Overview
Anti-Monopoly is a board game in which players do not all play by the same rules. At the start, each player chooses (or is assigned) a role as either a Competitor or a Monopolist. Competitors and Monopolists have different rules for rent, building, taxes, and penalties. The game can be won by bankrupting all opponents (Game A) or by being the richest player of your type after the opposing type is eliminated (Game B).
Components
- Game board
- 3 wooden blue monopolist pawns
- 3 wooden green competitor pawns
- 25 Competitor cards
- 25 Monopolist cards
- 28 Title cards / mortgage notes
- Money: 50x $1, 40x $5, 50x $10, 50x $50, 50x $100, 20x $500
- Dice (2)
- 35 wooden houses
- 15 wooden apartments
- Rules
All dollar amounts represent values in thousands.
Setup
- Select one player as the Treasurer to manage and distribute money, title cards, houses, and apartments.
- Shuffle and place the Monopolist and Competitor card decks face down on their board spaces.
- Role Division: Players divide evenly into Competitors and Monopolists (difference of at most 1). Roll dice; highest roller chooses their role first, then others choose clockwise. Roles are fixed for the game.
- Each player receives $1,500: two $500, three $100, two $50, seven $10, five $5, and five $1.
- All players place tokens on START. Competitors use green pawns; Monopolists use blue pawns.
Turn Structure
- Roll both dice.
- Move your token clockwise the number of spaces indicated.
- Resolve the space you land on (buy property, pay rent, draw card, etc.).
- If you rolled doubles, take one extra turn (doubles on the extra turn do not grant another turn).
Actions
Property Purchases (Rule 9):
- Land on an unowned street, transportation company, or utility: you may buy at the listed price. If declined, the property remains in the Treasury.
Monopolizing a City (Rule 10):
- Monopolists who own any 2 streets in a city have monopolized it and charge double rent on those streets.
Building Houses & Apartments (Rule 11):
| |
Competitors |
Monopolists |
| Build on |
Any street they own |
Only in monopolized cities |
| Max houses |
4 per street |
3 per street |
| Apartment |
Replace 4 houses with 1 apartment |
Replace 3 houses with 1 apartment |
- Houses/apartments may only be purchased on your turn.
- No restriction on distribution across properties in a city, but once placed houses cannot be moved.
Mortgages (Rule 12):
- Mortgage value = half the purchase price.
- No rent collected on mortgaged property. Houses must be sold first.
- Monopolists lose monopoly status if any needed property is mortgaged (single rent only on unmortgaged properties).
- Mortgaged properties may be sold to other players at any agreed price.
- To unmortgage: pay the mortgage amount on the back of the title card.
Returning Houses (Rule 13):
- Compensation is half the purchase price. Houses may only be sold to the Treasurer.
Scoring / Victory Conditions
Game A: Win by bankrupting all other players.
Game B: Be the richest Competitor after all Monopolists are bankrupt, or be the richest Monopolist after all Competitors are eliminated. Richest = cash + income earnable on unmortgaged properties when one player lands on them.
Two-Hour Game Variant:
- Players adjust holdings by buying/selling houses and mortgaging (only with Treasurer).
- Competitors keep 10% of remaining cash; Monopolists keep 20%. Rest goes to Treasury.
- Treasurer travels once around the board, paying rent/fees to owners as normal.
- Player with the most cash wins.
Special Rules & Edge Cases
Landing Spaces:
- START: Collect $100 when landing on or passing START.
- Prison/Price War: Competitors go to PRICE WAR (still collect rent); Monopolists go to PRISON (do NOT collect rent). To leave: roll doubles on first 2 turns, or pay $50 before 3rd turn.
- Competitor/Monopolist Spaces: Draw from your respective deck and follow directions. Return card to bottom of deck.
- Income Tax: Pay $200 flat OR a percentage of assets. Monopolists: 20% cash + 10% property + 10% improvements. Competitors: 10% cash + 10% property + 10% improvements.
- Property Tax: Everyone pays $75.
- Anti-Monopoly Foundation: Competitors roll 1 die (1 = collect $25, 2 = collect $50, otherwise nothing). Monopolists pay $10.
Transportation Companies (Rule 19):
- Competitors earn standard 10% return regardless of how many owned.
- Monopolists’ fares double with each additional company acquired.
Utilities (Rule 20):
- Competitors collect 4x dice throw, regardless of how many utilities owned.
- Monopolists collect 4x dice throw for 1 utility; 10x for both.
Bankruptcy (Rule 24):
- Sell houses/apartments to Treasurer at half price first.
- Remaining money and property go to the player who caused bankruptcy.
- If bankrupted by Treasurer, all assets become unowned Treasury property.
Trading (Rule 23): Allowed between players except for houses/apartments. Houses must be returned to the Treasurer before trading properties.
Borrowing (Rule 26): Players may NOT borrow from other players.
Player Reference
| Space Type |
Competitor Effect |
Monopolist Effect |
| Prison/Price War |
Price War (still collects rent) |
Prison (no rent collected) |
| Income Tax |
$200 or 10%/10%/10% |
$200 or 20%/10%/10% |
| Transportation |
10% return always |
Fares double per company |
| Utilities |
4x dice always |
4x dice (1 owned) / 10x (both) |
| Anti-Monopoly Foundation |
Roll: 1=$25, 2=$50 |
Pay $10 |
| Building |
Up to 4 houses, then apartment |
Up to 3 houses, then apartment (monopolized only) |
| START |
Collect $100 |
Collect $100 |