Guide

Globopoly Rules

More thorough than the in-game tooltip. If you've played classic Monopoly — most of this will feel familiar. If not — start with "Goal".

Quick overview

Globopoly is an online monopoly for 2–5 players. The board is a ring of cities grouped by country, plus a handful of special tiles. The goal is to stay solvent longer than the rest.

Each turn you roll dice, move along the tiles and — depending on the tile — buy property, pay rent, draw a card or end up in Customs. When opponents run out of money and assets they go bankrupt and leave the game.

Goal

Be the last player with money and assets. In a time-limited game (Quick mode), the player with the highest total net worth at the timer wins.

Net worth is cash plus the value of all property, including houses and hotels. Mortgaged properties count at half price.

Taking a turn

On your turn, roll two dice and move forward by the sum. Passing START pays you $200.

Rolling doubles (two identical faces) lets you roll again. Three doubles in a row send you straight to Customs — no action on intermediate tiles.

Landing actions are mandatory: you can't refuse to buy a city and walk on. If you pass, the tile goes to auction.

Buying cities

If you land on an unowned city, you can buy it at its price. If you decline, the game starts an auction — all remaining players can bid, and the highest wins.

Cities form color groups of 2–3. You need the whole group to build houses. A complete group also doubles base rent on its undeveloped cities.

Rent

When you land on another player's city, you pay them rent. The amount depends on the buildings on the tile, whether the owner has the monopoly, and whether the property is mortgaged.

Base rent is printed on the card. With a monopoly it doubles; each house multiplies it, and a hotel multiplies it even more.

If the owner forgot to collect before the next roll, rent is lost — stay alert.

Houses and hotels

With a full color group you can build houses. In Standard rules building must be even: no second house on one tile until the others have one.

A tile holds at most four houses; the fifth upgrade replaces them with a hotel. A hotel produces maximum rent.

Houses and hotels can be sold back to the bank at half cost — useful when cash is tight.

Mortgage

Any undeveloped city can be mortgaged for half its price. A mortgaged city pays no rent — neither base nor monopoly.

Unmortgaging costs the mortgage value plus 10 % interest. While mortgaged, a city can't be freely sold to another player without negotiation.

Trading

Players can swap cities and cash, on or off turn. A trade may include several assets on each side — as long as both players agree.

Trading is the key to monopolies: no one rolls lucky enough to collect a color alone. Swap, squeeze with surplus, sell extras for cash.

You can propose only one trade per turn, so think ahead and negotiate carefully.

Auctions

When a player declines an available city, an auction starts. Bids are taken in turn; the minimum step is fixed. Passing ends your participation.

Auctions are how you grab key color cities cheaply — or make the opponent overpay for the piece they need.

Customs

You end up in Customs in three ways: landing on the "Go to Customs" tile, drawing the matching card, or rolling three doubles in a row.

There are three ways out: pay $50, roll doubles, or sit out three turns (after the third turn you are released automatically and the $50 is collected).

While in Customs you don't roll to move, but you can still trade, build, mortgage and collect rent.

Bankruptcy

If you can't pay a mandatory debt, you must sell houses and mortgage cities until you can. If it still isn't enough — you are bankrupt.

Bankruptcy to the bank transfers all assets to the bank. Bankruptcy to another player transfers all cash, property and mortgaged cities to that creditor.

A bankrupt player leaves the game. The last player standing — or the one with the highest net worth in a time-limited game — wins.

Special tiles

  • START — +$200 when you pass.
  • Taxes — a fixed or percentage payment to the bank.
  • Free parking — nothing happens, enjoy the break.
  • Market Events / Reward — draw a card from the deck and follow it.
  • Go to Customs — sends you to Customs past START with no bonus.

Quick mode

Quick mode builds on Standard but adds a speed die and changes the economy so a game finishes in 15–30 minutes.

Starting cash is $2,000. The speed die is rolled alongside the regular dice and has six faces: numbers 1–3, "Nearest City", and "Choose Steps".

Numbers 1–3 add to the regular dice total. Nearest City does a normal move, then hops to the nearest unowned city. Choose Steps lets you pick die 1, die 2, or both.

A triplet (three identical numbers) teleports you to any tile on the board. The START reward shrinks each lap.

You can build houses owning just two cities of a color (instead of the full group), and you don't need to build evenly.

Beginner tips

  • Buy everything you can afford in the first lap. Even a city from a country you don't need is leverage in future trades and incoming rent whenever an opponent lands on it.
  • Target Italy 🇮🇹 and Japan 🇯🇵. They sit in the most-trafficked sector of the board — right after Customs — so opponents land there more often than anywhere else.
  • Build up to three houses on every tile of a color group before upgrading to hotels. The third house is where rent jumps sharply — a single opponent landing pays the monopoly off.
  • Trades aren't polite — they are mandatory. Almost no one rolls a full country group solo. Swap extras, add cash, close the set.
  • Auction is the last chance to grab a city. Bidding starts at list price — you can't buy it cheaper — but you can pick up a city an opponent passed on, or drive the price up when their monopoly is close.
  • Keep a cash buffer. An opponent's double roll plus an unlucky card can trigger a surprise payment — mortgage non-essentials before you're forced to.

Ready to try in practice?

Create a table, invite friends or add bots and play a game. You can pick up the nuances as you go.

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