Monopoly online rules

Payda is a free online Monopoly game for friends, set in the cities of Kazakhstan. Here is every rule in order, from creating a room to winning. The same rules open in the game under “How to play”.

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Gather your players

Press Play to find an open room or create one. A private room is reached by invitation: send friends the lobby link or room code. You can also use a code to watch as a spectator.

The lobby comes first. Choose figures, a map and rules here. You cannot choose a figure another player is using. The host can fill empty seats with bots if the room allows them.

At least two players are needed. Players mark themselves ready and the host presses Play when everyone is ready. The map and main rules cannot change once play begins.

The goal and winning

Buy property, collect colour groups and earn rent. Stay solvent while your rivals go bankrupt. Owning more streets does not guarantee victory: keep cash for rent and unexpected costs.

Normally the last remaining player wins, or the last team in team mode. If the host sets a turn limit, capital is compared when it is reached. The results screen shows the final standings and winner.

All money is game money. Prices, rent and payouts are shown on the board and property cards. Use your own map’s values: different maps have different economies.

Turns, dice and doubles

On your turn, roll the dice. Your figure moves by their sum, then the space takes effect: a purchase, rent, a card or a special event. Build, mortgage and trade before you roll: once the space is settled, the turn passes to the next player by itself. If the host turns on the “End turn” button, the turn ends only with it.

Matching dice are doubles. Ordinary doubles grant another roll in the same turn. Three doubles in a row send you to prison. Escaping prison with doubles follows a separate rule and does not move your figure.

Clear any debt first. Rolling and ending your turn are unavailable while an obligation remains unresolved. Auctions and certain events also need to finish first.

Buying and rent

Landing on unowned property offers a purchase at its listed price. If you can afford it, buying makes the space yours. You may decline; if auctions are enabled, it goes to auction.

Rent on a rival’s property is paid automatically. It depends on the space type, complete groups and buildings. Mortgaged property earns no rent; teammates do not pay rent to one another.

Select a space to open its card: see its owner, price, rent at each level and available actions. An unavailable action can show a hint explaining why.

Colour groups and building

Collect every street in a colour group to build houses. In team mode, several teammates may own the complete group together. A mortgaged street blocks building throughout its group.

Build up to four houses on a street; the fifth upgrade converts them into a hotel. Every level costs money and changes rent. The street card shows the cost and next rent.

With even building enabled, upgrade streets in turn: a street already ahead of its group cannot be upgraded yet. Selling buildings follows the reverse order, starting at the highest level.

You can build during another player’s turn if conditions allow. Selling buildings or streets and mortgaging require your own turn. Property operations are blocked during auctions.

Airports and utilities

Airports have no houses or hotels. Owning more airports, individually or as a team, raises rent according to the map’s table. Mortgaged airports do not count toward that set.

Utility rent depends on the dice roll and a multiplier for the owner’s or team’s utility count. Check the utility card for its exact table. Utilities cannot be developed.

Auctions

If a purchase is declined and auctions are enabled, the unowned space goes to auction. Active players may bid, including the player who declined. Bids must meet the shown minimum and fit available funds.

Watch the timer: each accepted new bid extends the auction. The winner pays their bid and gets the property when time expires. With no bids, the property stays with the bank.

Building, selling, mortgaging and redeeming mortgages are blocked during auctions. The ordinary turn clock pauses. The property’s purchase price and your auction bid are different amounts.

Trading with players

Trades can exchange money, property and prison-release cards. Choose a player, build both sides of an offer and send it. Swap streets, sell for cash or combine assets.

An offer transfers nothing until the other player accepts. They may decline or counteroffer. Check what you give and receive before confirming.

If funds, ownership or card availability change, an older offer may become invalid. A successful trade settles both sides together; a chat agreement alone transfers nothing.

Selling and mortgaging

On your turn, raise money by selling property to the bank or mortgaging it temporarily. Selling returns ownership to the bank. A mortgage keeps ownership but stops rent. Each action shows its own amount.

Sell buildings first if they prevent a street’s sale or mortgage. Redeeming a mortgage costs money and restores rent. The card shows the redemption price.

Mortgages last a limited number of your own turns. Watch the card’s countdown: the bank takes the street if you do not redeem it in time. Redemption stops the countdown.

Debt and bankruptcy

Rent or cards may push your balance below zero. Clear that debt by selling buildings or streets, mortgaging or making an allowed trade. Ordinary play cannot continue until your balance is restored.

Debt incurred during another player’s turn gets its selling opportunity and repayment time at the start of your turn. With the clock enabled, watch the time remaining: an unpaid debt at expiry causes bankruptcy.

A bankrupt player leaves the game. Surrender also ends your participation; it is not the End turn button. The game handles asset distribution and the winner.

Chance and Surprise

Chance and Surprise spaces draw a card. Cards may grant or charge money, move your figure, send you to prison or give a release card. Read the whole card; its effect happens automatically.

A release card is kept until used or traded. Receiving it does not immediately free you: use it while in prison.

Movement cards may send you to a particular space, forwards or backwards. The new space can then take effect. Final changes appear in the event log and balance.

Prison and release

Special spaces, cards or three consecutive doubles send you to prison. Simply landing on the prison space means visiting, not imprisonment.

On your turn, pay the release fee or use a saved release card. Alternatively, try rolling doubles. In Payda, successful doubles release you but leave your figure in place, ending that turn without movement.

After the third failed attempt, the game charges the release fee and moves you by that roll. The destination takes effect normally. Earning rent in prison depends on the room setting.

Go, taxes, rest and casino

Passing Go pays the map’s specified amount. Tax spaces charge their listed amount instead. The space card and event log show what happened.

Rest may skip a turn. With the rest pool enabled, taxes and certain fees collect in a shared pool, awarded to a player landing on rest. Check the current pool and your map’s rules.

Some events and maps offer a slot machine. Its conditions are shown before choosing: decline cost, stake and possible result. Different event sources have different conditions. Declining may be free or paid; use the event window’s values.

Wait for the animation’s result while the machine runs: game actions are temporarily paused. An unanswered choice has a deadline. The machine uses game money only and does not guarantee a win.

Team play

Enable team mode in the lobby. Create teams and assign players before starting; membership cannot change during play.

Teammates keep separate balances, but their properties count together for colour groups, airports and utilities. Teammates pay no rent to one another. Some property actions still belong to the individual owner.

Coordinate purchases and building using team chat. Victory is decided by team: survive your opponents together, rather than only growing your own balance.

Clock, connection and settings

With the clock enabled, turns have a time limit. Running out triggers an automatic turn. Debt has its own time allowance; auctions and the slot machine pause the ordinary clock.

After a brief disconnection, the site reconnects and restores the state. Return from the same browser, which keeps your seat. Do not clear site data midgame. If automatic recovery fails, use the return-to-room button.

Before starting, the host chooses the map, seats, starting cash, bots and additional rules. Auctions, mortgages, double full-set rent, the rest pool, even building, teams and a turn limit change the game; check the lobby settings.

Standard settings are enough for your first game. The board shows exact prices and available actions. This guide explains their meaning; space cards help with individual decisions.

Frequently asked questions

Is it free?

Yes. You can play for free with no limits. Stars buy only cosmetics, figures and dice, which never affect the game.

Do I need an account?

No. Play straight away as a guest. Sign in with Google or an e-mail code if you want to keep your game statistics and cosmetics.

How many people can play?

2 to 8 at one table. With fewer friends, the host can fill the empty seats with bots.

How do I invite friends?

Press “With friends” to open a private room. Send your friends the link or the room code and they join in one click.

Can I play on my phone?

Yes. Payda runs in the browser on phones, tablets and computers, with nothing to install.

How is Payda different from classic Monopoly?

The board is made of real cities and streets of Kazakhstan, with four maps, auctions, trades between players, a team mode and special spaces. Turns pass by themselves, so games move quickly.

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