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Deedland rules

Deedland is a property-trading board game for two to four players. You go round a board of streets buying what you land on, charge rent to anyone who lands on yours, build houses and hotels once you hold a whole colour group, and trade with the others to get one. A player who cannot pay what they owe is bankrupt and out. The last player left in the game wins.

The board

Forty squares run round the edge of the board:

Start ↘↙ Jail↖ Town SquareGo to jail ↗BrownSkyPinkOrangeRedYellowGreenBlue
The board: eight colour groups, dearer the further round they are, and the four corners. You go round clockwise from Start.

Everyone starts on Start with 150,000.

Your turn

Roll the two dice and move your pawn that many squares clockwise round the board. Every time you pass or land on Start, the bank pays you 20,000.

Roll a double and you take another turn after this one. Roll three doubles in a row, though, and you are going too fast: you go straight to jail and your turn ends.

Where you land decides what happens:

Once the square is dealt with, you may build, mortgage or propose a trade, and then you end your turn.

Auctions

A street you decide not to buy is auctioned to every player still in the game, you included, starting with you. On your bid you either bid more than the top bid so far or pass. A player who passes is out of that auction. When only the top bidder is left, it is theirs at their bid. If nobody bids at all, it stays with the bank.

Rent

The rent on a street is on its title deed: tap any street on the board to see it.

GroupStreetsPriceBase rent1 house4 housesHotelEach house
BrownMill Lane, Tanners Row5,000–7,000400–5002,000–2,50022,000–27,50028,000–35,0005,000
SkyOrchard Road, Well Street, Lantern Walk9,000–11,000600–8003,000–4,00033,000–44,00042,000–56,0005,000
PinkKiln Street, Weavers Way, Chapel Row13,000–15,000900–1,1004,500–5,50049,500–60,50063,000–77,00010,000
OrangeHarbour Road, Fish Market, Rope Walk17,000–19,0001,200–1,4006,000–7,00066,000–77,00084,000–98,00010,000
RedTheatre Lane, Clock Square, Poets Corner21,000–23,0001,500–1,6007,500–8,00082,500–88,000105,000–112,00015,000
YellowBell Street, Printers Yard, Guildhall Road25,000–27,0001,800–1,9009,000–9,50099,000–104,500126,000–133,00015,000
GreenParkside, Observatory Hill, Glasshouse Lane29,000–31,0002,100–2,20010,500–11,000115,500–121,000147,000–154,00020,000
BlueCrescent Gardens, Lighthouse Point34,000–38,0002,400–2,70012,000–13,500132,000–148,500168,000–189,00020,000

Houses and hotels

Once you own every street of a colour group, and none of them is mortgaged, you may build on it — on your own turn, before or after you roll.

HarbourRoad17,000FishMarket17,000RopeWalk19,000
Built evenly: two houses, two and one.
HarbourRoad17,000FishMarket17,000RopeWalk19,000
Not allowed: three on one street while the others have one.

Jail

You go to jail if you land on Go to jail, draw the card that sends you there, or roll three doubles in a row. You go straight there without passing Start. Landing on the jail square by an ordinary roll is just visiting, and nothing happens.

To get out, on your turn you may:

You still collect rent and trade while you are in jail.

Fortune cards

Fortune cards move you (to Start, to the nearest station, back three squares), pay you (a dividend, a tax refund, an inheritance, your birthday — 1,000 from everyone), or cost you (a fine, school fees, repairs of 2,500 a house and 10,000 a hotel, 2,500 to every player as chair of the residents' committee). One card gets you out of jail free: you keep it until you use it.

Mortgages

When you need cash you can mortgage a street, station or utility: the bank pays you half its price. It earns no rent while it is mortgaged. To pay the mortgage off you pay back what you got plus 10%. You can only mortgage a street when nothing is built anywhere on its group, so sell the houses first.

Parkside29,000ObservatoryHill29,000GlasshouseLane31,000
Observatory Hill mortgaged: hatched and struck through. It earns no rent until it is paid off.

Trading

On your turn you may put a trade to another player: any of your deeds, any of theirs, and money either way. They accept it or turn it down. Groups with houses on them cannot change hands — sell the houses first — and a mortgaged deed changes hands still mortgaged. You can put one offer to each player per turn.

HarbourRoad17,000FishMarket17,000RopeWalk19,000
Before: Red holds Harbour Road and Rope Walk, Blue holds Fish Market.
HarbourRoad17,000FishMarket17,000RopeWalk19,000
Red offers 25,000 for Fish Market and Blue accepts: the orange group is all Red’s, and Red can build on it.

Debts and bankruptcy

If you owe more than you have in cash, the game waits for you to raise the money: sell houses and mortgage deeds until you can pay, then pay. If even that is not enough, you are bankrupt. Everything you have goes to the player you owed — cash, deeds (mortgages and all) and any jail card; houses are sold back to the bank first. If you owed the bank, your deeds go back on sale.

A player who resigns is treated as bankrupt to the bank. When only one player is left, they have won.

Playing with friends

Open a table from Play with friends and send the link. Everyone who opens it takes a seat, up to four. Whoever opened the table starts the game once at least one friend has sat down and everyone seated has pressed Ready; the game is for whoever has come by then. Each decision has 30 seconds on the clock: if it runs out, the table plays the safe move for you — it rolls, leaves a street to auction, passes at an auction or ends your turn, but it never spends your money: it does not buy, bid, build, trade or accept a trade on your behalf. Whoever opens the table can turn the clock off before the start.

Anyone still in the game can offer a draw. It goes to everyone else still playing, and the game is drawn only when every one of them has accepted; one refusal ends the offer, and so does playing on instead of answering. Each player may offer once a roll, and an offer lapses if someone leaves the game. The players talk to each other in the table's chat, beside the board.

Playing the computer

Against the computer you choose one, two or three opponents and how well they play. They buy, bid, build and — at the medium and hard levels — offer you trades for the street they need to complete a group. Think before you accept.

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