Monopoly Strategy
Monopoly involves a substantial portion of luck with the roll of the
dice determining whether a player gets to own key properties or lands
on squares with high rents. Even the initial misfortune of going last
is a significant disadvantage because one is more likely to land on
property which has already been bought and therefore be forced to pay
rent instead of having an opportunity to buy unowned property.
There are, however, many strategic decisions which allow skilled
players to win more often than the unskilled. The fundamental strategic
point is that securing monopolies (all the properties in a colour
group) is the way to amass wealth, but monopolies arise more through
trade than through chance. In a standard six-player game, there is a
fair probability that none of the players will be able to buy all of
one colour group without trading. If no monopolies emerge by chance,
and the players do not trade--it is rare for anyone to be eliminated.
The game could last indefinitely with the £200 for passing Go keeping
the poorer players from going bankrupt.
Since monopolies are the key to victory, and monopolies arise by the
exchange of property from one player to another, a well-played game of
Monopoly is from start to finish a game of trading, negotiation, and
diplomacy as well as the occasional well-timed "tactical dirty trick"
(such as creating a building shortage).
Trading and blocking
Players must be aware of the strategic value of each property at any
particular time, considering who needs it to complete a monopoly and
which properties in that group are as yet unowned. As soon as two
players between them own all the properties in two colour groups, they
are likely to make a some sort of bargain whereby each of them obtains
a monopoly because, if they are the first to be able to build houses
and hotels, they each have a much better chance of winning.
Cash management
Apart from property trading, the most important strategic decisions
involve cash management. There is great pressure to acquire properties
and to build houses and hotels as soon as possible in order to collect
large rents. On the other hand, a player who does not have the cash to
pay a large rent may be forced to tear down houses, getting only half
the invested cash back. It can be as dangerous to build as it is to
refrain from building.
Furthermore, holding cash is important when unowned property is
landed on and must be auctioned, as well as important when there is a
shortage of houses and the remaining houses are auctioned. Being cash
poor can lead to frustration when another player gets a good deal in an
auction in which you cannot compete. Also, holding cash allows one to
cut favorable deals with a player who is cash poor. For example, a
player who would be forced to undevelop his property to pay a large
rent might decide to sell some other undeveloped property for cash,
even though he would normally be reluctant to trade property for
anything other than property. If only one player has significant cash
reserves, that player has considerable negotiating leverage.
Because of the importance of cash, many players treat any ungrouped
property they own primarily as a cash source through which they can
develop their monopolies. Holding unmortgaged and undeveloped property
is rather similar to holding a cash reserve because mortgaging is
relatively inexpensive. To de-mortgage a mortgaged property costs only
10% more than the cash received for mortgaging whereas to rebuild a
house one has torn down costs 100% more than the cash received for
tearing it down.
Another thing to be considered when it comes to cash is that a player is not required by the official Monopoly rules nor the Official Tournament Rules
to disclose to opponents how much cash he or she has. This is important
because in many situations opponents can take an advantage when
estimating how much cash the other player has. For example, a player
may be more willing to trade an opponent the final property in a color
group (thereby giving that opponent a monopoly) if the player sees that
the opponent doesn't have enough cash to place buildings on that
monopoly.
While the route to victory in Monopoly is clearly to build houses
and hotels to take maximum rent, a player is unlikely to be able to
acquire a complete set of properties in a game with four or more
participants, except by trading. It is therefore very useful to be able
to determine which colour groups are more valuable.
The overall value of any property is determined by a combination of four factors:
- Buying cost
- House/hotel cost
- Rent charged
- Position on the board (visitation frequency)
The first three factors are obvious: valuable properties have a
better ratio of expenditure to return. The fourth factor is more
interesting because it determines how often players will land on each
property and thus pay rent to its owner. In recent years, computer
simulations have allowed a probabilistic analysis of the frequency with
which each square is visited during the average game.
For instance, the Jail square is the most commonly visited space in
the game because of the "Go to Jail" direction printed on several cards
and the rule that a throw of three successive doubles also sends a
player there. Combined with the fact that a player is most likely to
throw 6, 7, or 8 when moving away from Jail than he is to throw 2, 3,
4, 5, 9, 10, 11 or 12, this means that the overall probability of
visiting an orange property is far higher than that of visiting a red
property, for instance. Similarly, because there are only two
properties in each of the dark blue and dark purple sets, these sets
are visited correspondingly less often.
Best improvable properties
Among improvable properties (properties that can have houses or hotels built on them), the orange
set is far superior to any other: It is visited quite often (it is
located at a moderate distance after the Jail square), and property
costs are relatively cheap, and the prospect of collecting damaging
rents without too much investment is excellent.
The runner-up for best improvable properties is the red set—statistics demonstrate that while the orange are landed on more often as a group,
Illinois Avenue is landed on most often as a single entity. In
addition, it catches many people who happen to overrun the orange
properties on their way out of jail.
As a general rule, the second colour group on each side of the board
has a far better cost-to-value ratio because the houses and hotels cost
the same as the first colour group but yield higher rent. The major
exception to this strategy is the "red" group over the "yellow" group
for the reasons outlined above.
Other improvable properties
Similarly to red, the pink/light purple set gets many landings from people leaving jail but not getting very far. The light blue set, on the other hand, receives many hits from people coming from the Go square. The dark purple/brown and green
sets are far inferior: Neither attracts many visits; green is very
expensive and does not collect enough rent to compensate; and dark
purple/brown, though inexpensive, is often skipped and collects little
rent. The yellow set doesn't get nearly as many hits as the reds, but they can dominate later in the game. The dark blue
set has only two properties, so they are landed on less often than the
other sets; however, their high rents can often cripple other players.
A player who uses these relative values as a guide to trading ought to
do better than chance in the long run.
Tactics
- Early in the game when many properties are unowned, it is a
disadvantage to be in Jail. A player should pay the fine and get moving
with an eye to landing on unowned property or at least passing Go.
Later in the game, when properties are highly developed, it is an
advantage to be in Jail so as to avoid paying high rents. At that stage
it is better to refuse to pay the fine and to attempt to roll doubles.
- The average income a player receives from one round of the board is
£170. This includes rent earned, rent payed, money from Go, fines and
rewards.
- When landing on the Income Tax square, a player is not allowed to
calculate his assets before deciding whether to pay £200 or 10% of his
assets. However, there is a simple rule of thumb that works well in
practice. Since players start with £1500 and collect £200 for passing
Go each time, it is generally better to pay 10% until passing Go for
the third time. Barring exceptionally good or bad fortune, the third
time past Go is the time when a player's assets exceed £2000, and once
above £2000, a player is not likely to dip below until late in the game
when he has paid some drastic rents and is on the verge of elimination.
- The increased rent for houses takes a long time to pay off the
initial investment if there are only one or two houses per property.
Starting with the third house, rents rise dramatically and pay off the
investment correspondingly faster. If a player owns two colour groups,
it is much better for him to put three or four houses on each property
in one group (leaving the other group undeveloped) than it is to put
two houses everywhere. Similarly, it is unwise for a player to deeply
mortgage himself to develop a monopoly unless he can build to at least
the third house.
- If there is a shortage of houses, players should consider buying
the last houses rather than buying hotels because each hotel built
returns four houses to the bank for other players to use. When there
are no houses in the bank, no one else can build houses. Also, players
with hotels can't easily convert them to cash in this situation; they
would have to strip an entire colour group of its hotels to raise money
since buildings must be removed evenly from a colour group and because
the hotels cannot be exchanged for houses since there are no houses in
the bank. The owners of inexpensive monopolies should be particularly
eager to use this tactic to prevent the owners of expensive monopolies
from fully developing.
- Occasionally, when there is a housing shortage, it can pay to tear
down houses on one colour group to immediately build them on a
different colour group. However, if another player declares an interest
in buying the houses you have torn down, you will have to outbid that
player for them, so this tactic pays off only when you are buying the
torn down houses for expensive properties anyway, and you have much
cash, and the other likely bidders are cash poor.
- In a game with many players, it is advantageous to make trades even
if you are "getting the short end of the stick" because the trade will
be a burden for your opponents. For example, there is a four-player
game and player 1 is going to trade with player 2. They are going to
give each other properties so that each will then have a monopoly. The
space that player 1 will get is worth a little less than the space he
is going to give player 2. Should he go ahead and trade? Yes. Let’s say
that player 1 is trading away a space worth 4 units in return for one
worth 3 units. Although he will net -1 units initially, the other two
players in the game (players 3 and 4) will be forced to pay for player
2’s newly acquired monopoly. This will offset the -1 unit disadvantage
of the trade. In other words, player 1 is getting the advantage because
the trade, although initially bad for him, will hinder the other 2
players in the game. When in doubt, it is usually best to go ahead and
trade (if not for any other reason, just to keep the game moving. Many
games are ruined because all four players are stuck in a stalemate, refusing to trade anything).
- When building houses in a colour group, a player should usually
build the first house of a level of houses on the last property of the
colour group. The second house of the level should be usually built on
the first property of the colour group, unless the colour group is the
light-blue or orange colour group. The same applies to hotels (which,
for practical purposes, can be considered as five houses or four houses
when the standardized Rules for a Short Game are used). This tactic is based on the fact that usually the rent mathematical expectancy (the average of the expected rent) is higher when houses are built in that order.
-
- Example for the light-purple colour group:
| Step |
Property 1 |
Property 2 |
Property 3 |
| 1 |
|
|
House |
| 2 |
House |
|
House |
| 3 |
House |
House |
House |
- A player should always be diplomatic with players because,
especially at the end of the game, opponents who are likely to lose can
take revenge of players who are likely to win and make them lose
against other players who are also likely to win. For example, let us
say there is a player who cannot pay his debt without making trades;
but, because of his situation of being likely to go bankrupt in the
next few turns anyway, sells all his properties at a relatively low
price to an opponent other than the creditor of that debt. Then the
player who gets the properties is also likely to form complete colour
groups with the newly acquired properties and is likely to defeat the
creditor of the debt. Such a player who decides who wins or loses the
game is sometimes referred to as a "king-maker" because that player
decides who gets "crowned".
- An interesting strategy when the auctioning rule is in play is to
carefully monitor the cash flow of the other players when you are
buying property. Generally early in the game, when players are busy
buying properties, they get rather low on cash rather quickly. This is
normally not that bad since the rents for properties are of minor value
in the beginning, but you can turn this situation in your favor. When
you land on a property, instead of buying it from the bank at the price
listed, you can take advantage of the fact that the rest of the players
have little money and decide to auction instead. By doing this you can
actually buy properties for less than the assessed value (the value
listed on the board). Doing this can give you a substantial tactical
advantage by increasing your assets without spending as much money and
gain money earning properties as well. This can be risky however, as
other players may try to outbid you anyway by mortgaging properties or
"pull a rabbit out of their hat" and come up with some cash you didn't
notice earlier (like hiding £500 under a stack of £1 notes, for
instance). This strategy works best if you are in a cash-strong
position when the other players have small amounts of cash and when
there are fewer players in the game, especially just two players.
External links
This article is licensed under the GNU Free Documentation License. It uses material from Wikibooks Encyclopedia article "Monopoly Strategy"
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