How to play MoneyMove
Roll, move, buy the streets you land on, and charge everybody else rent until you are the only one with money left. Here is the whole game in one page.
The short version
- Everybody starts with $2,500 and a piece on START.
- On your turn you roll two dice and move that many tiles.
- Land on an unowned street and you may buy it. Pass and it goes to auction.
- Land on somebody else's street and you pay them rent.
- Own every street of one colour and you can build houses, then a hotel.
- Run out of money with a debt you cannot pay and you are out.
- Last player standing wins.
Buying, and the auction
When you land on a street nobody owns, you can buy it at the printed price. If you say no, it does not just sit there — it goes to auction and everybody at the table can bid, starting at nothing. That is the single rule most people play wrong at home, and it is the one that makes the early game interesting: passing on a street is not free, because somebody else is about to get it cheap.
Rent, and completing a set
Rent is printed on each deed. Own every street of a colour and the rent on all of them doubles immediately, before you build anything. That is why a set you nearly hold is the most valuable thing on the board, and why the trade that completes somebody's set is the one to think hardest about.
Airports pay more the more of them you own. Utilities charge a multiple of the dice roll that landed you there.
Building
With a full set you can put houses on it, up to four, and then a hotel. Building is even: you cannot put a second house on one street until every street in the set has one. Rent climbs steeply — a hotel on a good set is how games end.
When you cannot pay
Owe more than you have and you go into debt. You can sell houses back, mortgage streets for half their price, or trade your way out. Money moves to whoever you owe as you raise it, so a debt is never a number that vanishes. If you genuinely cannot cover it, you are bankrupt and your whole estate — streets, houses, cash — goes to the player you owed. If you owed the bank, everything returns to the bank.
Prison
Land on Go to Prison, draw the card, or roll three doubles in a row, and you sit out until you roll a double, pay the fine, or use a card. In some games prison is the safest place on the board: you collect rent and cannot land on anybody else's hotel.
Trading
You can offer any combination of streets, cash and jail cards for any combination of theirs. The other player can accept, decline, or counter — and the offer shows both sides of the deal so nobody has to work out who is being robbed. Trades are how the middle of a game is actually won.
Vacation, and the pot
Free Parking is Vacation here. Fines and taxes go into a pot, and landing on Vacation collects it — and ends your turn. It is a house rule the whole world plays, so it is the default, and it can be switched off in the game settings along with double rent, auctions, mortgaging and even building.
Playing with friends
Create a game makes a private room. Share the link or the room code and anybody is at your table in one tap — in a browser, nothing to install. Add each other as friends with six-character friend codes and you can message, see when somebody is at a table, and drop straight in.
Questions people actually ask
How many people can play?
Two to eight. You can also share one device — Add player on this device gives another seat to whoever is sitting next to you.
Do I need an account?
No. Press Play now and you are in a game. Signing in keeps your coins and friends across devices and lets you enter tournaments.
What if my connection drops?
Your seat is held for three minutes and a bot covers your turns so the table keeps moving. Come back and everything is exactly as you left it.
Is it really free?
Yes. Coins buy pieces and avatars — a top hat, a rickshaw, a dragon — and change nothing about how the game plays.
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