![]() The OBJECT of owning Property is to collect Rents from opponents stopping there. Otherwise, it is auctioned to the highest bidder. When a player's Token lands on a Property NOT already owned, she may buy it from the BANK. ![]() Starting from "Go" move Tokens around the Board according to the throw of the Dice. THE IDEA OF THE GAME is to BUY and RENT or SELL properties so profitably that one becomes the wealtiest player and eventually the WINNER. (These properties are referred to in these rules as "Lots".) Lots run from least valuable to most valuable around the board. They are grouped in pairs and singlets, ordered by colour, with each colour group occupying two or three of the four available spaces between every corner and a centre space. (10) The remaining squares on the board are improvable properties whose rent depends on how many buildings have been erected upon them. (The heavy but variable tax space is referred to in these rules as "Income Tax".) The one after is heavy but variable, the one before is light but fixed. (9) There are two tax squares, one two spaces before the salary space and one four spaces after. (It is referred to in these rules as the "Get Out Of Gaol Free" card.) For example, the Port Sorell Edition of Monopoly calls this card the "Get Out Of The Police Station Free" card. (These decks are referred to in these rules as "Chance" and "Community Chest".) One card in each deck is special, and is retained by a player to reduce the penalty of a stay in the second corner square. There is one of each in the two remaining rows. Two spaces (one for each deck) appear in the first and fourth clockwise rows, which means more penalties and bonuses around salary time. (8) There are two card decks, each consisting of sixteen cards, and having three spaces on the board each to force their drawing by a player. (These properties are referred to in these rules as "Utilities".) For example, the Port Sorell Edition of Monopoly calls these properties "Service Stations". (7) The second-to-last square in the third clockwise row and the second in the second are unimprovable properties whose rent depends on how many of them a player owns and what the dice throw is. (These properties are referred to in these rules as "Railway Stations".) For example, the Port Sorell Edition of Monopoly calls these properties "Shops". (6) The centre spaces of each edge, five spaces counted from each corner square, are unimprovable properties whose rent depends on how many of them a player owns. For example, the Port Sorell Edition of Monopoly calls this square "Go To The Police Station". It is so chosen to maximize the salary penalty for players landing there. (5) The fourth corner square (referred to in these rules as "Go to Gaol") sends tokens to the second corner space (referred to in these rules as "Gaol"). (4) The third corner square is a free resting place (referred to as "Free Parking" in these rules). For example, the Port Sorell Edition of Monopoly calls this square "The Police Station". It is so chosen to maximize the salary penalty for players resting there. (3) The next square in clockwise rotation, ten squares counted beyond the salary space is the resting space during lost turns (referred to as "Gaol" in these rules). (2) The corner squares may be labelled differently, but the starting square is the salary space (called "Go" in these rules), and salary is 200 currency units. (The currency used in these rules is dollars, which corresponds to the symbol "$".) (1) The currency used may differ, but it is irrelevant. Regardless of which edition you are playing, note the ten strategic invariants listed below. In such editions the properties available might be given different names or different tokens might be used, for example. However, the actual details of Monopoly can vary, with each variant called an "edition". Essentially Monopoly is a trading game of both luck and strategy played on the edge of a square board consisting of 40 spaces, most of which are the properties which can be traded.
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