Categories
Board Games Card Play Rules

Risk Card Trade-In Rules: Official Risk Rules Guide

Many players mistakenly believe they can hold onto Risk cards indefinitely to build up a massive army, but the rules actually mandate trading them in under certain conditions.

According to the Hasbro Gaming Official Rulebook, you must trade in at least one set if you have 5 or 6 cards at the beginning of your turn.

Risk Official Rules 2022, [page not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official 2022 rulebook text. | Purpose: Resolve the #1 confusion regarding mandatory Risk card trading.
Key Insight: To avoid arguments, ensure players count their cards clearly at the start of every turn.

These rules correspond to the UK edition of Risk.

Official Rule Breakdown

Regarding the requirement to trade in Risk cards, the official rules state that while you may choose to wait after collecting a set of 3, a mandate exists if your hand grows. Specifically, if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set. If you possess two sets within those 5 or 6 cards, you may choose to trade in a second set as well. The value of these sets is determined by the total number of sets traded in by any player throughout the game, not just by the individual player (Risk Rules 2022, [page not specified]).

Example Play Situation

Alice has 5 Risk cards at the start of her turn. According to the rules, she must trade in one set of three cards to receive armies. Bob, on his turn, has 3 cards and chooses to wait, which is permitted because he has not reached the 5-card threshold.

Risk rules rule situation

Common Misconceptions

  • Waiting to trade in cards is always allowed
  • You only trade in cards when you want to attack
  • The value of a set depends only on your own trades

Quick Reference

You CanYou Cannot
Trade in at least one set if you have 5 or 6 cardsDo not hold 5 or 6 cards without trading in a set
Trade in a second set if you have two sets within 5 or 6 cardsDo not assume your first trade is worth the same as the tenth
Use the bottom edge of the board to track the next trade value

Frequently Asked Questions

What is the official rule for trading cards in Risk?
You may trade sets at the start of your turn, but must trade if you hold 5 or 6 cards.
Can I keep all my Risk cards until I am ready to attack?
No, if you have 5 or 6 cards at the start of your turn, you must trade in at least one set.
What happens if I have 6 cards and two different sets?
You must trade in at least one set, but you are permitted to trade in both sets if you wish.
Does the number of armies I get depend on my own sets?
No, the value increases based on the total number of sets traded in by all players.
Categories
Board Games Card Play Rules

Risk Card Exchange Rate Official Rules & Variations

Many players mistakenly believe that the value of a card set only increases when they personally trade them in, but the official rules track every set played by all players.

According to the Hasbro Gaming Official Rulebook, the value of card sets increases every time any player trades in a set, regardless of who played them.

Risk Rules 2022, p. 75

These rules correspond to the UK edition of Risk.

Official Rule Breakdown

The value of matched Risk card sets increases based on the total number of sets traded in by all players throughout the game. The first set turned in is worth 4 extra armies, and the second set is worth 6 extra armies. Subsequent sets follow a specific progression: the 3rd set is worth 8 armies, the 4th is worth 10, the 5th is worth 12, the 6th is worth 15, the 7th is worth 20, the 8th is worth 25, and thereafter, each additional set increases the army count by five. For example, if a player waits until three sets have been turned in by others, their own set will be worth 10 armies (Risk Rules 2022, p. 75).

Example Play Situation

Alice has just traded in her first set of cards for 4 armies. Bob then trades in a set, which makes the next available set worth 6 armies. Later, Charlie trades in a set, meaning when Alice finally trades in her next set, it is worth 10 armies because three sets have been played in total.

Risk rules rule situation

House Rules

[HOUSE RULE] Some experienced players use a variation where the value of each matched set increases by only 1 army (e.g., 4, 5, 6, etc.) instead of the official scaling increments.

Common Misconceptions

  • The value only increases when it is your turn to trade in cards
  • The value increases by a fixed amount for every single card
  • Only the player who trades in the cards benefits from the increased value

Quick Reference

You CanYou Cannot
You can trade in sets at the beginning of your turnYou cannot trade in cards if you did not capture a territory on your last turn
You must trade in at least one set if you hold 5 or 6 cardsYou cannot hold more than 12 armies on a single territory

Frequently Asked Questions

What is the official rule for card exchange rates in Risk?
The value increases based on the total number of sets traded in by all players so far.
Does my card set value go up if another player trades in theirs?
Yes, the value of sets increases regardless of which player plays them.
How many armies is the first set of cards worth?
The first set of cards turned in is worth 4 extra armies.
What happens if I have 5 cards at the start of my turn?
You must trade in at least one set of cards.
Categories
Board Games Strategy Games

Risk Official Rules: Defender Dice and Re-roll Guide

Many players mistakenly assume that the special advantage of re-rolling dice applies to all combatants, including the defender.

According to the Hasbro Gaming Official Rulebook, the answer is no; you cannot use the re-roll advantage when defending.

Risk Official Rules 2022, [page not specified]

These rules correspond to the UK edition of Risk.

Official Rule Breakdown

Regarding whether a defender can use the two-dice rule or re-roll mechanics, the official rules specify that the 'Advantage when attacking' rule is strictly for the attacker. While an attacker may use a RISK card to re-roll any one die during a battle involving a territory shown on their card, the rules explicitly state: 'You may not use a RISK card in this manner when defending a territory.' Furthermore, the standard dice mechanic allows a defender to roll either 1 or 2 white dice, provided they have at least 2 armies on the territory under attack. This is a standard combat mechanic rather than a card-based advantage.

Step-by-Step

  1. Step 1: The attacker announces the territory they are attacking from and the target territory.
  2. Step 2: Both players announce the number of dice they intend to roll.
  3. Step 3: The attacker rolls 1, 2, or 3 red dice (must have at least one more army than dice rolled).
  4. Step 4: The defender rolls 1 or 2 white dice (must have at least 2 armies to roll 2 dice).
  5. Step 5: Compare the highest dice; if the attacker's is higher, the defender loses an army. If the defender's is higher, the attacker loses an army.
  6. Step 6: If both rolled more than one die, compare the next-highest dice and repeat the process.

Example Play Situation

Alice is attacking Bob's territory in North Africa. Alice rolls 3 red dice and Bob rolls 2 white dice. Alice rolls a 6 and a 4, while Bob rolls a 5 and a 2. Since Alice's highest die (6) is higher than Bob's highest die (5), Bob loses one army. However, Alice cannot use a RISK card to re-roll her dice because she is the attacker, and Bob cannot use such a card to defend.

Risk rules rule situation

Common Misconceptions

  • Thinking the 'Commander' rule (changing a die to a 6) can be used during defense.
  • Assuming RISK cards can be used to re-roll dice when defending a territory.
  • Believing a defender can roll 2 dice if they only have 1 army present.

Quick Reference

You CanYou Cannot
Roll 1 or 2 dice if defending with 2 or more armiesUse a RISK card to re-roll dice while defending
Use a RISK card to re-roll one die when attackingRoll more than 3 dice as an attacker
Compare highest dice to determine casualtiesRoll 2 dice as a defender if you only have 1 army

Frequently Asked Questions

What is the official rule for defending in Risk?
Defenders roll 1 or 2 dice if they have at least 2 armies on the territory.
Can I use a RISK card to re-roll my dice when I am defending?
No, the rules state you cannot use a RISK card to re-roll dice when defending.
How many dice can a defender roll?
A defender can roll 1 or 2 dice, depending on how many armies they have.
What happens if the attacker and defender roll the same number?
In the case of a tie, the defender always wins the comparison.
Categories
Board Games Strategy Games

Risk Official Rules: Can the Attacker Stop an Attack?

Many players mistakenly believe they are forced to continue an attack until they win or lose, but the rules allow for strategic pauses.

According to the Risk Official Rulebook, the attacker has complete flexibility regarding when to stop.

Risk Official Rules 2022, [page not specified]

These rules correspond to the US edition of Risk.

Official Rule Breakdown

According to the Risk Official Rulebook (Risk_Rules_2022.pdf), the attacker possesses complete flexibility during their turn. While a player may continue to attack any adjacent territory as long as they have at least two armies remaining on the attacking territory, they are not obligated to finish a battle or a conquest. The rules explicitly state that a player may discontinue their attacks, end their turn, and pass the turn to the player on their left whenever they feel it is to their advantage to do so.

Example Play Situation

Alice is attacking Bob in Brazil. After winning two battles but losing several armies, Alice decides to stop attacking to preserve her remaining troops. Alice ends her turn and passes the turn to the next player.

Risk rules rule situation

Common Misconceptions

  • Attacker must continue attacking until the territory is captured
  • Attacker must continue attacking until all their armies are lost
  • Attacker cannot stop an attack mid-battle

Quick Reference

You CanYou Cannot
You can stop attacking at any timeYou cannot attack if you have fewer than two armies on your territory
You can end your turn whenever it is advantageousYou cannot use a Risk card to re-roll when defending
You can switch to attacking a different adjacent territory

Frequently Asked Questions

What is the official rule for stopping an attack in Risk?
The attacker may discontinue attacks and end their turn whenever they wish.
Can I stop attacking even if I haven't captured the territory?
Yes, you can stop your attack at any time during your turn.
Do I have to keep attacking if I am winning?
No, you can choose to end your turn even if you are successful.
Is it possible to change which territory I am attacking mid-turn?
Yes, you can shift your attack to a different adjacent territory.
Categories
Board Games Card Play Rules

Phase 10 Official Rules: How to Hit and Add Cards

Many players mistakenly believe they can only interact with their own completed phases, but the rules allow for strategic 'hitting' on any phase on the table.

According to the Phase 10 Official Rulebook, you can add cards to any phase already laid down on the table, whether it is your own or another player's.

Phase 10 Official Rules [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official PDF manual and trusted secondary rule sources. | Purpose: Resolve the #1 confusion regarding hitting other players' phases.
Key Insight: To avoid arguments, ensure everyone agrees on the 'hitting' rule before the first hand begins.

These rules correspond to the US edition of Phase 10.

Official Rule Breakdown

The process of adding cards to existing phases is known as 'Hitting.' According to the official manual, you may make a hit by putting a card directly on a phase already laid down on the table. This card must properly fit with the cards already down, such as adding a '4' to an existing set of '4s' or a '2' to a run of '3, 4, 5, 6.' Crucially, before you can perform a hit, your own Phase must already be laid down. You may hit your own cards, another player's cards, or both, and you may only do so during your turn (Phase 10 Official Rulebook, [page not specified]).

Step-by-Step

  1. Step 1: Successfully lay down your own Phase on the table.
  2. Step 2: On a subsequent turn, draw a card from the draw pile or discard pile.
  3. Step 3: Identify a card in your hand that can be directly added to an existing Phase (yours or an opponent's).
  4. Step 4: Place the card onto the existing Phase to 'hit' it.
  5. Step 5: Discard one card from your hand to end your turn.

Example Play Situation

Alice has already laid down her Phase 1. On her turn, Bob draws a card and sees a '7' in his hand. Since Bob's own Phase is already on the table, he can legally place that '7' onto Alice's existing set of '7s' to make a hit.

Phase 10 rules rule situation

House Rules

[HOUSE RULE] Some groups play with a variation where players can play additional cards on top of other completed phases for strategic advantages, though this is not part of the standard rulebook.

Common Misconceptions

  • Thinking you can only hit your own phases
  • Attempting to hit a phase before your own phase is laid down
  • Adding a card that does not logically fit the existing set or run

Quick Reference

You CanYou Cannot
You can hit your own cardsYou cannot hit a phase if your own phase is not yet laid down
You can hit another player's cardsYou cannot hit a phase if the card does not properly fit the sequence or set
You can add Wild cards to any valid situationYou cannot hit during someone else's turn

Frequently Asked Questions

What is the official rule for hitting in Phase 10?
You can add cards to any laid-down phase if your own phase is already on the table.
Can I add a card to an opponent's phase?
Yes, you can hit another player's cards as long as you have already laid down your own phase.
What happens if my own phase isn't on the table yet?
You are not allowed to make a hit until your own Phase has been successfully laid down.
Do I have to hit my own cards only?
No, you have the option to hit your own cards, another player's cards, or both.
Categories
Board Games Card Play Rules

Phase 10 Skip Card Official Rules & How to Play

Many players mistakenly believe Skip cards can be used to complete a Phase or be picked up from the discard pile.

According to the Phase 10 Official Rulebook, Skip cards serve only one purpose: to cause another player to lose a turn.

Phase 10 Official Rules [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text. | Purpose: Resolve the #1 confusion regarding Skip card utility in Phase 10.
Key Insight: To avoid arguments, ensure everyone agrees on when a 'round' begins before the first Skip card is played.

These rules correspond to the UK edition of Phase 10.

Official Rule Breakdown

The official rules specify that Skip cards have a singular function: to force another player to lose their turn. When a player draws a Skip card, they have the option to discard it immediately or save it for a later turn. However, a Skip card may never be used to contribute to making Phase 8 or any other Phase. Additionally, Skip cards cannot be picked up from the discard pile. A critical limitation is that only one Skip card may be used against each individual player per 'round' (defined as one full circuit around the table). If the dealer begins the discard pile with a Skip card, the first player's turn is automatically skipped.

Step-by-Step

  1. Step 1: Draw a card from either the draw pile or the discard pile.
  2. Step 2: If the card is a Skip card, decide to discard it immediately or save it for a later turn.
  3. Step 3: On a subsequent turn, discard the Skip card onto the discard pile.
  4. Step 4: Choose the specific player who will lose their turn.

Example Play Situation

Alice draws a Skip card and decides to save it. Two turns later, Alice discards the Skip card and chooses Bob to lose his turn. Bob must now skip his turn and cannot draw or discard.

Phase 10 rules rule situation

Common Misconceptions

  • Using a Skip card to complete a Phase
  • Picking up a Skip card from the discard pile
  • Using multiple Skip cards against the same player in one round

Quick Reference

You CanYou Cannot
Discard the Skip card to make a player lose a turnUse a Skip card to complete any Phase
Save a Skip card to use on a later turnPick up a Skip card from the discard pile
Skip the first player if the dealer starts the pile with a Skip cardUse more than one Skip card against the same player per round

Frequently Asked Questions

What is the official rule for Skip cards in Phase 10?
They are used only to make another player lose their turn and cannot be used in Phases.
Can I use a Skip card to help me finish Phase 8?
No, Skip cards may never be used in making Phase 8 or any other Phase.
What happens if the dealer puts a Skip card on the discard pile to start?
The first player's first turn is automatically skipped.
Is it allowed to pick up a Skip card from the discard pile?
No, a Skip card may never be picked up from the discard pile.
Categories
Board Games Card Play Rules

Phase 10 Skip Card Rules: Official Rules & Disputes

Many players mistakenly believe they can target the same person with multiple Skip cards in a single round, but the official rules impose a strict limit.

No, you cannot use multiple Skip cards against the same player in a single round, according to the Phase 10 Official Rulebook.

Phase 10 Official Rules, [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding Skip card mechanics. | Purpose: Resolve the #1 stacking confusion from player forums regarding Skip card frequency.
Key Insight: To avoid arguments, establish the 'one skip per player' rule before the first hand begins.

These rules correspond to the UK edition of Phase 10.

Official Rule Breakdown

Regarding the use of Skip cards in Phase 10, the official rules state that Skip cards have the sole purpose of causing another player to lose a turn. While you may discard a Skip card immediately or save it for a later turn, there is a critical restriction: only one Skip card against each player per 'round' may be used. A 'round' is defined as once around the table. Additionally, Skip cards cannot be used to complete any Phase and cannot be picked up from the discard pile.

Step-by-Step

  1. Step 1: Draw a card from either the draw pile or the discard pile.
  2. Step 2: On your turn, choose to discard a Skip card from your hand.
  3. Step 3: Select a player to lose their turn.
  4. Step 4: Ensure the selected player has not already been targeted by a Skip card in the current round.

Example Play Situation

Alice draws a Skip card and decides to save it. Later in the round, Bob plays a Skip card targeting Charlie. When Alice's turn comes, she wants to use her Skip card on Charlie again, but she cannot because Charlie has already been skipped this round.

Phase 10 rules rule situation

Common Misconceptions

  • Using a Skip card to complete a Phase
  • Picking up a Skip card from the discard pile
  • Targeting the same player with multiple Skips in one round

Quick Reference

You CanYou Cannot
Discard a Skip card to make a player lose a turnUse a Skip card to help complete a Phase
Save a Skip card for a later turnPick up a Skip card from the discard pile
Skip the first player if the dealer starts the discard pile with a Skip cardUse more than one Skip card against a single player per round

Frequently Asked Questions

What is the official rule for Skip cards in Phase 10?
Skip cards cause a player to lose a turn, but you can only use one per player per round.
Can I use a Skip card to complete Phase 8?
No, Skip cards may never be used in making any Phase.
Is it allowed to pick up a Skip card from the discard pile?
No, a Skip card may never be picked up from the discard pile.
What if the dealer puts a Skip card in the discard pile first?
The first player's first turn is automatically skipped.
Categories
Board Games Card Play Rules

Phase 10 Official Rules: Adding Cards to Laid Down Sets

Many players wonder if they can add extra cards to a Phase they have already laid down to make it larger or more complete.

According to the Mattel Official Rulebook, you may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase.

Phase 10 Official Rules, Mattel Edition, [page not specified]

Expertise: Board game rules expert and content writer. | Verification: Cross-referenced official Mattel rulebook text regarding Phase laying mechanics. | Purpose: Resolve confusion regarding the legality of adding extra cards to completed Phases.
Key Insight: To avoid arguments, ensure players agree that 'extending' means the card must fit the existing sequence or number group.

These rules correspond to the UK edition of Phase 10.

Official Rule Breakdown

Regarding the ability to add cards to a Phase, the official rules state that while you must meet the minimum requirements for a Phase, you are permitted to lay down more than the minimum if the additional cards can be directly added to the cards already in the Phase. For example, if you lay down three '5s' and three '7s' to complete Phase 1, and you also hold two additional '5s' in your hand, you may immediately lay those down with the existing '5s' during the same turn. However, you cannot add cards that do not fit the existing structure; for instance, if you have completed Phase 1, you cannot add a set of '10s' because Phase 1 specifically requires exactly two sets, and adding a third set would violate the Phase's structure.

Step-by-Step

  1. Step 1: Form the minimum required combinations (sets or runs) for your current Phase in your hand.
  2. Step 2: Lay the Phase down face-up on the table before discarding.
  3. Step 3: Check if any remaining cards in your hand can be directly added to the sets or runs already laid down.
  4. Step 4: Lay down those additional cards in the same turn if they extend the existing combinations.

Example Play Situation

Alice is working on Phase 1. She lays down three '5s' and three '7s' to meet the requirement of two sets of 3. Because she also has two extra '5s' in her hand, she immediately lays them down to extend her first set. Bob, however, has a set of '10s' but cannot add them because they do not extend the '5s' or '7s' already on the table.

Phase 10 rules rule situation

House Rules

[HOUSE RULE] Some groups play a variation where 'hitting' (discarding cards onto a completed Phase) is mandatory to end a hand, though official rules focus on the Phase completion and the subsequent discard.

Common Misconceptions

  • Thinking you can add a third set to a Phase that only requires two sets.
  • Believing you can add cards to a Phase in a later hand once it is already on the table.
  • Attempting to add cards that don't match the existing numbers or sequences.

Quick Reference

You CanYou Cannot
You can add extra cards if they extend an existing setYou cannot add cards that create a new, unrequired combination
You can add extra cards if they extend an existing runYou cannot add cards that do not directly connect to the laid-down cards
You can lay down more than the minimum requirements in one turn

Frequently Asked Questions

What is the official rule for adding cards to laid down sets in Phase 10?
You can add extra cards only if they directly extend the sets or runs already in the Phase.
Can I add a third set of cards to my Phase 1 if I have them?
No, you can only add cards that directly extend the existing sets or runs required for that Phase.
What happens if I have extra cards that don't fit my Phase?
You must discard those cards to end your turn instead of laying them down.
Do I have to lay down the whole Phase at once?
Yes, you must have the entire Phase in your hand before laying it down face-up.
Categories
Board Games Card Play Rules

UNO Wild Card Official Rules and House Rule Guide

Many players mistakenly believe that special action cards can be played on top of one another to create chain reactions, but the official rules for Wild cards are quite specific.

Yes, according to the Mattel Official Rulebook, you may play a Wild card on your turn even if you have another playable card in your hand.

UNO Official Rules, [edition not specified]

Expertise: Board game rules expert and content writer. | Verification: Cross-referenced official rulebook text from provided evidence chunks. | Purpose: Resolve the #1 confusion regarding Wild card play priority and stacking.
Key Insight: To avoid arguments, establish whether you are playing with 'Progressive' house rules for Draw cards before the first round starts.

These rules correspond to the UK edition of UNO.

Official Rule Breakdown

Regarding the use of Wild cards, the official rules state that when you play this card, you get to choose the colour that continues play, including any colour that was in play before the Wild card was laid down. Furthermore, the rules explicitly clarify that a player may play a Wild card on their turn even if they possess another playable card in their hand. This distinguishes the Wild card from other action cards that must match the colour or number of the discard pile.

Example Play Situation

Alice has a Red 7 and a Wild card. She decides to play her Wild card instead of the Red 7. She chooses Blue as the colour, and it is now Bob's turn to play a Blue card.

Uno rules rule situation

House Rules

[HOUSE RULE] In the 'Progressive UNO' variant, players may play consecutive Draw Two or Wild Draw Four cards to increase the penalty for the next player, potentially causing them to draw 4, 8, or more cards depending on the number of consecutive cards played.

Common Misconceptions

  • Thinking you must play a matching colour/number card before using a Wild card
  • Believing Wild cards can only be played if you have no other moves
  • Assuming Wild cards can be 'stacked' like Draw Two cards in official rules

Quick Reference

You CanYou Cannot
Play a Wild card even if you have other playable cardsAssume you must match the discard pile colour to play a Wild card
Choose any colour to continue play after a Wild card is played

Frequently Asked Questions

What is the official rule for playing a Wild card in UNO?
You can play it any time and choose the colour that continues play.
Can I play a Wild card if I have a matching colour card in my hand?
Yes, you may play a Wild card even if you have another playable card.
Is it allowed to change the colour to one that was just played?
Yes, you can choose any colour, including the one previously in play.
What happens if a Wild card is turned up at the start of the game?
The person to the left of the dealer chooses the colour to continue play.
Categories
Board Games Classic Games

Monopoly Mortgage Rules: Official Rules and Clarifications

Many players mistakenly believe they can borrow money from other players to pay off debts, but the official rules strictly limit loans to the Bank via property mortgages.

According to the Monopoly Official Rulebook, money can only be loaned to a player by the Bank and only by mortgaging property.

Monopoly Official Rulebook [edition not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official rulebook text regarding mortgage interest and player loans. | Purpose: Resolve the #1 confusion regarding player-to-player loans and mortgage interest.
Key Insight: To avoid arguments, establish whether players will pay the 10% interest immediately or hold the mortgage when trading properties.

These rules correspond to the UK edition of Monopoly.

Official Rule Breakdown

To raise more money, the Bank can give mortgages on Properties. When a property is mortgaged, the owner turns the Title Deed card over to the Bank. To lift a mortgage, the owner must pay the Bank the amount of the mortgage plus 10% interest. If a player buys a mortgaged property from another player, the new owner may lift the mortgage immediately by paying the mortgage amount plus 10% interest to the Bank. Alternatively, the new owner can pay the 10% interest to retain the property with the mortgage still active; if they choose this, they must pay an additional 10% interest later when the mortgage is finally lifted. Note that when all properties in a colour-group are no longer mortgaged, the owner may begin to buy back houses at full price.

Step-by-Step

  1. Step 1: Turn the Title Deed card over to indicate it is mortgaged.
  2. Step 2: Receive the mortgage loan amount from the Bank.
  3. Step 3: To lift the mortgage, calculate the mortgage value plus 10% interest.
  4. Step 4: Pay the total amount to the Bank and turn the Title Deed card face up.

Example Play Situation

Alice owns Boardwalk but needs cash to pay a fine. She mortgages Boardwalk to the Bank to raise funds. Later, Bob buys Boardwalk from Alice; Bob pays the 10% interest immediately to keep the mortgage active, or he can pay the full amount plus interest to lift it instantly.

Monopoly rules rule situation

Common Misconceptions

  • Borrowing money directly from another player
  • Lifting a mortgage without paying the 10% interest
  • Buying houses on a mortgaged property

Quick Reference

You CanYou Cannot
You can mortgage property to get money from the BankYou cannot borrow money from another player
You can sell mortgaged property to another player at an agreed priceYou cannot collect rent on mortgaged properties
You can buy back houses at full price once all properties in a colour-group are unmortgagedYou cannot build houses on a mortgaged property

Frequently Asked Questions

What is the official rule for mortgaging in Monopoly?
The Bank loans money only by mortgaging property, and you must pay 10% interest to lift it.
Can I borrow £50 from my friend if I am short on cash?
No, players may not borrow or lend money to one another; only the Bank provides loans via mortgages.
What happens if I buy a property that is already mortgaged?
You can pay 10% interest to lift it immediately or pay 10% to keep the mortgage active.
Do I have to pay interest every turn I hold a mortgage?
No, interest is only paid when lifting the mortgage or when a new owner chooses to manage it.