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Real Estate Tycoon Rules

Real Estate Tycoon | 2-6 players | 60-120 min

Overview

Roll the dice to move around the board, buy properties, build houses and hotels, and collect rent when others land on you. Beyond luck, the real game is in which color groups to focus on, when to trade, when to mortgage, and when to push for a knockout.

Setup

  • Each player starts with $1,500.
  • All tokens start on GO; pick a starting player.
  • Shuffle Chance and Community Chest decks separately.

On your turn

  1. Roll: roll 2 dice and move that many spaces. Doubles let you go again (3 in a row → jail).
  2. Resolve landing: rent / tax / card / go-to-jail effects apply automatically.
  3. Buy or auction: an unowned tile can be bought at face price or sent to auction.
  4. Build: with a full color group and no mortgages, build houses & hotels (even-build rule).
  5. Trade: negotiate property/cash/jail-card trades with another player.
  6. Mortgage: raise cash by mortgaging a property for 50% of face (no houses on the group).
  7. End turn: when you can't roll again, the next player goes.

Scoring

There's no point total — the last player standing wins. Final ranking uses net worth (cash + property face value, halved if mortgaged).

  • When cash drops below 0, you go bankrupt and your assets transfer to the creditor.
  • Last player standing wins.
  • No ties.

The last player standing wins.

Tips

  • Focus on completing a single color group first — the ×2 rent + houses pressure compounds fast.
  • The orange and red groups land most often (~7 spaces past jail) and tend to give the best ROI.
  • Always keep enough cash to survive one rent on the most expensive opponent property — one bad hop can end you.
  • Trades aren't zero-sum: a trade where both players complete a group is usually worth doing.

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This is a fan-made implementation for learning purposes, not affiliated with the original publishers.