for buildings in that colour set. Selling a hotel will immediately replace it with four houses. And like with buying buildings, buildings must be sold evenly across the colour set.

Mortgaging Properties
A player may mortgage a property once all of the buildings in its colour set have been sold. To mortgage, the property's title deed is flipped over, revealing the "mortgaged" side, and the player collects the mortgage value from the Bank. Whilst a property is mortgaged rent cannot be collected on it. However, mortgaged streets in a monopoly do not prevent the unimproved unmortgaged properties in that colour set from charging double rent. The boosted rent from owning multiple railroads/stations or utilities may be collected in the same manner even if some of those properties are mortgaged.

A player may unmortgage a property later if they have sufficient funds. To unmortgage a property, the player pays back the mortgage value + 10% interest and flips the title deed back over to its "unmortgaged" side.

If a player receives a mortgaged property through a trade or by bankrupting someone, they must immediately choose between unmortgaging the property or only paying the 10% interest and leaving the property mortgaged.

Bankruptcy and the End of the Game
If a player is in the very unfortunate situation where they have sold all of their buildings and mortgaged all of their properties, and still do not have enough money to pay a debt, that player is bankrupt, and they are out of the game. Their token is removed from the board, and what happens next depends on who bankrupted them:
 * If the player was bankrupted by another player, the debtor must immediately turn over all of their remaining assets to the creditor - money, properties and Get Out of Jail Free cards. If mortgaged properties are among these assets, the creditor will immediately have to decide to unmortgage the properties or keep the mortgages (which, if they are unlucky, could result in them going bankrupt too).
 * If the player was bankrupted by the Bank (e.g. via a tax they do not have the money to pay), the Bank will seize all of the debtor's assets – Any mortgaged properties have their mortgages cancelled, any money is returned to the Bank and any Get Out of Jail Free cards are returned to the bottom of the appropriate decks. Then, the Bank will auction off all the properties it has seized.

The game ends once all but one player is bankrupt – that player is the winner.

Short Game
The official Monopoly rules allow for a "short game" to be played if the players so want. A short game uses five alterations to the rules to speed up the progression of the game, as follows:

 * During preparation of the game, the Banker shuffles the title deeds and deals two deeds to each player. These deeds are free - no payment is required.
 * A player will only need to buy three houses on a street before they may upgrade to a hotel. The sale price is still half of the purchase price.
 * If the version of Monopoly being used offers the 10% option for Income Tax, then a flat 200 tax is imposed.
 * If a player is sent to Jail, they must exit on their next turn by any of the standard methods. If they try to roll doubles and fail, they must pay 50.
 * The game ends once one player is bankrupted. After that player's assets are turned over to the creditor, the remaining players count up their net worth, which consists of:
 * their cash on hand
 * all unmortgaged properties owned at the price printed on the board
 * all mortgaged properties owned at one-half of the price printed on the board
 * all houses valued at purchase price
 * all hotels valued at purchase price plus the value of the houses turned in
 * The richest player wins.

Timed Game
Another way to shorten Monopoly is to play a timed game. Before beginning play the players agree to a set length of time to play. Once this time elapses the game ends and the richest player wins.

The only alteration made to the rules is that during preparation of the game, the Banker shuffles the title deeds and deals two deeds to each player. The players must immediately pay the price of these properties to the Bank.

Other Notes

 * The Bank cannot go bankrupt. If the Bank runs out of money, the Banker may issue as much as needed by writing on any ordinary paper.

title: Monopoly/Official Rules


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Template:Monopoly/Header

> Strategy | Official Rules | House Rules | Stock Exchange | Beyond Boardwalk | Properties reference

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Monopoly/Stock Exchange

The goal of this section is to provide the definitive guide to 1936 Stock Exchange addon, including cards and such that can be printed out to replicate the features of the original game as closely as possible. These will likely be offered in Adobe Acrobat (PDF) format.

Note that 1992 edition produced by Chessex has some differences; additional content for it will be covered here.

Components
The following are required to play Stock Exchange:
 * rule sheet (what you're reading now, printable versions also available)
 * one Stock Exchange board space (see Printable Content below)
 * a full set of Advance to Stock Exchange cards to be inserted in the Chance and Community Chest decks (see Printable Content below)
 * thirty stock Shares, five each of the six different companies (see Printable Content below)

Setup
The Stock Exchange is what was the Free Parking square in standard Monopoly. Place the Stock Exchange space on it and fold the flaps underneath; some tape to join the two flaps to each other will make it more sturdy and able to be added and removed at will.

The number of Advance to Stock Exchange cards used varies according to the number of players to ensure the element of luck and randomness is common enough.

 * 2-3 players: 5 cards each deck
 * 4 players: 4 cards each deck
 * more than 4 players: 3 cards each deck

Please note: In the 1936 instructions, only 3 cards were added to each deck.

Landing on Stock Exchange
When a player lands on the Stock Exchange, he has the option of buying from the Bank one* Share of Stock in any Company he chooses, paying the Par Value Price printed on the Stock Certificates. If a player wishes to buy, he pays the bank for the Stock and receives a Stock Certificate in the company he selects. If the player declines this option, the Banker immediately offers this stock option for sale at Auction and sells it to the highest bidder.

Buying Stock
Original purchases of Stock can only be bought from the Bank, one Share at a time, when a player lands on the Stock Exchange. Stock can be mortgaged at one-half the Par Value Price, or can be sold to any player as a private transaction for any amount that the owner can get.

Dividends
Dividends are payable by the Bank to all shareholders upon any token landing upon the Stock Exchange, in accordance with the list printed on the Certificates held by the owner.

It is an advantage to own the entire block of Stock of a Company, as the Dividends increase considerably with the amount owned in any one Company.

Integration with Monopoly
The Stock Exchange space replaces Monopoly's traditional Free Parking. Insert the additional cards in the appropriate decks, and proceed with the game in accordance with the rules as per usual. Note that the "You get $45 from sale of stock" card is now treated as an "Advance to Stock Exchange" card.

Customizing the Game

 * some players like to be able to purchase one or two Shares of Stock at the same time. This may be done if agreeable to all players before starting the game.

1992 Updated Version
In addition to the "Advance to Stock Exchange" cards, special Chance and Community Chest cards affecting particular stocks are included. Also, American Motors is renamed Acme Motors, as at the time of its reissue, there was an ACTUAL car company with the older name (American Motors was later absorbed into the Chrysler Motor Corporation). Otherwise, this version of the game was functionally identical to its 1936 predecessor.

Printable Content
A replica of the 1936 version of the Stock Exchange corner square is available as a PDF replica.

The stock certificates have been replicated as of September 2006.

For making your own stocks (five copies of each), the table below provides the Par Value (purchase price), the dividend payments for levels of ownership, and the Loan Value (mortgage value).

In addition, there should be three "Advance to Stock Exchange" cards added to both the Chance? and Community Chest decks. The "From Sale of Stock You Get $45" Community Chest card can either be removed or treated as an additional "Advance to Stock Exchange" card. A set of these cards are available for printing as well.

External Links and References

 * original 1936 rules from Hasbro's replacement instructions database
 * 1992 edition rules (page 1, page 2) from BoardGameGeek entry on Stock Exchange
 * Pre-Parker Brothers Stock Exchange game pieces by Capitol Novelty Co

title: Monopoly/Stock Exchange


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Concepts of Computer Graphics/Output Space/Representing The Digital Image

Now that we have covered the basics of how we represent images and colors, we can combine that information into a more detailed picture of how a digital image is represented. We noted before that a digital image is just an array of color values, and now that we know a bit about how colors are represented as numbers in the RGB color space, we can combine that information to get a more detailed picture.

As you might expect, the digital representation of an image is simply an array of these triples of RGB values. Specifically, an image can be thought of as a rectangular grid of these color values. If we are dealing with an image we wish to be 800 by 600 pixels, then we would have an array which had 800 RGB color values across the width of the image, and 600 RGB color values down the length of the image.

As you might expect, it is convenient to reference any given pixel by its (x,y) coordinates. In this coordinate system, (0,0) is the upper-left-most pixel, and (width, height) is the lower-right-most pixel, where width and height represent the width and height of the image, of course (using the above example, they would be 800 and 600 respectively). Thus, as you move horizontally across the image the x values increase, while the y values increase as you move down the image, which can be counterintuitive at first.

This a fairly arbitrary organization (in fact, in some image formats, (0,0) is the lower-left-most pixel, as you might expect from the familiar Cartesian coordinate system), but it is the one we will assume throughout the book, and it is the most widely used organization in practice. There is a practical benefit to using this organization from the perspective of a computer designer, but the computer graphics programmer rarely sees the benefit from it. That benefit is this: when a computer monitor displays an image, it sweeps a beam of light, left to right, top to bottom across all the pixels on the monitor. Thus, as the image is being sent to the monitor, it makes the most sense to give it what it draws first first.

It is also worth noting that it is easy to convert from one representation to another. For example, if you wish to think of the screen as having the familiar coordinate system, then you could simply write your code the way you like and then reorder the rows later on, before it is displayed to the screen. Another alternative would be to replace each y coordinate you wish you access by (height-y). Thus, when you try to access what you think of as the bottom row of the screen (y=0), you will instead access (y=800-0=800), which is the bottom row of the screen as the computer monitor thinks of it. In the end, the pixels have to go in one direction or another, and this is a familiar and commonly used format.

In the computer's memory, the image is laid out in this very direct fashion, as one contiguous block of memory. Each pixel is assigned enough space for the three numbers representing its color components, and the first pixel in the image (0,0) is the first pixel in the memory block. At the next highest memory address is the next pixel in the row (1,0), and so forth. Eventually, the last pixel in the memory block is the one which is considered to be in the position (width, height).

As an example, let us say that we have an image in memory which is 800 by 600 pixels, the first pixel of the image is at memory address 100, and the size of each RGB component is given by r. Then the r bytes at address 100 are the pixel at (0,0), the r bytes at address 100+r are the pixel at (1,0), and the r bytes at address 100+2*r are the pixel at (2,0). If we wish to access the pixel data for the pixel at (5,5), we need to access the r bytes at 100+5*width*r+5*r. That is, we need to add to the base address the number of bytes in the first 5 rows (5*width*r), plus the number of bytes into the row that that pixel is at. In general, we can access the pixel (x,y) in memory by accessing baseAddress+y*width*r+x*r. This formula is not important to remember, but it is important to understand that the image data in memory is not two dimensional, it is one dimensional and we only give the data a two dimensional organization by how we interpret it.


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Muggles' Guide to Harry Potter/Index

This is a topical index to the Muggles' Guide. You can improve the Muggles' Guide by indexing more topics. A list of all modules in this wikibook can be found here.

0-9

 * 4 Privet Drive, Little Whinging, Surrey:Privet Drive
 * 12 Grimmauld Place:Order of the Phoenix/Chapter 4
 * Half-Blood Prince/Chapter 3
 * Grimmauld Place

A

 * Accio:Accio
 * Abbott, Hannah:Hannah Abbott
 * Abercrombie, Euan:Euan Abercrombie
 * Acromantula:Acromantula
 * Aguamenti:Aguamenti
 * Alohomora:Alohomora
 * Apparition, Apparition:Apparition
 * Avada Kedavra:Avada Kedavra
 * Avis:Avis
 * Azkaban Prison:Azkaban

B

 * Bagman, Ludo:Ludovic Bagman
 * Bane:Bane
 * Basilisk:Basilisk
 * Bezoar:Bezoar
 * Bell, Katie:Katie Bell
 * Billywig:Billywig
 * Binns, Professor:Professor Binns
 * Black, Regulus:Regulus Black
 * Black, Sirius:Sirius Black
 * Blood-Sucking Bugbear:Blood-Sucking Bugbear
 * Bloody Baron, The:The Bloody Baron
 * Bode, Broderick:Broderick Bode
 * Boggart:Boggart
 * Bole:Bole
 * Bones, Amelia:Amelia Bones
 * Bones, Susan:Susan Bones
 * Boot, Terry:Terry Boot
 * Borgin and Burkes: Borgin and Burkes
 * Bowtruckle:Bowtruckle
 * Brown, Lavender:Lavender Brown
 * Bubotuber:Bubotuber
 * Buckbeak:Buckbeak
 * Bullstrode, Millicent:Millicent Bullstrode
 * Burrow, The:The Burrow

C

 * Cadogan, Sir:Sir Cadogan
 * Canary Cream:Canary Cream
 * Centaur:Centaur
 * Chamber of Secrets:Chamber of Secrets
 * Chang, Cho:Cho Chang
 * Confringo:Confringo
 * Confundo / Confundus charm:Confundo
 * Conjunctivitus curse:Conjunctivitus
 * Corner, Michael:Michael Corner
 * Crabbe, Vincent:Vincent Crabbe
 * Creevey, Colin:Colin Creevey
 * Creevey, Dennis:Dennis Creevey
 * Crookshanks:Crookshanks
 * Crouch, Barty Jr.:Barty Crouch Jr.
 * Cruciatus:Crucio
 * Crumple Horned Snorkack:Crumple Horned Snorkack

D

 * Dark Mark:Dark Mark
 * Davies, Roger:Roger Davies
 * Dawlish:Dawlish
 * Defense Against the Dark Arts:Half-Blood Prince/Chapter 9
 * Delacour, Fleur:Fleur Delacour
 * Deluminator:Deluminator
 * Dementor:Dementor
 * Demiguise:Demiguise
 * Derrick:Derrick
 * Diagon Alley:Diagon Alley
 * Diffindo:Diffindo
 * Diggory, Amos:Amos Diggory
 * Diggory, Cedric:Cedric Diggory
 * Dippet, Armando:Armando Dippet
 * Diricawl:Diricawl
 * Disapparate:see Apparition
 * Disappearing Cabinets:Disappearing Cabinets
 * Disillusionment:Disillusionment
 * Dittany:Dittany
 * Divination:Divination
 * Dobby:Dobby
 * Dolohov, Antonin:Antonin Dolohov
 * Doxy:Doxy
 * Dragon:Dragon
 * Dumbledore, Aberforth:Aberforth Dumbledore
 * Dumbledore, Albus:Albus Dumbledore
 * Dumbledore, Ariana:Ariana Dumbledore
 * Dumbledore, Kendra:Kendra Dumbledore
 * Dumbledore, Percival:Percival Dumbledore
 * Dursley, Dudley:Dudley Dursley
 * Dursley, Marge:Marge Dursley
 * Dursley, Petunia:Petunia Dursley
 * Dursley, Vernon:Vernon Dursley

E

 * Edgecombe, Marietta:Marietta Edgecombe
 * Enervate:Enervate
 * Episkey:Episkey
 * Erumpent:Erumpent
 * Expelliarmus:Expelliarmus
 * Expecto Patronum:Expecto Patronum
 * Extendable Ear:Extendable Ear

F

 * Fat Friar, The: The Fat Friar
 * Fat Lady, The:The Fat Lady
 * Ferula:Ferula
 * Fidelius Charm:Fidelius
 * Figg, Arabella:Arabella Figg
 * Filch, Argus:Argus Filch
 * Finch-Fletchley, Justin:Justin Finch-Fletchley
 * Finnigan, Seamus:Seamus Finnigan
 * Fire-call:Fire-call
 * Firenze:Firenze
 * Fletcher, Mundungus:Mundungus Fletcher
 * Flint, Marcus:Marcus Flint
 * Flitwick, Filius:Filius Flitwick
 * Floo Network:Floo Network
 * Floo Powder:Floo Powder
 * Foe Glass:Foe Glass
 * Fudge, Cornelius:Cornelius Fudge
 * Furnunculus:Furnunculus

G

 * Gaunt, Marvolo:Marvolo Gaunt
 * Gaunt, Merope:Merope Gaunt
 * Gaunt, Morfin:Morfin Gaunt
 * Giant:Giant
 * Goblin:Goblin
 * Godric's Hollow:Godric's Hollow
 * Goldstein, Anthony:Anthony Goldstein
 * Goyle, Gregory:Gregory Goyle
 * Granger, Hermione:Hermione Granger
 * Grawp:Grawp
 * Grim:Grim
 * Grindylow:Grindylow
 * Grubbly-Plank, Wilhelmina:Wilhelmina Grubbly-Plank
 * Gryffindor, Godric:Godric Gryffindor

H

 * Hagrid, Rubeus:Rubeus Hagrid
 * Half-Blood:Half-blood
 * Half-Blood Prince:Half-Blood Prince/Chapter 9
 * Head Boy / Head Girl:Head Boy
 * Hedwig:Hedwig
 * Hermes:Hermes
 * Hinkypunk:Hinkypunk
 * Hippogriff:Hippogriff
 * Hog's Head Inn, The:Hog's Head Inn
 * Hogwarts School of Witchcraft and Wizardry:Hogwarts School of Witchcraft and Wizardry
 * Hogwarts Express:Hogwarts Express
 * Hogsmeade:Hogsmeade
 * Hogsmeade Station:Half-Blood Prince/Chapter 8
 * Hokey:Hokey
 * Hooch, Rolanda:Rolanda Hooch
 * Hopkirk, Mafalda:Mafalda Hopkirk
 * Horcrux:Horcrux
 * House-Elf:House Elf
 * House of Gaunt:House of Gaunt
 * Honeydukes:Honeyduke's Sweetshop

I

 * Imperio:Imperio
 * Imperius Curse:Muggles' Guide to Harry Potter/Magic/Imperio
 * see main entry under Imperio

 * Invisibility cloak:Half-Blood Prince/Chapter 8
 * Invisibility Cloak

J

 * Johnson, Angelina:Angelina Johnson
 * Jones, Hestia:Hestia Jones
 * Jordan, Lee:Lee Jordan

K

 * Kreacher:Kreacher
 * Krum, Viktor:Viktor Krum

L

 * Legilimency:Legilimency
 * Lestrange, Bellatrix:Bellatrix Lestrange
 * Lestrange, Rabastan:Rabastan Lestrange
 * Lestrange, Rodolphus:Rodolphus Lestrange
 * Lethifold:Lethifold
 * Levicorpus:Levicorpus
 * Little Hangleton:Little Hangleton
 * Lockhart, Gilderoy:Gilderoy Lockhart
 * Longbottom, Neville:Neville Longbottom
 * Love Potion:Love Potion
 * Lovegood, Luna:Luna Lovegood
 * Lovegood, Xeno / Xenophilius:Xenophilius Lovegood
 * Lupin, Remus:Remus Lupin

M

 * Macdonald, Mary:Mary Macdonald
 * Macmillan, Ernie:Ernie Macmillan
 * Macnair, Walden:Walden Macnair
 * Malfoy, Draco:Draco Malfoy
 * Malfoy, Lucius:Lucius Malfoy
 * Malfoy, Narcissa:Narcissa Malfoy
 * Manticore:Manticore
 * McGonagall, Minerva:Minerva McGonagall
 * Midgeon, Eloise:Eloise Midgeon
 * Mimbulus Mimbletonia:Mimbulus Mimbletonia
 * Ministry of Magic:Ministry of Magic
 * Moaning Myrtle:Moaning Myrtle
 * Montague:Montague
 * Mosag: see Aragog
 * Mobilicorpus:Mobilicorpus
 * Montague:Montague
 * Moody, Alastor "Mad-Eye":Alastor Moody
 * Moony:see Remus Lupin, Marauders
 * Morsmordre:Morsmordre
 * Mudblood:Mudblood
 * Muffliato:Muffliato
 * Muggle:Muggle
 * Muggle-born:Muggle-born

N

 * Nearly Headless Nick:Nearly Headless Nick
 * Nott, Theodore:Theodore Nott
 * Nox:Nox
 * Number 4 Privet Drive, Little Whinging, Surrey:Privet Drive
 * see main entry under 4 Privet Drive

 * Number 12 Grimmauld Place:Grimmauld Place
 * see main entry under 12 Grimmauld Place

O

 * Obliviate:Obliviate
 * Occlumency:Occlumency
 * Office of Detection and Confiscation of Counterfeit Defensive Spells and Protective Objects:Half-Blood Prince/Chapter 5
 * Ollivander:Ollivander
 * Omnioculars:Omnioculars
 * Orchideous:Orchideous

P

 * Padfoot:see Sirius Black, Marauders
 * Parkinson, Pansy:Pansy Parkinson
 * Parselmouth:Parselmouth
 * Parseltongue:Parseltongue
 * Patil, Padma:Padma Patil
 * Patil, Parvati:Parvati Patil
 * Peeves:Peeves
 * Pensieve:Pensieve
 * Petrificus Totalis:Petrificus Totalus
 * Pettigrew, Peter:Peter Pettigrew
 * Pigwidgeon:Pigwidgeon
 * Pince, Irma:Irma Pince
 * Podmore, Sturgis:Sturgis Podmore
 * Polyjuice Potion:Polyjuice Potion
 * Pomfrey, Poppy:Poppy Pomfrey
 * Portkey:Portkey
 * Portus:Portus
 * Potter, Harry:Harry Potter
 * Potter, James:James Potter
 * Potter, Lily:Lily Potter
 * Prang, Ernie:Ernie Prang
 * Prefect:Prefects
 * Prongs:see James Potter, Marauders
 * Pureblood:Pureblood
 * Put-Outer:Deluminator

Q

 * Quidditch:Quidditch
 * Quidditch captain:Quidditch captain
 * Quidditch World Cup:Quidditch World Cup
 * Quirrell, Professor:Professor Quirrell

R

 * Ravenclaw, Rowena:Rowena Ravenclaw
 * Red Cap:Red Cap
 * Renervate:Renervate
 * Riddle, Tom:Tom Riddle
 * Riddle Manor, Little Hangleton:Riddle Manor
 * Robards, Gawain:Gawain Robards
 * Rookwood, Augustus:Augustus Rookwood
 * Room of Requirement:Room of Requirement

S

 * Scabbers:Scabbers
 * Scourgify:Scourgify
 * Scrimgeour, Rufus:Rufus Scrimgeour
 * Sectumsempra:Sectumsempra
 * Serpensortia:Serpensortia
 * Shacklebolt, Kingsley:Kingsley Shacklebolt
 * Shrieking Shack:Shrieking Shack
 * Shunpike, Stan:Stan Shunpike
 * Sinistra, Professor:Professor Sinistra
 * Sir Cadogan:Sir Cadogan
 * Skeeter, Rita:Rita Skeeter
 * Skrewt:Skrewt
 * Slughorn, Horace:Half-Blood Prince/Chapter 4
 * Half-Blood Prince/Chapter 7
 * Half-Blood Prince/Chapter 8
 * Horace Slughorn

 * Slytherin, Salazar:Salazar Slytherin
 * Smith, Zacharias:Zacharias Smith
 * Snape, Severus:Severus Snape
 * Sorting Hat, The:Sorting Hat
 * Spinner's End:Half-Blood Prince/Chapter 2
 * Spinnet, Alicia:Alicia Spinnet
 * Splinch:see Apparition
 * Sprout, Pomona:Pomona Sprout
 * Squib:Squib
 * Strout, Miriam:Miriam Strout

T

 * Thomas, Dean:Dean Thomas
 * Time-Turner:Time-Turner
 * Ton-Tongue Toffee:Ton-Tongue Toffee
 * Tonks, Ted:Ted Tonks
 * Tonks, Nymphadora:Half-Blood Prince/Chapter 7
 * Nymphadora Tonks

 * Transfiguration:Transfiguration
 * Trelawney, Sybill (or Sibyll):Sybill Trelawney
 * Turpin, Lisa:Lisa Turpin
 * Twycross, Wilkie:Wilkie Twycross

U

 * Umbridge, Dolores:Dolores Umbridge

V

 * Vampire:Vampire
 * Vanishing Cabinets:see Disappearing Cabinets
 * Vector, Professor:Professor Vector
 * Veela:Veela
 * Venemous Tentacula:see Venomous Tentacula
 * Venomous Tentacula:Venomous Tentacula
 * Voldemort, Lord:Lord Voldemort

W

 * Waddiwasi:Waddiwasi
 * Wand:Wand
 * Warrington:Warrington
 * Weasley, Arthur:Arthur Weasley
 * Weasley, Bill:Bill Weasley
 * Weasley, Charlie:Charlie Weasley
 * Weasley, Fred:Fred Weasley
 * Weasley, George:George Weasley
 * Weasley, Ginny:Ginny Weasley
 * Weasley, Molly:Molly Weasley
 * Weasley, Percy:Percy Weasley
 * Weasley, Ron:Ron Weasley
 * Werewolf:Werewolf
 * Wingardium Leviosa:Wingardium Leviosa
 * Winky:Winky
 * Witherwings:Witherwings
 * Wood, Oliver:Oliver Wood
 * Wormtail:see Peter Pettigrew, Marauders

Z

 * Zabini, Blaise:Blaise Zabini
 * Zeller, Rose:Rose Zeller

title: Muggles' Guide to Harry Potter/Index


text:
Monopoly/Beyond Boardwalk

These rules are adapted from the book of the same name.

Richard Hutton and Noel Gunther, Beyond Boardwalk and Park Place : the Unauthorized Guide to Making Monopoly Fun Again. Toronto/New York: Bantam Dell Publishing Group, December 1986, ISBN 0553343416 (Paperback)

The goal of these rule changes is to decrease the ready money onhand and thus make properties available to more players. The luck of the game, one of its greatest criticisms, is significantly reduced.

Mortgages
There are no mortgages. If a player needs cash and must get it from a property, they must either sell to the bank (for half the listed price) or sell or trade it to another player.

Sales and auctions
The purchase price of all unowned properties is doubled—for example, Boardwalk/Mayfair now costs $800. This discourages players just rolling the dice and buying anything they happen to land on. If the player chooses not to buy it, it must be immediately auctioned.

Auctions start at half the traditional listing price (not the doubled price) plus $10. For instance, Boardwalk/Mayfair's printed price is $400, so bidding opens at $210.

The player who declined its purchase may make the first bid or pass, and bidding then moves clockwise around the table. Players can either increase the bid by a minimum of $5, or pass. Once each player has decided to pass on their current bid, the last bidder gets the property. They must then pay the agreed price regardless of whether they have the cash available; if they do not, traditional money-generating practises may be used (selling or trading properties). However, if the player finds himself unable to gather sufficient funds even after selling everything they own, they are declared bankrupt and are out of the game. This prevents players overbidding and then evading the debt in whole or in part.

New railroads
The two utilities are treated as railroads. The price changes from $150 to $200, just like any other railroad. Cards directing players to move to the nearest railroad will still apply to the original four railroads. The card representing "Advance to the Nearest Utility" (formerly paying 10 times the roll of the dice) is instead treated as moving the token to the nearest "utility" railroad and paying twice the rent due.

The new rent breakdown for railroads is:
 * 1 railroad ... $ 25
 * 2 railroads ... $ 50
 * 3 railroads ... $100
 * 4 railroads ... $200
 * 5 railroads ... $300
 * 6 railroads ... $400

Players may decide to change the last two values to have doubled ownership benefits like the originals did, thus being $400 and $800 respectively; this alteration of the guidelines above would make a rail baron an even more serious enemy than the six-railroad rules already do.

Building, rents and improvements
Players who own a complete color set do not have to build evenly. A player can choose to buy three houses and place them all on one property.

OPTIONAL: this was not covered in the book, but a potential alternate rule is that they must still wait until they have a full set of houses before being able to buy hotels, thus making uneven building only for housing.

Players must do any building improvements at the start of their turn before rolling the dice.

When in Jail, players cannot build or bid in auctions, and collect only half rent. This encourages getting out of jail as quickly as possible, as opposed to the official rules which encourages players to stay in jail to avoid landing on opponents' properties while still collecting rent on their own.

One dollar ($1) bills are removed from the game. All rent is rounded up so that the last digit is 5 or 0. For example, St James Place/Bow Street with $14 rent would instead collect $15; Mediterranean Avenue/Old Kent Road with $2 rent would instead collect $5.

Doubled rents (on undeveloped properties in a monopoly) are rounded after doubling, not before. For instance, an undeveloped St James Place/Bow Street with $14 rent would double to $28 rent in a monopoly, so would under these rules round up to $30; an undeveloped Mediterranean Avenue/Old Kent Road with $2 rent would double to $4 rent in a monopoly, and would thence round up to $5. (Mediterranean Avenue/Old Kent Road is the only property unaffected by the "doubling" rule under the new rounding rules, since the pre-doubling and doubled rents would both be $5.)

When not in debt to either another player or to the bank, a player may declare "voluntary bankruptcy". This may happen only once per game. The player returns all money, property, housing, and Get Out of Jail Free cards to the bank. He is then given $800 cash and the purple/brown properties, Mediterranean Avenue and Baltic Avenue (Old Kent Road and Whitechapel Road). If owned by another player, that player has no choice in the matter; they are given $120 compensation for each plus $50 per house and $250 per hotel that was erected on the properties before the sellout.

Any payment to the bank not for purchase of property or housing is put into the "kitty" in the centre of the board. This is collected either when landing on Free Parking or as instructed by a GO card. (In a variation that has helped keep the game more competitive, only half the amount - rounded up - goes into the kitty. For instance, on Luxury Tax, $40 would go into the kitty, and $35 would go to the bank.)

When a player lands on Income Tax they may calculate what 10% of their assets would come to before choosing which payment method to use.

As well as cash, property, and held cards, several new things are tradable: free rides (not having to pay rent when landed on), properties with strings attached (for example it will never be sold to a certain player), properties with permanent free rides available, and promises of rewards or protection from the outcome of future card draws.

Players can also counter-offer deals underway, and can even offer absolution from rent in advance for a decided sum up front.

When in Jail, players cannot improve properties, bid in auctions, or collect rent. This encourages players to exit jail as fast as possible, but can be utilized with a bit of strategic thinking.

Go cards
When landing on Go, the player collects $200 and must draw a Go Card. These new cards were invented exclusively for the book.

The twelve cards read as follows:
 * You decide to take up golf. Pay each other player $25 for private lessons.
 * The railroads announce a special youth fare. Deduct 50% from the rent the next time you land on someone else's railroad.
 * Advance to Free Parking and collect the kitty. Pay each other player $50 as a tip for parking your car.
 * You marry one of your tenants. Collect $25 from each other player as a wedding gift.
 * You've been elected sheriff. Send another player to Jail.
 * The railroads run late-- again. If you own any railroads, pay every other player $50 as a refund for poor service.
 * Your renovations pay off. Collect an additional $50 in rent from the next player to land on one of your properties.
 * The city condemns one of your buildings. Sell one building back to the bank at one-half the price you paid for it.
 * You win a night on the house. The next time you land on anyone else's property, you are excused from paying rent.
 * You hold a party to curry favor with community leaders. Pay $25 to the kitty to pay for the curry.
 * Your friends honor you as Tycoon of the Month. Collect $50 from each player.
 * Your brother-in-law becomes president of the bank. The bank will contribute $100 to your final bid in the next auction.

Optional rules
The book also provides a number of optional rules.

 * Build without owning the complete color set.
 * You have to pay $100 to the kitty for each building, and the buildings cost twice the list price. However when selling back it is still at half their old value.

 * Once per game, a player can choose to buy a property without landing on it by paying triple its list price.

 * Mortgages are once more allowed but each time a player passes Go there is a 10% penalty, the aggregate cost of their mortgaged properties.

 * A player can build houses during their turn only after rolling the dice.

 * Players can trade during an auction.

 * Trades can affect a player's right to bid.

 * Auctions have no minimum bid price set.

 * The first bidder may name any starting price.

The voluntary bankruptcy rules can also be tweaked.
 * If six players are left, the player receives $700
 * If five players are left, the player receives $750
 * If four players are left, the player receives $850
 * If three players are left, the player receives $950
 * If two players are left, neither can declare voluntary bankruptcy.

 * Each player has the option once per game to voluntarily send themselves to jail.

These rules (except the kitty) make for more interesting trades and a potentially shorter game.

The voluntary bankruptcy rule allows a losing player to get back into the game, whereas otherwise they would be taken out and have to sit and watch to see who wins. Voluntary bankruptcy lets players' final bankruptcies be closer together.

It is probably advisable to put the $1 bills back in the game so as not to slow things down with mathematical calculations.

Starting cash could be limited to $1000-$1200 as seen fit.

These adjustments to the above will create a much faster game (not quite as fast as the traditional rules) and most games will still see many players own at least one Monopoly.

Summary
We have often found that Monopoly becomes much more competitive - and interesting - when these rules are applied (although we use only the "normal" new rules, with the exception of putting half of taxes, fees, etc., into the kitty).

References and external links

 * Epinions.com review of the book, summarising the rules and contents
 * rec.games.board thread describing the rules in even further detail than what is covered here.

title: Monopoly/Beyond Boardwalk


text: Category:Book:Monopoly

title: Category:Book:Monopoly