Guilds to Galaxies · Learn by doing

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 ↓
Your first property groupIllustrative scenario · example prices

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.

Cash available800 credits
Example group

Holding A

Bank owned
Purchase price
120
Next improvement
60
Your rent
0

No improvements

Example group

Holding B

Bank owned
Purchase price
120
Next improvement
60
Your rent
0

No improvements

Total spent
0
Rent collected
0
Step 1 of 6

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.

Read the entire example, step by step
  1. 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. 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. 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. 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. 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. 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.

Take it to the board

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