Your first group.
Your next big decision.
Try the core of this property game in six small steps. Buy, build and collect rent while watching your cash change. This teaching example is free to explore, with no account needed.
Start the walkthrough ↓These two holdings and credit amounts are invented for teaching. The walkthrough skips dice rolls and intervening turns; check the actual deeds when you play.
Holding A
Bank owned- Purchase price
- 120
- Next improvement
- 60
- Your rent
- 0
No improvements
Holding B
Bank owned- Purchase price
- 120
- Next improvement
- 60
- Your rent
- 0
No improvements
- Total spent
- 0
- Rent collected
- 0
Read the deed before you buy
Imagine landing on Holding A. Its sample price is 120 credits and its bare rent is 12. You have 800 credits: buying leaves room for later choices.
A purchase turns cash into a deed. Keep cash available for rent and other costs.
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Read the entire example, step by step
1. Read the deed before you buy
Imagine landing on Holding A. Its sample price is 120 credits and its bare rent is 12. You have 800 credits: buying leaves room for later choices.
A purchase turns cash into a deed. Keep cash available for rent and other costs.
2. One holding is a start
You now own A, with 680 credits left. In this example, A and B form a two-holding group. On a later turn, imagine landing on the still-unowned B.
Buying is optional when you land on an unowned deed. Our walkthrough skips the rolls and the intervening turns.
3. A complete group changes the rent
Both holdings are now yours and unmortgaged. Their bare rent doubles from 12 to 24. You can also begin improving the group on your turn.
Completing an unmortgaged group unlocks improvements. It does not mean you should spend every remaining credit.
4. Give the other holding its first step
A is at level 1 and B is still at level 0. Improve B before giving A another level: improvements must stay even across the group.
The sample improved rent for A is 36. Use the deed’s improved rent; do not double it again as though it were bare rent.
5. Keep a cash reserve
Both holdings are at level 1, and 440 credits remain. There are three improvement levels in the full game. For this lesson, stop building and imagine a visitor landing on A.
Rent comes from landing on a deed, not passing it. A cash reserve helps you absorb an opponent’s rent or an unexpected card.
6. You have completed the first loop
You bought a group, improved it evenly, and collected rent. Your sample cash is now 476 credits, plus the two deeds and their improvements.
The full game adds transport routes, works, news and post cards, and century-specific quarter spaces. Wealth at the round limit includes cash, deeds and improvements.
Example cash: 800 − 120 − 120 − 60 − 60 + 36 = 476 credits. These are teaching values, not an app price list.
One idea, nine century settings
The buying and building framework carries across boards from the 1400s to the 2200s. Holdings, transports, works and quarter-space effects change with the century. Learn the shared decisions here, then read the deeds and special spaces on your chosen board.
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Guilds to Galaxies: your first game, step by step
Learn Guilds to Galaxies: choose one of nine centuries, buy holdings, complete groups, improve evenly and build wealth before the round limit.
Read the guide Strategy · 3 minGuilds to Galaxies strategy: buy, group and build
Plan purchases and improvements in Guilds to Galaxies. Compare group completion, rent gains, cash reserves and the number of rounds still to play.
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Manage cash in Guilds to Galaxies, understand when a deed can be mortgaged, and see why forced improvement sales can disrupt an otherwise strong portfolio.
Read the guide