If your first roll is... | ..add this to your second roll. |
1 | 0 |
2 | 6 |
3 | 12 |
4 | 18 |
5-6 | Reroll |
1: AQUATIC
You have the power of liquid assets. You pay no interest when
unmortgaging properties. You pay no penalty for acquiring a mortgaged
property and not unmortgaging it immediately. When selling buildings,
you receive the full purchase price. You collect double rent for
the Water Works and never owe rent there. If you own both the oceanic
avenues (Atlantic and Pacific), you collect double rent for each.
2: ARCHITECT
You build things wherever you go. If you land on your own property,
you get a free house there (assuming one is available), even if you do
not have a monopoly in that color. If the space already has four
houses, replace them with a hotel. You may not build further on that
property through normal means unless you first build up the other properties
in the group equally.
3: BORROWER
You thrive on making risky loans. You may borrow up to $1000
from the bank at any time. When you do so, roll a die and keep it
next to you, showing whatever you rolled. At the end of each of your
turns, reduce the number on this die by one. (If you take out a loan
during your own turn, do not reduce the number on that turn.) When
it reaches zero, you must repay your loan with 10% interest or you are
out of the game. You may only take out one loan at once.
4: BULLY
You like to beat people up and take their money. When you land
on another player, take $100 from him or her. Any player with a Get
Out of Jail Free card has police protection and is immune from this attack—the
card is not discarded. In addition, any players who wind up in Jail
together with you must pay you $50 unless they immediately use a Get Out
of Jail Free card to leave.
5: DEVELOPER
You have the power to usurp real estate. If you land on an unbuilt
property whose owner owns no other properties in its group (even if it
is a Railroad or Utility), you may buy it off its owner at twice the on-board
purchase price.
6: DOPPELGANGER
You have the power of imitation. Whenever you pass Go, you may
forego collecting your $200 in order to gain the use of another player’s
power until you decide to do this again. You may use powers formerly
belonging to players eliminated from the game. (You cannot use this
power to imitate the Terrorist or the Kudzu.)
7: GAMBLER
You are a seasoned bluffer. When you roll the dice, you have
the option of doing so secretly. Announce what you rolled to the
group, lying if you please. The other players now have a few moments
to think about challenging you, although only one may do so for any given
roll. If no one challenges you, take your turn as if you rolled what
you claimed. If someone does challenge you, reveal your actual roll.
If you were lying, pay that player $200; if not, that player pays you $200.
In either case, move according to your actual roll.
8: GARDNER
You are the groundskeeper of Marvin Gardens. You never owe rent
on Marvin Gardens. Anyone who pays rent on Marvin Gardens pays you
$25 in addition to what they pay the owner. If you own Marvin Gardens,
you may build on it for free (but this does not allow you to ignore the
rule about building evenly).
9: HOBO
You are a traveling workingman. You never pay rent on railroads
and never pay Income Tax. If you land on one of the dark purple properties,
collect $50 from the owner instead of paying rent—for odd jobs rendered.
10: INSPECTOR
You have the power to condemn buildings. Whenever you sell buildings,
put them into your personal stockpile. No one may buy them except
you, although you may give or sell other players the right to buy them.
You may only buy buildings at the start of your turn, and only once per
turn (i.e. no buying, selling and immediate rebuying). At any time,
the other players may pay $1000 to the bank to pass a referendum forcing
you to return all your condemned buildings to the public supply, in which
case you are compensated $25 for each house and $50 for each hotel.
11: KUDZU
You grow everywhere. Being a plant, you start the game with only
$300. However, you have no need for monopolies. You can build
houses and hotels on any properties you own, and need not follow the rule
about building evenly.
12: MOBILE HOME
You have the power of relocation. Your token is a house.
Whenever another player lands on you, and you are on a colored property,
he or she pays you as if you owned the property with one additional house
built on it. (If the property has four houses or a hotel on it, the
rent is as much as it normally would be.) The actual owner collects
no rent.
13: PRINCESS
You are spoiled royalty. You have the first chance to pick a
token at the start of the game. You get your own pair of dice if
one is available, and you may have other players flip over and read your
cards for you if you like. You never pay rent on unbuilt colored
properties or on Park Place, and you never pay the Luxury Tax. If
you win second place in the beauty contest, however, you must throw a tantrum
and pay all other players $50.
14: PRIMARY
You thrive on primary colors. If you own at least one property
in three of the four primary colored groups—red, yellow, light blue and
dark blue—reduce all rents you pay by $50. If you own at least one
property in all of those groups, reduce all rents you pay by $100.
15: PRISM
You love all the colors of the rainbow! When you pass Go, the
amount of money you collect is $100 times the number of different colors
in which you own at least one property.
16: SECONDARY
You thrive on secondary colors. If you own at least one property
in three of the four secondary colored groups—orange, green, dark purple
and light purple—increase the rent you collect for properties with at least
one building by $100. If you own at least one property in all of
those groups, increase the rent you collect for properties with at least
one building by $200.
17: SLUMLORD
You are the king of the slums. All rent you collect for properties
you collect on the first side of the board are doubled.
18: SOOTHSAYER
You can see the future. You make your die rolls secretly five
turns in advance, writing them down on a concealed sheet of paper.
If you roll doubles, record your follow-up roll(s) as part of the same
turn. When it’s your turn, first you roll the dice secretly for what
you will roll in five turns and add it to the bottom of the list.
Then cross off the top number on the list and move accordingly. If
you are sent to Jail, you lose any additional rolls you may have had that
turn (for rolling doubles). Once per game, you may pay the bank $73
to “screw the future” and replace your list with five fresh turns.
(Do not let someone play this power unless you trust him or her not to
cheat.)
19: TAXMAN
You are the tax collector. You gain any money paid to Income
Tax, Luxury Tax, and any cards that mention a ‘tax’. You need never
pay such taxes.
20: TERRORIST
You are a master of secret explosives. Before the game, secretly
select five colored properties and write them down along with a number
of houses (or designate “hotel”) as the critical mass for each. If
any of these properties ever reaches the level of building indicated, reveal
that line of your list. The buildings on that property are destroyed
and the owner of the property must pay you $150. The owner must build
that property up again before building on the others in the group, in accordance
with the rule about building evenly. You cannot avert an explosion,
even if you are the owner of the property.
21: TRAPPER
You have the power to ensnare others. If another player lands
on the space between the properties in a color where you have a monopoly
(and does not move away through a card effect), that player must pay you
$250 or the rent for the property one space ahead of his or her token,
whichever is less. If you are in Jail and another player lands on
Just Visiting, you may put that player in Jail.
22: WARDEN
You are the head jailor. You never go to Jail. You collect
$100 if you land on Go To Jail. Any player who pays to get out of
Jail must pay you $50 in addition to the money paid to the bank.
23: WARP
You have the power of teleportation. Whenever you pass Go, you
may forego your $200 in order to select one of the four sides of the board
that you will skip on this lap. (You may do this the instant you
reach Go, thus altering the move you are in the middle of making, if you
so desire.) You skip all the spaces between (but not including) two
corner spaces; i.e. if you choose side 2 you count Free Parking as the
space after Just Visiting. If you are sent to Jail after skipping
a side, you may not skip that side a second time before reaching Go again.
24: WITCH
You have the ability to curse. Whenever you pass Go, name a particular
space to be cursed. If any player other than you lands on that space
before you pass Go again, you may cast one of three curses on that player:
(1) Make him or her pay you $80, (2) switch places on the board with him
or her, or (3) roll a die and move him or her backwards that many spaces.
These effects take place before the effect of the space the cursed player
would have landed on does. If you switch places, you do not experience
the effect of your new space, but the cursed player experiences the effect
of the space you were on previously. You may not curse Jail, but
you may curse Just Visiting, although leaving Jail does not count as landing
on that space.
For alternate powers, check out this list of
powers for Star Wars Monopoly!