How to Play in 5 Minutes
Econopoly transforms Monopoly into a euro-style game by introducing resource collection, victory point scoring, and unique objectives that change every session. No more player elimination marathons.
1. Choose your action. On your turn you may either move, trade, or build — not all three. Every turn is a meaningful decision.
2. Resources replace luck. Community Chest becomes a Resource Deck. Chance becomes an Event Deck. Collecting and combining resources is how you score victory points.
3. Victory points win. The game ends when a player goes bankrupt or a deck empties. Most VP wins — not most cash. Everyone stays in until the end.
Why This Exists
There is no game known to humankind that has caused more violence than Monopoly. Rather than abandoning this classic in favour of modern family-friendly games, we asked: how can we transform Monopoly into a euro-game whilst also introducing more realistic market conditions to bring variety to every session?
Econopoly is the first official modification published by Moddable.Games.
The primary design objectives are:
- Introduce euro-style resource management and victory point scoring
- Ensure that every game is different to the last by introducing unique objectives
Rule Changes
Regular Monopoly rules should be followed with the following exceptions:
- Replace Community Chest cards with the new Resource Deck
- Replace Chance cards with the new Event Deck
- On your turn you may either move, trade, or build
Move
Movement is normal. However, auctions that occur should be conducted blind, with each player having a single bid and the highest bid winning. All bids are considered spent, and belong to the bank. Any ties are resolved as traditional auctions would.
Trade
Trade allows players to trade properties, money, or resources with any players on the same side of the board as they are. They may only trade with one player, but may attempt to initiate trades with as many players as they are able.
Build
Build allows players to construct or remove houses and hotels as well as mortgage or repay mortgages, but only for properties within the side of the board they are at.
Free Parking
Free Parking and all other corner spaces are considered to be part of both sides cornered. However, players on Free Parking may trade with any player or build on any property, but if they do so, they must move on their next turn. Players may also select one resource if available.
Train Stations
Train stations are quite different from the original, providing two new features when moving:
- Pay to ride — spend one resource card per station (maximum of three stations)
- Pay for delivery — exchange three linked resource cards for a victory point
In both cases, the owner of the station may take one of the resources spent.
Events
At the start of the game, draw three events. These are the starting events. Whenever a player lands on a Community Chest or Utility, they replace one of the three events with a new one. If a “CRISIS” is drawn at the start, replace it and re-shuffle the deck before beginning active play.
Resources
At the start of the game, each player draws three resources. Whenever a player lands on a Chance, they may draw two resources, keep one, and place the other face-up on Free Parking. If sent to jail, resources are returned and shuffled back into the resource deck. Linked resources are not only used for victory points, but can also help with other tasks. Spent resources are removed from the game, but remain visible.
Components
The only major additions needed for Econopoly are two decks of (52) playing cards:
-
Event Deck — this is where victory point objectives and game-changing rules are defined
- Diamonds = Financial Events
- Clubs = Transportation Events
- Hearts = Residential Events
- Spades = Construction Events
-
Resource Deck — used for various things (do not necessarily need designs)
- Diamonds = Financial Resources
- Clubs = Transportation Resources
- Hearts = Residential Resources
- Spades = Construction Resources
Other minor components that could help improve the new game flow include:
- Pen, paper, and an envelope for handling blind bids
- Tokens and (or) point tracker for victory points
Linked Resources
Linked Resources refer to specific sets of resources and can include:
- Pairs — Any two resource types of the same number
- Triplets — Any three resource types of the same number
- Trailing Triplets — Any three resources with three running numbers
- Organized Triplets — Three of the same resources type that are also running
- Trailing Group — Any five resource types with five running numbers
- Matched Group — A full house of resources
- Organized Group — Five of the same resource type that are also running
Linked resources can be exchanged at any train station, which in addition to the generic options to “pay to ride” or “deliver resources” can also be used in other ways:
- Pairs are worth up-to three when riding
- Trailing triplets are worth 2 VP when delivering
- Organized triplets are worth 2 VP and also avoid station owner payments
- Any group can be exchanged for 2 VPs
- Trailing groups can also be exchanged to allow immediate movement to any space
- Matched groups can be exchanged for houses on any space
- Organized groups can be exchanged for hotels on any space
In all cases, unless specified otherwise, the owner of a train station is able to select one of the resources that are exchanged as payment for using their station.
When spending groups on properties, the lowest number in the group is the total number of corresponding structures that can be exchanged and must be placed within the same area.
Winning Conditions
When the game is in the final round, it ends when any player passes GO. The game enters its final round when any of the following events occur:
- Any player is bankrupt
- The event or resource deck is empty
At this end, the player with the most victory points (VP) wins. In a tie, the most cash wins.
Event Cards
54 cards total (standard deck + 2 jokers). Three events are active at any time. Events are replaced when a player lands on Community Chest or a Utility.
Financial Events (Diamonds)
| Card | Type | Effect |
|---|---|---|
| 2D | Contract | 1 VP for every mortgaged property owned when passing GO |
| 3D | Contract | 1 VP for every largest denomination spent when passing GO |
| 4D | Contract | 3 VP for every event someone removes or replaces |
| 5D | Contract | 5 VP for going bankrupt |
| 6D | Contract | 5 VP for bankrupting someone |
| 7D | Contract | Gain one resource when passing GO |
| 8D | Contract | Gain one resource when other players pass GO |
| 9D | Contract | Gain one resource after anyone builds a hotel |
| 10D | CRISIS | All cash belonging to all players goes back to bank |
| JD | Stock Markets | Cannot use cash for construction unless markets permit |
| QD | Stock Markets | Houses are half price but hotels are double price |
| KD | Stock Markets | Hotels are half price but houses are double price |
| AD | Stock Markets | Everyone without hotels gets double for passing GO |
Transportation Events (Clubs)
| Card | Type | Effect |
|---|---|---|
| 2C | Contract | 1 VP for delivering two linked resources |
| 3C | Contract | 2 VP for delivering three linked resources |
| 4C | Contract | 3 VP for delivering five linked resources |
| 5C | Contract | 5 VP for delivering matched groups |
| 6C | Contract | 5 VP for delivering organized groups |
| 7C | Contract | 3 VP for delivering two sets of two linked resources |
| 8C | Contract | 5 VP for delivering three sets of two linked resources |
| 9C | Contract | 5 VP for delivering two sets of three linked resources |
| 10C | CRISIS | Each station owner pays x10 passing GO or goes to Jail |
| JC | Transportation | Stations can only be used to ride if transportation permits |
| QC | Transportation | Stations cannot be used for deliveries |
| KC | Transportation | Free parking does not exist |
| AC | Transportation | Stations can be used freely to ride |
Residential Events (Hearts)
| Card | Type | Effect |
|---|---|---|
| 2H | Contract | 1 VP for every other player’s hotels when passing GO |
| 3H | Contract | 1 VP for every other player’s mortgages when passing GO |
| 4H | Contract | 3 VP for landing on GO |
| 5H | Contract | 1 VP every time another player goes to jail |
| 6H | Contract | 1 VP for every area with one house when passing GO |
| 7H | Contract | 3 VP for every area with one house on each land when passing GO |
| 8H | Contract | 5 VP for a player with one hotel only when passing GO |
| 9H | Contract | 5 VP for a player with one house only when passing GO |
| 10H | CRISIS | All hotels should be returned to the bank |
| JH | Town Hall | All train stations go back on the market / cannot be owned |
| QH | Town Hall | Jail costs x10 usual to escape |
| KH | Town Hall | Free parking costs 2x the price of passing GO to enter, or go to jail |
| AH | Town Hall | Passing GO costs the price of passing GO, or go to Jail |
Construction Events (Spades)
| Card | Type | Effect |
|---|---|---|
| 2S | Contract | 1 VP for each house built |
| 3S | Contract | 1 VP for each hotel built |
| 4S | Contract | 3 VP for each hotel built |
| 5S | Contract | 5 VP for each hotel built in areas without houses |
| 6S | Contract | 1 VP for every house obtained without using cash |
| 7S | Contract | 3 VP for every hotel obtained without using cash |
| 8S | Contract | 1 VP for every utility owned when passing GO |
| 9S | Contract | 3 VP for owning both utilities when passing GO |
| 10S | CRISIS | All houses should be returned to the bank |
| JS | Planning | Can build regardless of whether complete set or not |
| QS | Planning | Housing need not be even |
| KS | Planning | Can only build hotels if planning permission permits |
| AS | Planning | Build hotels without needing houses first |
Jokers
| Card | Effect |
|---|---|
| Joker 1 | Utilities are worth 10x the usual price when landing on them |
| Joker 2 | CRISIS — Return all utilities to the bank |
