Overview
Beagle-opoly is a Monopoly-style board game published by Late for the Sky, themed around Beagle dogs. Players roll dice and move around a board, buying Beagle-themed properties, collecting treats, and trying to bankrupt their opponents. The game replaces traditional Monopoly properties with Beagle breeds and activities, houses with Toys, and hotels with Big Bones. It follows the familiar property trading formula with a canine twist, designed for Beagle enthusiasts ages 8 and up.
Components
- Game board with Beagle-themed property spaces
- Property deed cards
- Beagle money (various denominations)
- Toy markers (equivalent to houses)
- Big Bone markers (equivalent to hotels)
- 2 dice
- Player tokens
- Chance-style card deck (e.g., “Mail Carrier” cards)
- Rules sheet
Setup
Unfold the board. Each player selects a token and places it on GO. Distribute starting money equally. Shuffle the card deck and place it on the board. Place Toys and Big Bones in the supply. One player serves as banker.
Turn Structure
On each turn:
- Roll Dice: Roll both dice and move your token that many spaces clockwise.
- Land on Space: Perform the action associated with the space (buy property, pay rent, draw card, etc.).
- Manage Properties: Between turns, players may trade properties with other players or build Toys/Big Bones on completed color sets.
Actions
- Buy Property: Landing on an unowned property allows you to purchase it at the listed price. If you decline, it may go to auction.
- Pay Rent: Landing on an opponent’s property requires paying rent. Rent increases if the owner has a complete color set and has built Toys or Big Bones.
- Build Toys/Big Bones: When you own all properties of one color, you may build Toys (houses) and Big Bones (hotels) to increase rent.
- Draw Cards: Landing on card spaces requires drawing and following the card’s instructions (collect money, pay fees, move to specific spaces).
- Go to Kennel: Landing on the Kennel space (equivalent of Jail) requires either paying a fine, rolling doubles, or using a “Get Out of Kennel” card.
- Collect $200: Passing GO earns $200.
Scoring / Victory Conditions
The last player remaining who has not gone bankrupt wins. Players go bankrupt when they cannot pay rent or other obligations and have no assets to mortgage or sell.
Special Rules & Edge Cases
- Mortgage Properties: Players may mortgage properties to the bank for cash. Mortgaged properties do not collect rent.
- Trading: Players may trade properties, cash, and Get Out of Kennel cards with each other at any time.
- Free Parking: Landing on Free Parking has no effect (unless using house rules for accumulated fees).
- Doubles: Rolling doubles allows another turn, but three consecutive doubles sends the player to the Kennel.
- Bankruptcy: When bankrupt, all properties and money return to the bank (or to the player who is owed).
Player Reference
| Space Type |
Action |
| Property (unowned) |
Buy or auction |
| Property (owned) |
Pay rent |
| Card space |
Draw and follow card |
| Kennel |
Pay fine, roll doubles, or use card |
| GO |
Collect $200 |
| Building |
Cost Increase |
| Toy (House) |
Moderate rent increase |
| Big Bone (Hotel) |
Major rent increase |