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Ever wondered what Monopoly would be like if it was invented by the Soviet Union? Well if you have, this version of Monopoly is perfect for you!

Part 1
Part 1 of 2:

Setup

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  1. 1
    Place all the project cards around the board. They go next to their location on the board and are basically the equivalent of the title dead cards in regular monopoly. [1]
  2. 2
    Place M1848 in the community fund. This will be used if you have to pay for something you can't afford later in the game. Place the rest of the money in the bank. [2]
    • If you don't get the joke, 1848 is the year the communist manifesto was published!
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  3. 3
    Shuffle the chance cards. Afterwards, place them on their square. [3]
  4. 4
    Hand out the contribution chips. Each player receives 10 in their chosen colour, so if they choose green, give them 10 chips. [4]
  5. 5
    Place the tokens on GO. Each player will choose a token. Afterward, place all the tokens playing on GO.
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Part 2
Part 2 of 2:

Playing the game

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  1. 1
    Choose who goes first. The official rules state that the oldest player goes first, but you can pick another method for determining this should you wish.
    • On your turn, you can add Contribution Chips to projects by paying the development fee.
  2. 2
    Understand the dice. The dice in this edition have been changed. If the second dice is a 2, 3 or 4, add that to the amount of spaces you move. If it is an x2, double your dice roll. If it is a +1, draw a chance card. If it is a +2, draw 2 chance cards. [5]
    • If you roll 3 doubles in a row, go straight to jail.
  3. 3
    Manage a project. If you land on a project, you must either manage it, or auction it. To manage it, pay the fee on the board. If you do not have enough, the community fund covers the rest. If you don't want it, you must auction it. Bids start at M5 and increase in increments of M5. The player who initiated the auction cannot bid. The person who bids the highest amount wins. If they cannot afford it, the rest of the money comes from the community fund. [6]
  4. 4
    Develop projects. If you are managing any projects, you may self-develop one project at the beginning of your turn, before you roll. To self-develop, add a Contribution token to that Project card and pay the Bank the self-development fee on that card. If you land on a project managed by someone else, you may choose to contribute to it by paying M10 to the owner and adding one of your chips to an open space on the project. [7]
    • Remember, to win, all of your contribution chips must be on the board.
  5. 5
    Deal with fully developed projects. A project is fully developed when all the spaces on the Project card are filled with Contribution chips. No more chips may be placed on a fully developed project. [8]
    • If you land on a developed project, the bank must pay the manager of that project and the Community Fund the same amount.
    • If you manage 2 fully developed projects in 1 colour set and another player lands on them, both projects pay out to the manager and the community fund.
  6. 6
    Know what to do with Action Spaces. If you pass GO, all players collect M50 as their living wage. Players must also contribute at least M5 to the community fund. If you land on a chance space, draw a chance card. If you are already in possession of a card and the one you draw does not say "Play now", you must choose a card to keep. If you land on a shuttle space, you may pay M50 to go to any project between that and the next shuttle space. If this means passing GO, no one collects money. If you land on Go to jail, you must go to jail without collecting M50. [9]
  7. 7
    End of the game. The game ends when either a player has used all their contribution chips OR the community fund runs out of money. [10]
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