To be the only player left in the game after everyone else has gone bankrupt.
CONTENTS
1 gameboard, 6 zinc movers, 1 golden Tinker Bell mover, 28 Title Deed cards,
16 Show Time cards, 16 Magic Moments cards, 1 pack of MONOPOLY Disney
Edition money, 32 cottages, 12 castles and 2 dice.
The moneyTitle Deed cards Cottages and CastlesAuctions
PLAYING
1. Roll both dice, the highest roller starts.
Play continues clockwise.
2. On your turn, roll the dice and move that
number of squares clockwise around the
board. Two or more movers may rest
on the same space at the same time.
According to the space you land on either:
u Buy the property for the asking price
(if it isn’t owned by another player).
See page 5.
u Get the banker to arrange an auction
on the property (if you don’t want to
buy it).
See page 5.
u Pay rent (if the property is owned by
another player).
See page 5.
u Pay taxes
u Draw a Show Time or Magic
Moments card.
u Go to jail.
See page 7.
See page 7.
3. Once you own a color group, build
cottages or castles on those sites.
4. If you run out of money, mortgage or sell
property to pay off your creditors. If you
cannot raise enough money to pay rent,
tax or a bill, you are declared bankrupt
and are out of the game.
5. No player may borrow money from, or
lend money to, another player. However,
a player may choose to accept any of
your property instead of money that is
owed to them.
6. If you roll a double, take your turn as
normal and roll again. Roll three doubles
in one turn and you go to jail!
7. Continue until only one player is left in
the game. This player is the winner!
TINKER BELL (Special Disney Rules)
1. Set up MONOPOLY Disney as normal
but place Tinker Bell on the GO space.
2. If anyone rolls a double, also move
Tinker Bell forward a space, skipping
over any tax, Show Time, Magic
Moments, jail or free parking spaces.
3. If you land on an owned property
with Tinker
Bell on it, the
bank pays the
rent for you!
4. If you land on an
unowned property
with Tinker Bell on it,
you get the property
for free!
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Page 5
PIXIE DUST
a150
MATER
a200
CHRONICLES
OF NARNIA
b300
PIXIE DUST
a150
MAGIC WAND
a150
MATER
a200
THE FINER POINTS
BUYING PROPERTY
There are three types of property:
1. Sites
2. Modes of
Transport
3. Special Powers
If you land on an unowned property, you
have the first choice to buy it. If you decide
to buy, pay the banker the price stated on
that space. You will receive that property’s
Title Deed card as proof of ownership. Keep
it faceup in front of you. If you decide not to
buy, it is up for grabs! See
Auctions
, below.
Owning a property entitles you to collect
rent from any players who land on that space.
Once you own all the sites in one color
group, i.e. you own a monopoly, you can
build cottages and castles on sites in that
group and collect more rent!
AUCTIONS
If you land on an unowned
property and don’t want to
buy it for its asking price, the
banker must immediately
auction it to the highest bidder.
All auctions start at a1.
All players can join in the auction, including
the banker and the player that landed on the
unowned property but didn’t want to pay
the asking price.
PAYING RENT
If your roll ends on a site that is owned by
another player, you must pay rent (unless the
site is mortgaged). The player who owns the
site must ask you for rent before the next
player rolls the dice. The amount payable
is shown on the Title Deed card and varies
according to the number of buildings on
the site.
If you own a whole color group, the rent is
doubled on any undeveloped site of that
group (i.e. a site without cottages or castles).
You can still collect double rent for the sites
without a mortgage.
SPECIAL
POWERS
(Utilities)
Special Powers
are bought and
auctioned in the
same way as
properties.
If you land on an owned special power, pay
rent to the owner according to the dice you
rolled to get there. If the owner has one special
power, the rent will be four times your dice
roll. If the owner has both utilities, you must
pay ten times the amount of your dice roll.
MODES OF TRANSPORT
(Railroads)
Modes of transport are
bought and auctioned in
the same way as properties.
If you land on an owned
mode of transport, pay
the amount stated on the
Title Deed card to the owner. The amount
payable is shown on the Title Deed card
and depends on the number of other modes
of transport owned by that player.
BUILDING COTTAGES (Houses)
Once you own all sites of a color
group, you can buy cottages to put
on any of those spaces. The price
of a cottage is shown on the Title Deed card.
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Page 6
Card must be turned this side up
if property is mortgaged.
MORTGAGED
FOR b150
CHRONICLES
OF NARNIA
You can buy any cottage (or castle) on your
turn or in between other players’ turns but
you must build evenly: you cannot build a
second cottage on a site until you have built
a cottage on every site in that group. You
may buy as many buildings as you wish, as
long as you can afford them! Cottages may
not be built if any site of the same
color group is mortgaged.
BUILDING CASTLES (Hotels)
To buy a castle, you must first
have four cottages on each site
of a complete color group.
Exchange the four cottages for
a castle and pay the banker the
price shown on the Title Deed card. Only
one castle may be built on any one site.
RUNNING OUT OF BUILDINGS
If the banker has no cottages left, you must
wait for other players to return theirs before
you can buy any.
If a limited number of cottages or castles
are left and two or more players wish to
buy more than the banker has, the banker
auctions them off individually to the highest
bidder. The banker holds the auction (see
Auctions
on
page 5
).
RUNNING OUT OF MONEY
If you are low on funds, you can raise more
money by:
u Selling buildings
u Mortgaging property
u Selling property, special powers or
modes of transport to another player
for any agreed sum (even if the property
is mortgaged).
SELLING PROPERTY
You may sell undeveloped sites, transports
and utilities to another player for a mutually
agreed price. You cannot sell a site if there
are any buildings on any of the sites in that
color group. You must first sell all the
buildings on those sites to the banker.
Cottages and castles are sold to the banker
at half their original purchase price, stated
on the Title Deed card. You can sell on your
turn or in between other players’ turns.
Selling cottages
You must sell cottages evenly, in the same
way as they were bought.
Selling castles
The banker will pay half the price of the castle
plus half the price of the four cottages that were
exchanged for the purchase of the castle.
Hotels can also be broken back down into
cottages to raise money. To do this, sell a
castle for half its cost and receive in
exchange four cottages.
MORTGAGES
Mortgaging property
First sell any buildings,
then turn the site’s Title
Deed card facedown
and collect your
mortgage amount
shown on the back
of the card.
You keep all mortgaged
property and no other player can pay
off your mortgage to secure the property.
Rent cannot be collected on mortgaged
property although it can be collected for
other properties in that color group.
Repaying a mortgage
You must pay the original mortgage amount
plus 10% interest. Once repaid, turn the
Title Deed card faceup.
Selling mortgaged property
You can sell mortgaged property to other
players at any agreed price. The buyer can
then either immediately repay the mortgage
or pay 10% interest but retain the mortgage.
The mortgage can be repaid as normal later
in the game.
When all sites in a color group are mortgagefree, the owner may begin to buy back
cottages and castles at full price.
BANKRUPTCY
If you owe more money than you can raise
from your assets, you are declared bankrupt
and are out of the game.
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Page 7
FREE
PARKING
COLLECT
a200 SALARY
AS YOU PASS
GO TO
JAIL
IN
JAIL
JUST
VISITING
Owing the banker
Return your Title Deed cards to the banker
who will auction off each property to the
highest bidder.
Return any “
Get out of jail free
” cards to
the bottom of the relevant pile.
Owing another player
The other player receives any money you
have left, your Title Deed cards and any
“
Get out of jail free
” cards you own.
SHOW TIME AND MAGIC MOMENTS
(Chance and Community Chest)
When you land on one of these spaces, take
the top card from the relevant pile. Follow
the instructions on the card before returning
the card, facedown, to the bottom of the
deck. If you pick a “
Get out of jail free
” card,
you can keep it until you wish to use it or
sell it to another player for a mutually
agreeable sum.
If a card instructs you to move to another
space, move there in the direction of the
arrow. If you pass GO on the way, collect
a200. You do not pass GO if a card sends
you to jail, or sends you back.
FREE PARKING
There is no penalty for
landing here and you
may still undertake
transactions as usual
(collecting rent,
building on sites
you own, etc.).
PASSING GO TWICE IN ONE TURN
You can collect a200 twice
in one turn. For example,
if you land on a Show
Time or Magic Moments
space immediately after
passing GO and picking
a card that tells you to
“Advance to GO”.
JAIL
Going to jail
You will be sent to jail if:
u You land on the
“Go to jail” space.
u You pick a Show
Time or Magic Moments
card which tells you to
“Go directly to jail”.
u You roll a double three times in a row
on your turn.
Your turn ends when you are sent to jail. Move
onto the jail space and do not collect a200,
regardless of where you were on the board.
While in jail you can collect rent on properties
provided they are not mortgaged.
Getting out of jail
You can get out of jail by:
u Paying a a50 fine and continuing on
your next turn.
u Using a “
Get out of jail free
” card.
u Rolling a double.
If you haven’t rolled a double after three
turns, pay the banker a50 before moving
according to your third dice roll.
“Just visiting” jail
If you are not sent to
jail but land on the jail
space, you are “Just
visiting” and incur
no penalty.
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Page 8
A QUICKER GAME
If you’re familiar with MONOPOLY and want
to play a quicker game:
1. To start, the banker shuffles the Title
Deed cards and deals two to each
player. Players immediately pay the
banker the price for the properties they
receive. Play then continues as normal.
2. You only need to build up three cottages
(instead of four) on each site of a color
group before buying a castle. When
selling a castle, the value is half its
purchase price.
3. As soon as a second player goes bankrupt,
the game ends. Each remaining player
then adds together:
u Their money
u Owned sites, special powers and
modes of transport at the price
printed on the board
u Any mortgaged property at half the
price printed on the board
u Cottages, valued at purchase price
u Castles, valued at the purchase price
including the value of three cottages.
The richest player wins the game!
SPEEDY MONOPOLY
Alternatively, agree on a definite time to finish the game. Whoever is the richest player at this
time wins!
The HASBRO, PARKER BROTHERS and MONOPOLY names and logos, as well as the distinctive design of the
gameboard, the four corner squares, the MR. MONOPOLY name and character, and each of the distinctive elements
of the board and playing pieces are trademarks of Hasbro for its property trading game and game equipment.