Property Game Notes · by Ahmed Moaz · About

Property trading for beginners: three numbers to watch on every turn

Ahmed Moaz · 13 October 2026

A beginner in a property trading game only needs to watch three numbers each turn: how much cash would survive the worst rent you could land on, how close you are to owning a whole country, and whether your next building is the one that actually pays. Everything else, the trades, the auctions, the arguments, comes back to those three. Watch them and you will make fewer of the mistakes that end a first game early.

The numbers below come from a property game I build, Property Rush, which is an independent Monopoly alternative played online with friends. The same logic applies to any game in the family.

Number one: your cash buffer

Before you buy anything, look at the board ahead of you and find the most expensive rent you could land on in the next lap. That rent is your buffer. Keep at least that much in cash.

Beginners spend everything on the first cities they land on. It feels like progress. Then one visit to a built-up city takes every coin they have, and they spend the rest of the game paying off debt.

In Property Rush, a rent you cannot pay does not knock you out. It becomes a debt, and you work it off by mortgaging, selling or trading. But while you are below zero you cannot roll, and a mortgaged city earns no rent. A buffer keeps you rolling.

Number two: cities to a full country

The second number is how many cities you still need to own a whole country. A full country doubles the base rent on every city in it, before you build anything.

That makes the last city of a country worth far more to you than its price suggests. It is also worth far more to the player who would block you. Count, every turn, both for yourself and for others: if a rival is one city away from a full country, the city they need is the most important square on the board.

This is where trading starts. A beginner who knows this number will not sell a rival their final city cheaply.

Number three: is the next house the one that pays?

Building is expensive, and the first house rarely pays well. A simulation of a million dice rolls in Property Rush measured how quickly building on France pays for itself from rent alone.

Level on FranceBuild cost so farVisitor turns to pay back
One house300about 43
Three houses900about 16.6
Five levels1,500about 16.3

The jump is between one house and three. A single house takes nearly three times as long to pay back as three houses do. Past three, the payback barely improves.

So the rule for beginners: once you build on a country, aim for three houses on it quickly rather than one house on several countries. If you cannot afford three, it is often better to keep the cash as your buffer.

Where people actually land

The same simulation counted where tokens stop. Prison was the busiest square, at about 5.7 per cent of landings, because so many paths lead there. Osaka and Paris were the most visited cities, at just over 3 per cent each, against an even share of 2.5 per cent.

Paris sits nine squares after Prison and Osaka fourteen, one or two throws of two dice away. That does not mean you must buy Osaka. It means cities within a couple of throws of Prison see more visitors than average, which makes them good places to build once you have a country.

Putting the three together

Each turn, ask in order: will my cash survive the worst square ahead? Am I, or is a rival, one city from a full country? Is my next building the third house? All three numbers come from the game I build, Boardit's Property Rush, and its own simulation files. The simulation measured movement and rent only, not trading or auctions, so treat it as a guide to the board, not to your opponents.

Boardit is not affiliated with or endorsed by Hasbro.

Ahmed Moaz makes Boardit, a free browser game site.