MONOPOLY®: The MEGA Edition: Winning Tips to Own It All by Matt McNally U.S. National MONOPOLY® Champion With plenty of new twists, MONOPOLY®: The MEGA Edition stretches the role of skill versus luck for both long-time fans and new players alike. The MEGA edition offers players a wider range of potential outcomes and therefore more challenging games. Smart players will be able to recognize these possibilities in advance and use their skills to maximize the likelihood of winning. Of course, given the new scope of the MEGA edition, players should first master the techniques of winning the traditional game. A few great books – like “The Monopoly Companion” by Phil Orbanes or “The Monopoly Book” by Maxine Brady – are great places to start honing these techniques. But remember, there’s no substitute for the hands-on experience of playing the actual game! Once you’ve sharpened your MONOPOLY® know-how, study the tips below to help you prevail in MONOPOLY®: The MEGA Edition on a consistent basis and, ultimately, be the player who owns it all. 1. Don’t wait. The first challenge of the game is to obtain a monopoly, but you may not need to trade for the final property. In the MEGA edition, you don’t need an entire color-group set to begin the house and hotel building process; you need all but one property. Take advantage of this and begin building as soon as possible, focusing your attention on the color group you can most afford. More often than not, you’ll gain the complete monopoly when a player goes bankrupt to you. You’ll realize that it’s wise, and economical, to build to the three-house level before this occurs. The goal is to collect large rent sums, so don’t delay. 2. Build monopolies aggressively. Focus on acquiring just one color group and play it with determination. If you want to win, you have to risk putting all your eggs in this one basket. Developing multiple groups at the same time, to less than three houses, won’t bring in enough cash to cripple the other players, even though there would be more spaces on which your opponents could land and pay rent. Further, the positives and negatives of each property group are more balanced in the MEGA edition. Now, landing on cheaper color groups can have a major impact on any opponent’s financial health. And the more expensive color groups can be easier to acquire in trade because their development may well take longer (and therefore pose less of an immediate threat). • Dark Purples and Light Blues: To build skyscrapers in “Mega” you need to own all the properties n a color group. This is essential with these properties. Build hotels and skyscrapers here as soon as you can. Since every player starts play with an extra $1000 ($2,500 total), you need to make your opponents’ visits to these spaces cost as much as • • possible. For a relatively small investment, skyscrapers on these properties can demand a fearsome rent. Unlike the traditional game, rent due on these properties with skyscrapers can be severe enough to cause a wealthy player to declare bankruptcy. If it happens to be a very cash rich game, you can instead use these properties to block houses from other player’s attempting to build on their stronger monopolies. Note: Even though there are more properties in the MEGA edition, the housing market remains the same. It’s now possible to use 16 houses on the light blue monopoly set alone – half of the available houses in the entire game! Light Purples, Oranges, Reds, and Yellows: These are now, by far, the best properties in the game to own. They all exist ideally beyond jail. They are visited more frequently than other color groups and have the best chance of dealing a bankrupting blow to an opponent. Their highest benefit is their affordability factor. An entire set could cost you anywhere from $580 (Light Purples) to $1080 (Yellows), leaving you plenty of money from your initial $2500 to invest in houses, hotels, and skyscrapers – the factors that really increase rent on a property. Greens and Dark Blues: One of two situations must arise in order to make these properties work for you: Trades for monopolies in the game must occur much later than normal (approximately 45 minutes into a game), or the game must start with six or more players. In either case, these properties gain value when more cash is involved in the game. Consider these properties of privilege; to effectively own and develop them, you’ve got to have sufficient cash. If you spend more than half of your cash acquiring Green or Dark Blue properties, what will you really have left to invest in them? If a monopoly deal is struck for these properties without enough cash in the game for trades, or without enough players landing on them for rent, these color groups won’t be able to get off the ground. But remember . . . if they can be established and developed, you’ll have a choke-hold on the game! 3. Mortgage all non-essentials. After you’ve acquired a color-group, don’t waste time trying to collect small amounts of rent all over the board. Instead, mortgage all color properties that aren’t part of the color group you’ve acquired. You should also mortgage any single railroads or utilities. It’s better to liquidate these assets and re-invest the money into housing, creating a better return on your investment in the long run. After all of the properties have been sold by the bank, the speed die will alter the predictability of the moving tokens. If you roll Mr. Monopoly on the speed die, you must move ahead to the first property on which you’ll have to pay rent to another player. This is the main reason to mortgage all non-essentials – i.e., property that’s not part of the monopoly group you’re developing. This may move opponents who roll a Mr. Monopoly on the speed die directly to your high-priced rental properties with houses, hotels, or skyscrapers. More than likely, mortgaging properties will move your opponents around the board more quickly, and force them to pay huge rents instead of nickels and dimes on other scattered properties. Thoughtful players can even move properties in and out of mortgage, depending on specific threats that arise. If a player is nearly bankrupt, you may want to unmortgage a property right in front of another opponent’s monopoly. This can help ensure that the opponent on the verge of bankruptcy will have a better chance of stopping just before that game-ending rent. Consequently, that player might remain in the game, continue to travel around the board, and – eventually – go bankrupt on your monopoly . . . to you. 4. Don’t underestimate the railroads and utilities. Although these properties have previously never compared to a color group in the traditional game with respect to rent values, they have a far greater advantage in MONOPOLY®: The MEGA Edition. Look at the comparison chart below: Oranges: Reds: Rails: Cost of 4 properties: Cost of houses to the 3 house level: Cost of 4 train depots: $760 $1200 ------- $920 $1800 ------- $800 ------$400 Total Investment: $1960 $2720 $1200 Avg. payment for landing on developed property: $575 $725 $400 Times of rent paid to recoup investment: 3.409 3.752 3.000 ** These statistics do not account for any rent paid prior to these monopolies reaching that level. However, it is far easier to develop the railroads than any color group on the board, and the railroads also have a higher rent than most color properties before development begins.** Oranges and Reds may remain the best color property groups to own, but train depots help boost the power of the railroads to a new level. After you own two or more railroads, purchasing train depots should yield you a successful rate of return on both the property and the building. Not convinced yet? Do you remember what happens to tokens with the speed die when all the properties have been sold? The railroad monopoly is set up perfectly around the board to take full advantage of this rule. The railroads can prevent opponents from continuing to the Light Blue, Orange, Yellow, and Dark Blue color groups when a Mr. Monopoly is rolled on the speed die. Their divided distribution around the board makes it easier and more likely that opponents will land on several railroads as they advance. The utilities embody this principle as well, since they are similarly distributed. Though they may not pay off as well as the railroads, they will almost always provide much needed cash when you own all three. The average roll of a pair of dice is “7.” Multiplied by 20 (when three utilities are owned), the average rent payment can be calculated as $140. If players who have fully committed their total assets to houses on the Light Blues encounter this challenge, they might be forced to break down six houses to pay the unforeseen rent. That’s a big deal late in a game! While the railroads and utilities still lack the power of a knockout blow, they can prevent opponents from building aggressively. They are also useful as a revenue source for your continued investment into a color group. 5. Ride the bus. Take a bus ticket whenever possible, unless you’ve got a very strong hunch that another ticket will be played and expire all bus tickets before your next turn. You’ll also want to avoid holding on to more than two bus tickets at a time, because chances are they’ll expire before you can use them. • • Early Game Play: First, determine if you can actually acquire a color group with one. If so, make this your immediate priority. Quite often, during early moments in a game, you’ll land on the 1st property of a color group and a Mr. Monopoly will have appeared on the speed die, moving you to the 2nd property of the color group. (Two sides of the new Speed Die feature Mr. Monopoly and he grants you a bonus move to the next unowned property. After all properties are owned, he moves you ahead to the next rent you owe.) The Bus appears on one side of the Speed Die and it grants you a bus ticket for use on a future turn. If you get one, USE YOUR BUS TICKET AND PICK UP THE 3rd PROPERTY ON YOUR NEXT TURN. Boom! Natural monopoly! Begin building. If this opportunity does not present itself, there is a second possibility. Determine where you can block a color group from an opponent’s domination. o Example: You are player A, player B owns two Orange properties, and player C owns one Orange property. Use your ticket to get the fourth Orange property. It doesn’t help you acquire a monopoly yourself, but it stalls a potentially dangerous trade between players B and C, or a potential natural monopoly. If the first and second situations do not present themselves, use a bus ticket to provide a better trading situation down the road or a better token position on the board. Bus tickets used during early game play should always be used to acquire property. Late Game Play: When the focus has shifted from acquiring property to building, use bus tickets to bypass opponent’s monopolies. Since bus tickets can move you forward on no further than the next corner, monopolies that fall on the right hand edge of each side of the board have a slight advantage over monopolies on the left hand side. It’s a bit more difficult to bypass a monopoly in the earlier position of a side than it is in the later position. Keep this in mind when trading with opponents as you attempt to acquire a monopoly. As a proud champion of the classic game, I am often asked to discuss the influence of luck versus skill on winning. To sum it up briefly, sometimes you can do everything right in a game . . . and lose. Other times, you do little right . . . and win! The real trick is to play consistently, enjoy each game for what it is, and leave the table knowing you did everything strategically possible to own it all. More often than not, you’ll be smiling. And with Monopoly®: The Mega Edition, there are more opportunities to smile than ever before.
© Copyright 2025 Paperzz