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Monopoly: Super Mario Bros

Monopoly: Super Mario Bros Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Equipment
  • Setup
  • Play
    • Doubles
    • Passing GO
  • Buying Property
  • Paying Rent
  • Building Houses and Hotels
  • Selling and Mortgaging
  • Jail
  • Taxes, Chance, and Community Chest
  • Bankruptcy and Winning
  • Set It Up! (Super Mario Bros. Collector's Edition)
  • What's Different?
  • Each Player Starts the Game With
  • The Banker
  • The Bank
  • Speed Play Rules (Short Game, 60–90 minutes)
  • Play It Right!
  • Here's How to Play
    • How Do I Win?
    • Who Goes First?
    • On Your Turn
    • Where Did You Land?
    • Q: How Do I Get Out of Jail?
  • Help! I'm in Debt!
  • Don't Wait for the Dice!
  • Are You Ready to Power-up!?
  • Contents

Object of the Game

Become the wealthiest player through buying, renting, and selling property. The goal is to force every other player into bankruptcy; the last player remaining in the game wins.

Equipment

Gameboard; 2 dice; tokens (player pieces); 28 Title Deed cards (22 properties, 4 railroads, 2 utilities); 16 Chance cards; 16 Community Chest cards; 32 houses; 12 hotels; play money.

Setup

  1. Each player picks a token and places it on GO.
  2. Choose a player to be the Banker (they also manage the auctions). The Banker keeps their personal funds separate from the Bank's.
  3. The Bank pays each player $1,500, divided: two each of $500, $100, and $50; six $20s; five each of $10, $5, and $1.
  4. Place Chance and Community Chest cards face down on their spaces. The Bank holds all Title Deeds, houses, and hotels.

The Bank never "goes broke" — if it runs out of money it may issue as much as needed by writing on ordinary paper.

Play

Starting with the highest roller and going left, each player in turn rolls both dice and moves their token clockwise the indicated number of spaces. Two tokens may rest on the same space. Depending on where you land, you may buy property, pay rent, pay a tax, draw a Chance or Community Chest card, go to Jail, or otherwise act on the space.

Doubles

If you roll doubles, you move as usual, then take another turn. But if you roll doubles three times in a row in one turn, you go directly to Jail — do not pass GO, do not collect $200.

Passing GO

Each time your token lands on or passes over GO, the Bank pays you $200 salary.

Buying Property

When you land on an unowned property (street, railroad, or utility), you may buy it from the Bank at its printed price, receiving the Title Deed.

If you choose not to buy it, the Banker immediately auctions it to the highest bidder, starting at any price. Any player, including the one who declined, may bid; the property goes to whoever bids highest, who pays the Bank that amount.

Paying Rent

When you land on a property owned by another player, that owner collects rent per the Title Deed — but only if they ask for it before the second player after them rolls.

  • Streets: rent doubles if the owner holds all properties of that color-group (a monopoly) and it is unimproved. Rent rises steeply with houses and hotels.
  • Railroads: rent depends on how many of the four railroads the owner holds ($25 / $50 / $100 / $200).
  • Utilities: if one utility is owned, rent is 4× the dice roll that landed you there; if both are owned, 10× the roll.
  • A property that is mortgaged collects no rent.

Building Houses and Hotels

Once you own all the properties of a color-group, you may buy houses from the Bank to raise rents on those properties (even if the color-group properties are not all improved you must build).

  • You must build evenly: you cannot build a second house on a property until each property in that group has one, and so on.
  • When you have four houses on each property in the group, you may buy a hotel (returning the four houses to the Bank plus the hotel price). Only one hotel per property.
  • Building shortages: if the Bank has no houses, you must wait for another player to return some. If several want the limited supply, the Banker auctions them one at a time.

Selling and Mortgaging

  • Houses/hotels may be sold back to the Bank at half their purchase price. You must sell evenly (in reverse of the way you built). A hotel sells back for the price of the five houses it replaced.
  • Unimproved property may be mortgaged for the value printed on its Title Deed; flip the deed face down. To lift the mortgage, pay the Bank the mortgage value plus 10% interest. You cannot mortgage a property that still has buildings — sell those first.
  • You may sell unmortgaged, unimproved properties to other players in private deals for any agreed amount.

Jail

You land "In Jail" only when: you land on Go To Jail, draw a card ordering you there, or roll doubles three times in one turn. (Landing on the "Just Visiting" corner space by normal movement does not put you in jail.)

To get out of Jail:

  • Pay $50 before rolling, on any of your next turns, or
  • Use a Get Out of Jail Free card, or
  • Roll doubles on any of your next three turns — if you succeed, move the shown amount (you do not take another turn for these doubles).

If you fail to roll doubles by your third turn in Jail, you must pay the $50 and then move the amount you last rolled. While in Jail you may still collect rents and trade.

Taxes, Chance, and Community Chest

  • Income Tax: pay the amount shown to the Bank (classic editions let you pay a flat sum or a percentage of total worth).
  • Luxury / Super Tax: pay the fixed sum shown.
  • Chance / Community Chest: draw the top card and follow it, then return it to the bottom of its pile (keep any "Get Out of Jail Free" card until used or sold).

Bankruptcy and Winning

You are bankrupt if you owe more than you can pay, even after selling buildings and mortgaging property.

  • If you owe another player, you turn over all your cash and assets to them. Mortgaged properties transfer too; the new owner must immediately pay the Bank 10% interest and may lift the mortgage then (for its value + 10%) or later.
  • If you owe the Bank (taxes or penalties), you turn all assets over to the Bank, which then auctions each property.

Once bankrupt, you are out of the game. The last remaining player wins. (For a timed game, agree an end time in advance; the richest player by total assets then wins.)

Set It Up! (Super Mario Bros. Collector's Edition)

Shuffle the ? BLOCK cards and place them face down here. Shuffle the WARP PIPE cards and place them face down here.

Choose from six Collectible tokens designed with the Super Mario Bros. enthusiast in mind. Which will you be? Mario, Luigi, Princess Peach, Toad, Super Mushroom or 1-UP Mushroom? Place your token on the GO space.

What's Different?

  • Houses and hotels are Goal Poles and Castles, respectively.
  • VINE, LIFT, CLOUD LIFT and TRAMPOLINE replace the traditional railroad spaces.
  • Gameboard spaces and corresponding Title Deed cards feature levels. All property values are the same as in the original game.

Each Player Starts the Game With

The sheet shows the starting money as artwork: a stack of Super Mario Bros. Money in each denomination (500, 100, 50, 20, 10, 5, and 1). Transcriber's note: the per-denomination counts printed beside the artwork are not reliably legible in the source scan, so they are not transcribed here; use the counts on the printed sheet.

The Banker

Choose a player to be the Banker who will look after the Bank and take charge of auctions.

It is important that the Banker keeps their personal funds and properties separate from the Bank's.

The Bank

  • Holds all money and Title Deeds not owned by players.
  • Pays salaries and bonuses to players.
  • Collects taxes and fines from players.
  • Sells and auctions properties.
  • Sells Goal Poles and Castles.
  • Loans money to players who mortgage their property.

The Bank can never go broke. If the Bank runs out of money, the Banker may issue as much as needed by writing on ordinary paper.

Speed Play Rules (Short Game, 60–90 minutes)

Transcriber's note: the sheet's heading says "four changed rules for this Short Game," but only three numbered rules are printed. They are transcribed as printed.

  1. During PREPARATION, the Banker shuffles then deals three Title Deed cards to each player. These are Free. No payment to the Bank is required.
  2. You need only three Goal Poles (instead of four) on each property of a complete color group before you may buy a Castle. Castle rent remains the same. The turn-in value is still one-half of the purchase value, which in this game is one Goal Pole less than in the regular game.
  3. If you land in Jail you must exit on your next turn by (1) using a Get Out of Jail Free card if you have (or can buy) one; (2) rolling doubles; or (3) paying $50. Unlike the standard rules, you may try to roll doubles and, failing to do so, pay the $50 on the same turn.

End of Game: The game ends when one player goes bankrupt. The remaining players add up their: (1) Dollars on hand; (2) properties owned, at the value printed on the board; (3) any mortgaged properties owned, at one-half the value printed on the board; (4) Goal Poles, counted at the purchase value; (5) Castles, counted at purchase value including the amount for the three Goal Poles turned in. The most powerful player wins!

Play It Right!

Many players like to devise their own house MONOPOLY rules. This is fine, but such rules often make the game last longer. In the official rules players may never loan each other money or trade promises not to charge rent in the future, etc. All tax and penalty fees are payable to the Bank and should not be stored under the Free Parking space or anywhere else!

Remember: your aim is not just to get rich. To win you must make every other player BANKRUPT!

Here's How to Play

How Do I Win?

Be the only player left in the game after everyone else has gone bankrupt.

Do this by: buying properties and charging other players rent for landing on them.

Collect groups of properties to increase the rent, then build Goal Poles and Castles to really boost your income.

Who Goes First?

Each player rolls the two dice. The highest roller takes the first turn.

On Your Turn

  1. Roll the two dice.
  2. Move your token clockwise around the board the number of spaces shown on the dice.
  3. You will need to take action depending on which space you land on. See Where Did You Land? below.
  4. If your move took you onto or past the GO space, collect $200 from the Bank.
  5. If you rolled a double, roll the dice again and take another move (steps 1–4). Watch out! If you roll doubles 3 times on the same turn, you must Go to Jail.
  6. When you finish your move and action, pass the dice to the player on your left.

Where Did You Land?

1: An Unowned Property. There are three types of properties: Levels, Movers, and Fire Flower & Super Star.

You can buy the property you land on for the listed price on the board space. Pay the Bank, then take the Title Deed card that matches the property and place it near you, face up.

If you don't want to pay the listed price, the property goes up for auction.

When buying property you should plan to acquire groups. For example: if you buy a green level, you should try to get the other two green levels during the game. Owning groups earns you more rent when other players land on them and lets you build on your levels for even bigger profits.

2: A Property Owned By Another Player. If you land on another player's property you must pay rent to them as shown on the Title Deed card. You do not pay rent if the property is mortgaged (its Title Deed is face down). Important: the owner must ask you for the rent before the player to your left rolls the dice. If they forget to ask, you don't have to pay!

  • Levels: The rent for an unimproved level is printed on the matching Title Deed card. This is doubled if the owner owns all levels in its color group and none of them are mortgaged. If the level is improved with Goal Poles or Castles, the rent will be much higher — as shown on the Title Deed card.
  • Movers: Rent depends on how many Movers the other player owns. 1 Mover: $25; 2 Movers: $50; 3 Movers: $100; 4 Movers: $200.
  • Fire Flower & Super Star: Roll the dice and multiply the result by 4 — this is the rent you must pay. If the owning player owns both Fire Flower & Super Star, multiply the result by 10!

3: ? BLOCK or WARP PIPE. Take the top card from the appropriate pile, follow the instructions on it immediately, then return it face down to the bottom of the pile. If it is a Get Out of Jail Free card, keep it until you need to use it or sell it to another player.

4: Attacked by a Goomba / Attacked by Bullet Bill. If you land on one of these spaces, you must pay the Bank the amount shown.

5: Go to Jail. If you land on this space, you must move your token to the Jail space immediately. Important: You do not collect $200 for passing GO if you are sent to Jail. As soon as you are sent to Jail, your turn ends — pass the dice!

Other ways to end up in Jail…

  • Draw a ? BLOCK or WARP PIPE card that tells you to Go to Jail.
  • Roll three doubles in a row on your turn.

6: Jail (Just Visiting). Don't worry! If you finish your normal move on the Jail space, nothing happens. Make sure you put your token on the JUST VISITING section.

7: Free Parking. Relax! Nothing bad (or good) happens.

8: A Property That You Own. Nothing happens. But you're not making any money!

Q: How Do I Get Out of Jail?

A: You've got 3 options…

i. Pay $50 at the start of your next turn, then roll and move as normal.

ii. Use a Get Out of Jail Free card if you have one or buy one from another player. Put the card at the bottom of the appropriate pile, then roll and move.

iii. Wait three turns. On each turn roll the dice; if you get a double, move out of Jail and around the board using this roll. If you do not get a double on your third roll, you must pay $50 to the Bank, then move the number of spaces rolled.

Help! I'm in Debt!

If you ever owe the Bank or another player more cash than you have, try to raise the money by selling Goal Poles and Castles and/or mortgaging properties.

If you still owe more than you have, you are BANKRUPT and out of the game!

  • Pay whatever money you were able to raise.
  • If the debt is to another player — give them all your mortgaged properties and any Get Out of Jail Free cards. The player must pay 10% interest on each mortgaged property, even if they don't want to pay off the mortgage yet.
  • If your debt is to the Bank — all your mortgaged properties must be put up for auction. These are sold unmortgaged (face up). Return any Get Out of Jail Free cards to the bottom of the appropriate piles.

Don't Wait for the Dice!

You can do the following even when it isn't your turn — even if you're in Jail!

1: Collect Rent. If another player lands on one of your unmortgaged properties, you can demand rent from them as shown on the Title Deed — see Property Owned By Another Player above.

2: Auction. The Banker holds an auction when…

  • A player lands on an unowned property and decides not to buy it for the listed price.
  • A player goes bankrupt and turns over all his or her mortgaged properties to the Bank, which are auctioned unmortgaged (face up).
  • There is a Goal Pole/Castle shortage and more than one player wants to buy the same Goal Pole(s)/Castle(s).

Auction bids can only be made in cash. Any player can start the bidding for as little as $1. If no one makes a higher bid, the last player to bid must buy the property.

3: Build. When you own all the levels in a color group, you can buy Goal Poles/Castles from the Bank and put them on any of those levels.

i. The listed price of each Goal Pole is shown on the level's Title Deed.

ii. You must build evenly. You cannot build a second Goal Pole on a level until you have built one on each level of its color group.

iii. You can have a maximum of 4 Goal Poles on a single level.

iv. When you have 4 Goal Poles on a level, you can exchange them for a Castle by paying the listed price on the Title Deed. You can only have one Castle per level and cannot build additional Goal Poles on a level with a Castle.

Important: you cannot build on a level if any level in its color group is mortgaged.

Goal Pole/Castle shortage? If there are no Goal Poles/Castles left in the Bank, you must wait for other players to sell theirs before you can buy any. If Goal Poles/Castles are limited and two or more players wish to buy them, the Banker must auction them off to the highest bidder.

4: Sell Goal Poles/Castles. Goal Poles/Castles can be sold back to the Bank at half the listed price. Goal Poles/Castles must be sold evenly in the same way that they were bought. Castles are sold for half the listed price and immediately exchanged for 4 Goal Poles.

5: Mortgage Properties. If you're low on cash or don't have enough to pay a debt, you can mortgage any of your unimproved properties. You must sell all Goal Poles/Castles on a color group to the Bank before you can mortgage one of its levels.

To mortgage a property turn its Title Deed card face down and collect the listed value (shown on the back of the card) from the Bank. To repay a mortgage, pay the listed value plus 10% to the Bank, then turn the card face up. Rent cannot be collected on mortgaged properties.

6: Do a Deal. You can do a deal with another player to buy or sell unimproved property. You must sell all Goal Poles/Castles on a color group to the Bank before you can sell one of its levels.

Property can be traded for any combination of cash, other property, or Get Out of Jail Free cards. The amount is decided by the players making the deal.

Mortgaged property can be sold to another player at any agreed price. After buying a mortgaged property, you must either repay it immediately or just pay 10% of the listed value and keep the card face down; if you later decide to repay to the bank the mortgage, you will have to pay the 10% fee again.

Are You Ready to Power-up!?

Set forth on your quest to own the 8 worlds featured in the Super Mario Bros. classic video game, but first you will need to know the basic game rules along with custom Super Mario Bros. rules.

If you've never played the original MONOPOLY game, refer to the original rules beginning on the next page. Then turn back to the Set It Up! section to learn about the extra features of the Super Mario Bros. Collector's Edition.

If you are already an experienced MONOPOLY dealer and want a faster game, try the rules on the back page!

Contents

Gameboard; 6 Collectible tokens; 28 Title Deed cards; 16 ? BLOCK cards; 16 WARP PIPE cards; 2 Dice; 32 Custom Goal Poles; 12 Custom Castles; 1 Pack of Super Mario Bros. Money.

Source note: the sheet prints the currency symbol as a glyph; it is rendered here as "$" to match the base rules above. Hasbro's copyright and trademark notices and consumer-contact details are omitted.