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There is no rule allowing money to be stockpiled in the middle of the board.

Also, when someone lands on an unowned property, either they buy it, or the property is auctioned off to the highest bidder.

Finally, you can't build a hotel on a property unless you first build houses there. If there are no houses available, then you have to wait until there are houses available.

Following the rules as written actually makes the game enjoyable (and it doesn't take 4 hours to play.)

"We've always played it that way" is all well and good, but the Buffalo Bills have always played sportsball that way, which kinda suggests doing it the same way over and over doesn't make it the right way.

Go on... dig out the game from its shelf in the basement and try playing by the actual rules once. It makes a huge difference!

There is no rule allowing money to be stockpiled in the middle of the board. Also, when someone lands on an unowned property, either they buy it, or the property is auctioned off to the highest bidder. Finally, you can't build a hotel on a property unless you first build houses there. If there are no houses available, then you have to wait until there are houses available. Following the rules as written actually makes the game enjoyable (and it doesn't take 4 hours to play.) "We've always played it that way" is all well and good, but the Buffalo Bills have always played sportsball *that* way, which kinda suggests doing it the same way over and over doesn't make it the *right* way. Go on... dig out the game from its shelf in the basement and try playing by the actual rules once. It makes a huge difference!

(post is archived)

Yes those are some common house rules that ruin the experience (and measurably prolong the game).

We play with two house rules:

  1. The game ends when one player is eliminated. (No weird donations or anything to keep them around) This is from Monopoly Jr, and works really well. It should also be implemented in Risk, but I digress.

  2. Roll three dice; pick [the sum of] two. You can use this rule for just the first time around the board, or for the entire game. Gives a little more agency, but still allows for the dice to somewhat decide where you go (e.g. when rolling trips).