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Another question arose from my previous question: What is the order of actions in Monopoly?

There are a number of actions that may take place:

  • Roll dice
  • Move token
  • Purchase property
  • Pay rent
  • Improve properties
  • Trade with players
  • Go to jail

I'm sure there are others too.

I checked the rules and didn't notice any specified order for your turn.

Also, what actions can I take when it's not my turn? For example, can I trade with another player, or improve my properties?

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3  
Most of the actions you listed have an order that's obvious from common sense, and implicit from the rules: roll dice, move, collect money if you passed go, do the action for the space you landed on (pay rent or purchase/auction property or go to jail or draw a chance/community chest card). It seems like your actual question is really just "when can I trade/improve properties"... and that seems to be dealt with in the accepted answer on your other question. –  Jefromi Feb 13 '12 at 18:15
    
Frankly, it's a very old game, and timing is not laid out particularly well. it's clear that you can't buy houses between the die roll and assessing rent owed, but the rest is pretty up for grabs. Controlling the housing supply is a HUGE part of the strategy of the game, but the rules who can buy what when are not at all clear. –  swbarnes2 Jun 22 at 22:35

3 Answers 3

Given the way the rules are themselves ordered...

  1. Throw the dice
  2. move the indicated distance or to jail (if 3rd double in a turn)
    1. collect $200 if land on or pass Go
  3. resolve space
    • ownable properties
      1. pay rent if owned and not mortgaged
      2. buy it if unowned (optional)
      3. aution property if still unowned (not optional)
    • non-ownable properties
      1. resolve as indicated.
      2. collect $200 if resolving puts you passing Go.
  4. Pass the dice or roll again, as appropriate.

The only action which is doable outside one's turn (according to the instructions I've got off-line, in my deluxe box) are buying auctioned properties, buying or trading properties with other players, and using cards that say "use at any time."

All other actions (buying houses/hotels, selling houses/hotels, mortgaging properties, unmortgaging properties) can be done at any point in your own turn.

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RE: buying/trading properties off your own turn, are you allowed to trade with anyone? Or just the person who's turn it is? –  Nathan Koop Feb 14 '12 at 20:11
    
It doesn't specify. So I'd presume anyone. But that pretty much means only empty properties. –  aramis Feb 14 '12 at 20:23
    
You have missed a critical rule: under BUILDING SHORTAGES in the official rules it states "If there are a limited number of houses and hotels available and two or more more players wish to buy more than the bank has, the houses and hotels must be sold at auction to the highest bidder." The effect of this rule is that (1) houses and hotels are effectively always sold at auction, though there may be only one participant; (2) clearly houses and hotels can be purchased when it is not your turn; and (3) the stated price for houses & hotels on a property group is a minimum, not a set value. –  Pieter Geerkens Jun 21 at 12:47
    
Not in the edition I have. –  aramis Jun 21 at 21:01

Only the player whose turn it is undertakes in these actions, except for trading, as that requires two people.

  1. If in Jail: Pay Jail fees ($50), use Get Out of Jail card, Roll doubles (if trying to roll doubles and you do not throw them, remain in jail and end your turn. If you roll doubles 3 times but do not roll doubles you pay $50 and can then roll.)
  2. Roll die and move x spaces (if you rolled doubles in Jail move that amount of spaces; you do not get another turn.) & (if you pass / land on Go! collect $200 [or whatever your house rules are])
  3. When you land on property you must perform one of these actions:
    If not bought you can buy the property or you can auction it.
    If property is bought you have to pay rent (unless you own the property)
  4. Now you can buy houses and hotels, sell houses and hotels on properties, if you own all properties in the group (street??)
    IMPORTANT!! If there are not enough houses / hotels to complete your improvement process, you must wait until another player sells their houses or hotels.
    Trading also happens in this phase (if trading occurs, you set up a suggestion, and then the other party can accept, counter, or decline. Common house rules have the offer be x and the return offer is around 75% or more of x.)
  5. If you rolled doubles, return to step 2. If you did not roll doubles, skip this step and end your turn.

That is the normal order. Here are the exceptions to these rules.

  1. If after step 2 you land on a Chance or Community Chest space you pick up a card of that type and then immediately perform the action. If you rolled doubles go back to step 2.
  2. If you land on the Go To Jail space, you immediately go to Jail. No way out. This also happens if you get one of the unfortunate Chance cards that send you there.
  3. Rolling 3 doubles in a row means going to Jail. These do not carry over between turns.
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Please leave a comment if I forgot anything, but I'm fairly sure I covered all bases. –  Caelan O'Toole Jun 21 at 13:25
    
You have missed a critical rule: under BUILDING SHORTAGES in the official rules it states "If there are a limited number of houses and hotels available and two or more more players wish to buy more than the bank has, the houses and hotels must be sold at auction to the highest bidder." The effect of this rule is that (1) houses and hotels are effectively always sold at auction, though there may be only one participant; (2) clearly houses and hotels can be purchased when it is not your turn; and (3) the stated price for houses & hotels on a property group is a minimum, not a set value. –  Pieter Geerkens Jun 21 at 14:16
    
So effectively, in your step #4, all players may purchase improvements regardless of whose turn it is. –  Pieter Geerkens Jun 21 at 14:17
    
Check out the interpretive clarification applicable to World Monopoly Championship play here: funskool.indiatimes.com/rules.html –  Pieter Geerkens Jun 21 at 14:22
    
Has this covered it? –  Caelan O'Toole Jun 21 at 14:26

The three main actions are:

1) Roll dice 2) Move token 3) Pay the "piper" (rent, purchase price, fine, or go to jail) as the case may be. In the case of some chance or community chest cards, you may receive money.

The two "stickier" issues are trades and property improvements.

Most interpretations of the rules say that you can trade properties or other consideration (get out of jail free cards) at any time. That's because it takes two players to make a trade. The one caveat is that if you have landed on something and owe rent or a fine, you cannot trade property until it is clear that you can pay the rent/fine from other sources.

The main question mark is regard to improvements. Here, the official rules are not clear. In many games, there are "house rules" that say a player may buy and sell improvements (including mortgage and unmortgage) only during his/her own turn. Another set of "house rules" say that a player may buy/sell/mortgage property only at the BEGINNING of a turn (before the dice have been rolled). Basically, these rules are meant to prevent players from buying houses and jacking up the rent AFTER someone has landed on a property. In "real life" you couldn't just move a house onto property where people are "staying;" the house would have to have been built beforehand.

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