Skip to content Skip to navigation

SMOOnopoly Playbook

General Principles 

This Game must be played in a manner which abides by, and honors the spirit and principle of Fair Play. Bankers and Facilitators are the Masters of the Game and have the right to control the conduct of the Game to ensure Fair Play. Their decisions are final and cannot be challengedby Players.

Players are not to engage in any collusive behavior during the game. Non-exhaustive examples of collusive behavior include “forgetting” to collect rent consistently, intentionally targeting another player as a group, or making unfair deals. Players are not to intentionally impoverish or bankrupt themselves to give another Player an unfair advantage.

In the event that the Player feels that he has been unfairly treated, the Player may lodge an appeal with the Banker/Facilitator/Referees, who will determine an appropriate course of action if necessary.

Players will not be allowed to use their phones during gameplay.

If rules are breached, the Banker/Facilitator may stop the Game and any Players participating in such behaviors will be subjected to sanctions not limited to warnings, confiscation of assets or disqualification. Upon disqualification, all prizes from the current and earlier rounds will be forfeited.

The rules in this document are by no means exhaustive, and the Facilitators, Bankers and Referees will have final say on any disputes. All decisions made by the Referees are binding and final. No further appeals will be allowed. 



The objective of the game is become the wealthiest player through buying, renting and selling property.



The equipment consists of a board, 2 dice, tokens, 32 houses and 12 hotels. There are 16 Chance and 16 Community Chest cards, a Title Deed card for each property (28 total) and play money (7 denominations, 30+ copies of each).


The Bank

Besides the Bankʼs money, the Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries ($200 for passing “GO”) and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and lends money when required on mortgages. The Bank collects all taxes, fines, fees, loans and interest, and the price of all properties, which it sells and auctions. 


The Play

To start the game, each player in turn throws the dice.

The player with the highest total sits to the immediate left of the Banker; the player with the next highest total sits at the first player’s left and so on.

The player with the highest total starts the play. He places his token on the corner marked “GO,” throws the 2 dice and moves his token in the direction of the arrow the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left.

Banker/Facilitator will hold on to the dice when each Player has completed his round, before handing the dice over to the next Player.

Dice must be thrown together within 1 throw and players cannot throw 1 die at a time.

Players must move tokens by counting square by square. No zipping forward to destination is allowed.

The tokens remain on the spaces occupied and proceed from that point on the playerʼs next turn.

Two or more tokens may rest on the same space at the same time.

According to the space, which his token reaches, a player may be entitled to buy real estate or other properties - or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, “Go to Jail,” etc. 



If a player throws doubles, he moves his token as usual, the sum of the two dice, and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before (unless his throw has landed him in Jail - in which case he remains there and loses any further throws of the dice granted by the doubles.)

If a player throws doubles three times in succession, he moves his token immediately to the space marked “In Jail” (see JAIL). 



Each time a playerʼs token lands on or passes over GO, whether by throw of the dice or by drawing a card, the Banker pays the player a $200 salary. The $200 is paid only once each time around the board. However, if a player passing GO on the throw of a dice lands 2 spaces beyond it on Community Chest, or 7 spaces beyond it on Chance, and draws the “Advance to GO” card, he collects $200 for passing GO the first time and another $200 for reaching it the second time by instructions on the card. 


Buying Property

Whenever a player lands on an unowned property, the player may buy that property from the Bank at its printed price. The player receives the Title Deed card showing ownership and places it face up in front of him.

If he does not wish to buy the property, it is immediately sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property.

Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.


Paying Rent

When a player lands on a property owned by another player, the owner collects rent from the player in accordance with the list printed on the Title Deed card applying to it.

The FULL rent must be collected and cannot be waived or discounted unless the property is mortgaged, in which case no rent can be collected.

When a property is mortgaged, its Title Deed card is placed face down in front of the owner.

It is an advantage to hold ALL the Title Deed cards in a color-group because the owner may then charge double rent for unimproved properties in that color-group.

This rule applies to unmortgaged properties even if another property in that color-group is mortgaged. It is even more of an advantage to have houses and hotels on properties because rents are much higher than for unimproved properties.


Chance and Community Chest

When a player lands on either of these spaces he takes the top card from the deck indicated, follows the instruction, and returns the card face down to the bottom of the deck.

Players must lay the Community Chest/Chance cards drawn onto the table for all players/Banker/Facilitator to read. 

The “Get Out of Jail Free” card is held until used and then returned to the bottom of the deck. If the player who draws does not wish to use it he may sell it, at any time, to another player at a price agreeable to both. 


Tuition Fees

When a player lands on “Tuition Fees” he must pay the $200 to the Bank. 



A player lands in jail when:

  1. his token lands on the space marked “Go to Jail”;

  2. he draws a card marked “Go to Jail”;

  3. he throws doubles three times in succession.

When a player is sent to Jail he cannot collect $200 salary in that move since, regardless of where his token is on the board, he must move it directly into Jail.

A player’s turn ends when he is sent to Jail.

If a player is not “sent to Jail” but in the ordinary course of play lands on that space, he is “Just Visiting,” incurs no penalty, and moves ahead in the usual manner on his next roll. 

A player gets out of Jail by:

  1. throwing doubles on any of his next three turns, if he succeeds in doing this he immediately moves forward the number of spaces shown by his doubles throw (even though he had thrown doubles, he does not take another turn);

  2. using the “Get Out of Jail Free” card if he has it;

  3. purchasing the “Get Out of Jail Free” card from another player and playing it;

  4. paying a fine of $50 before he rolls the dice on either of his next two turns.

If the player does not throw doubles by his third turn, he must pay the $50 fine. He then gets out of Jail and immediately moves forward the number of spaces shown by his third throw.

Even though he is in Jail, a player may still buy, sell, or mortgage property, buy or sell houses and hotels, make trades, and collect rents.


Free Parking

A player landing on this space does not receive any money, property or reward of any kind. This is just a “free” resting place.



When a player owns all the properties in a color-group, he may buy houses from the Bank and erect them on those properties.

If he buys one house, he may put it on any one of those properties.

The next house the player buys must be erected on one of the unimproved properties of this or any other complete color-group he may own.

The price the player must pay the Bank for each house is shown on his Title Deed card for the property on which he erects the house.

The owner can still collect double rent from an opponent who lands on the unimproved properties of his color-group.

Following the above rules, a player may buy and erect (at any time during his turn) as many houses as his judgment and financial standing will allow.

But the player must build evenly, i.e. he cannot erect more than one house on any one property of any color-group until he has built one house on every property of that group. He may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, he cannot build three houses on one property if he has only one house on another property of that group 

As a player builds evenly, he must also break down evenly as he sells houses back to the Bank (see SELLING PROPERTY).



When a player has four houses on each property of a complete color-group, he may buy a hotel from the Bank and erect it on any property of the color-group. He returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.


Building Shortage 

When the Bank has no houses to sell, players wishing to build must wait for another player to turn back or sell his houses to the Bank before building. If there are a limited number of houses and hotels available, and two or more players wish to buy more than the Bank has, the houses or hotels must be sold one at a time at auction to the highest bidder. Each house/hotel auction begins at the price of the lowest priced house/hotel desired for purchase among the bidding players.


Selling/Trading Property

Unimproved properties, railroads and utilities (but not buildings) may be sold or traded to any player as a private transaction for any amount that the owner can reasonably get. This trade can only be done during the owner’s or the buyer’s turn.

However, no property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell or trade any property of that color-group.

Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.

All houses on one color-group must be sold one by one, evenly, in reverse of the manner in which they were erected.

All hotels on one color-group may be sold at once. Or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.

Players must inform the Banker/Facilitator before negotiating any deals with another player. Non- compliance will result in voiding the deal. If the Banker/Facilitator has any reason to believe that the deal is not mutually beneficial and/or reasonable and has the ulterior motive of giving any player an unfair advantage, the Banker has the right to veto the deal.



Unimproved properties can be mortgaged through the Bank for the specific purpose of raising cash only when:

  1. it is the player’s turn; and the player’s cash-on-hand is insufficient for his needs/ circumstances such that the cash from the mortgage is required to pay for a financial transaction.

  2. in the event that it is not the player’s turn, but he needs to mortgage his property to pay for an imposed financial obligation for e.g. rent, penalty, fees etc... he may request the Bank to allow his mortgage out-of-turn.

The Banker/Facilitator/Referee has full rights to assess/approve/veto WHEN a Player can mortgage his unimproved property.

Before an improved property can be mortgaged, all the buildings on all the properties of its color- group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.

No rent can be collected on mortgaged properties or utilities, but rent may be collected on unmortgaged properties in the same color group.

In order to lift the mortgage, the owner must pay the Bank the amount of the mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.

The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank.

However, the owner may sell or trade this mortgaged property to another player at a reasonable price with consent from the banker/facilitator. The new owner may lift the mortgage at once, if he wishes, by paying off the mortgage plus 10% interest to the Bank. If he does not lift the mortgage at once, he must pay the bank 10% interest when he buys/receives the mortgaged property, and if he lifts the mortgage later he must pay the Bank an additional 10% interest as well as the amount of the mortgage.



A player is bankrupt when he owes more than he can pay in cash either to another player or to the Bank.

However, he is required to pursue ALL available means of liquidating his non-cash assets to raise cash to pay off loan(s) before declaring bankruptcy. For e.g. He may mortgage his unimproved properties to the Bank, sell off his buildings to the Bank, and/or sell his unimproved properties to other players to raise the necessary cash to stave off his pending bankruptcy.

A player will therefore only be declared bankrupt if the reasonable value of ALL his assets (cash plus properties/buildings) is insufficient to pay off his debt in full.

If the reasonable value of his assets is indeed insufficient to pay off his debt to another player, he must turn over to that player all that he has of value (cash plus unimproved properties) and retire from the game.

In making this settlement, if he owns houses or hotels, he must return these to the Bank in exchange for money to the extent of onehalf the amount paid for them and this cash is given to the creditor.

If he has mortgaged property, he also turns his property over to this creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property.

After the new owner does this, he may, at his option, pay the principal or hold the property until some later turn at which time he may lift the mortgage. If he holds property in this way until a later turn, he must pay the interest again when he lifts the mortgage.

Should a player owe the Bank, instead of another player, more than he can pay (because of fees or penalties) even by selling his buildings, mortgaging property, or selling/trading with other players, then he must turn over all his assets to the Bank.

In this case, the Bank immediately sells by auction all property so taken, except buildings.

A bankrupt player must immediately retire from the game.


End of Game

Round progression will be determined by asset value of players (cash, properties, houses/hotels) at each table, at the end of the allotted time.

The player’s asset value will be computed as follows:

  • Cash: Full Value

  • Properties: Mortage Value (If property is already mortgaged, zero value)

  • Houses/Hotels: Half of purchase cost 

Last updated on 18 Jan 2018.