![]() ![]() Sprinkled in that loop are mini-events that can gain or lose you money. This is Monopoly GO!’s core loop: roll dice, make money, spend money to upgrade landmarks, roll, make more money, upgrade more landmarks, complete the board, move on to the next board, and do it all over again. Take-Downs and Bank Heists are both massively more profitable than any of the other actions on the board.Įach landmark can be upgraded six times (which also puts more houses or hotels on your board) and once you’ve maxed out all upgrades for your six landmarks, you complete that board and move on to the next one. For example, if you’re on the Tokyo board, your landmarks are things like Tokyo Tower, a Japanese market, a temple, a sleek hotel, etc. You use that money to build up your board’s five available landmarks, which are themed around your current board. Rolling doubles, landing on any property, passing GO, and landing on railroads all net you cash. Your goal then, is to instead build landmarks, the unique addition around which Monopoly GO! revolves.Īs you make your way around the board, you get cash for almost everything. You travel around your board completely alone and you already own all of the properties at the outset. Monopoly GO! is a single-player experience in a lightly social ecosystem. The difference lies in how you “acquire” and build up properties, because functionally speaking, you don’t. The jail space still prevents you from rolling unless your roll doubles within three turns, income tax still sucks, and there are still ways to put houses and hotels on properties. All of the spaces are identical to the board game and some of them function the same, like the worthless Just Visiting space. ![]() Monopoly's cutthroat tactics and strategic planning are completely absent, or at least fully defanged, in Monopoly GO!Īnd everything I just described is completely absent, or at least fully defanged, in Monopoly GO! From an aesthetic standpoint, Monopoly GO! bears all the stylings of the board game. Monopoly is cutthroat, strategic, and occasionally collaborative - teaming up with your younger sibling to knock your oldest sibling out of the running early on - and derives its fun from petty vengeance, backstabbing, and being the biggest jerk on the board. The goal of the game is to dominate the board’s real estate by acquiring monopolies of same-colored spaces and then bleeding your competition dry of all their cash when they land on your properties. Players all start with the same amount of money, gain $200 every time they loop back around to pass the starting GO space, and lose or make money by buying and trading properties, owing or collecting rent from other players, being blessed or cursed by the random chance spaces, etc. ![]()
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