Cardopoly
Overview
Cardopoly is a property-trading game for 2-4 players inspired by Monopoly but played with standard playing cards. It offers faster gameplay while maintaining the strategic elements of property acquisition and financial management.
Setup
The game uses two standard 52-card decks with jokers (104 cards total + 4 jokers)
The Board
The dealer separates the first deck into three piles:
Aces (to be used as player tokens)
Cards with values 2-9
Cards with values 10-King
Each player receives one ace as their token (starting with the dealer and moving clockwise)
The dealer selects 4 random cards from each suit (hearts, diamonds, clubs, spades) from the 2-9 pile, creating a set of 16 cards
These 16 cards are shuffled and arranged face-up in a square shape on the table, with 4 horizontal cards on each side, connected at the corners
The bottom-left corner card (from the dealer's perspective) is designated as the starting position
All player aces are placed next to this card
Aces will travel around the outer perimeter of the board to prevent board cards from being obscured
Player Resources
The remaining cards from the 2-9 pile and the 10-King pile are shuffled together
Each player is dealt 8 cards face-down as their "pocket cards" (representing money)
Pocket cards may only be used by the player who has them and should remain hidden from all other players
Any remaining cards from the first deck are combined with the second deck
The combined deck (including jokers) is placed face-down in the center of the square as the "draw pile," leaving space for a discard pile
If playing with fewer than 4 players, the unused aces are returned to the draw pile
Gameplay
Turn Sequence
On a player's turn, they draw a card from the draw pile
Cards can have different properties upon being drawn:
Number cards (A-10): The player moves their ace token clockwise around the board by the number of spaces equal to the drawn card's value and then places the number card face-up in the discard pile
Court cards (Jack/Queen/King): These are chance cards and will remain with the player until they're used
Joker: The player is instantly sent to jail
After moving, the player may take action based on where they land
Passing the Starting Position
When a player's token passes or lands on the starting position, they draw three cards from the draw pile as "salary" and add them to their pocket cards.
If a player owns a complete property set (all cards of the same suit or rank on the board), they receive five cards instead of three.
Landing on Unowned Property
When landing on an unowned property (a board card without a claim card on it), a player may purchase it.
To purchase a property, the player must have two pocket cards:
One card that matches either the suit OR rank of the property card
One card that matches the suit of their ace token
To complete the purchase:
The "pay card" (matching the property) is discarded face-up
The "claim card" (matching the player's ace suit) is placed face-up vertically across the property card, ensuring the property's value remains visible
Players are not required to purchase properties even if able to do so
Landing on Owned Property
When landing on another player's property:
The player must pay the property owner by giving them pocket cards
The number of cards to be paid has to equal the value of the property card (not the claim card)
The player may strategically choose which cards to give, considering what might prevent the owner from making future purchases.
Chance Cards
If a player draws a court card, they must place it face-up in front of them (the "chance card pocket"). Court cards obtained as pocket cards during the beginning of the game or as salary do not hold the function of chance cards—only those that are regularly drawn.
After a chance card is drawn, the player can continue drawing until they reach a number card, after which they must move their ace token as usual.
Jack (Pass Card): Skip the next rent payment or get out of jail
Queen (Fast Card): Move to any property of your choice
King (Tax Card): Collect one card from each player and one card from the draw pile to add to your pocket
If a player draws multiple court cards in sequence, they keep all of them as chance cards in their chance card pocket. Once a chance card is used, it is immediately discarded face-up in the discard pile.
Jail Mechanic
There are four jokers in the draw pile
If a player draws a joker:
They immediately go to "jail" (the starting position)
They lose their next turn OR can pay a fine of 5 cards from their pocket to avoid losing the turn
They can also use a Jack chance card to avoid losing the turn or paying the fine
If paying the fine or using the chance card, they remain at the starting position until their next turn
The joker is discarded face-up as usual
Property Expansion
Players can "expand" on properties by adding additional claim cards of their ace token's suit to increase rent during their turn. Each additional card increases the rent by 1 card, but they must deposit one pay card into the discard pile per 1 card (it still must match the property card's rank or suit).
Example: Alex owns a 7 of Hearts property. By discarding a Heart or 7 and placing another claim card, the property now charges 8 cards instead of 7 when an opponent lands on it.
Auctions
If a player lands on an unowned property but chooses not to buy it, that player can open up an "auction" where other players may bid with their pocket cards. If a bid is accepted, the winner of the bid will purchase the property card as usual.
Mortgaging & Unmortgaging
Players can slide their claim cards toward the center of the board (while still touching the property card) to gain emergency funds (3 cards from the draw pile). The mortgaged property will provide no rent until becoming unmortgaged, where the claim card is slid back into its original position (however, the player must deposit three pay cards that match the property's suit or rank into the discard pile for this action to be valid).
Trading & Negotiation
Players are allowed to trade properties and pocket cards among themselves. Players may only initiate a trade or negotiation during their turn. For example, players who can't pay rent could negotiate with the property owner (offering future payments or property trades) to avoid elimination.
Exhausted Draw Pile
When the draw pile is exhausted, the discard pile is shuffled and placed face-down to create a new draw pile.
Elimination and Game End
Player Elimination
If a player runs out of pocket cards, they are eliminated from the game.
When a player is eliminated:
Their ace token is discarded
All their claim cards are discarded
All cards from their chance card pocket are also discarded
Their properties become unowned and available for purchase
Game End
The game ends when only one player remains in the game. That player is declared the winner.
Strategy Tips
Manage your pocket cards carefully – they represent both your currency and purchasing power.
Consider which cards to give when paying rent – try to give cards that won't help the recipient make future purchases.
Try to acquire properties of the same suit or rank to earn the bonus salary.
Balance purchasing properties with maintaining enough pocket cards to pay when landing on others' properties.
Variants
Quick Play Mode
Reduce the board size to 12 cards (3 per side)
Start with 6 pocket cards each
Win by being the first to own 4 properties
Team Play (4 Players)
Players form two teams
Team members can freely exchange cards on their turns
Teams win by eliminating both opposing players
Glossary
Basic Game Elements
Ace Token - A card that represents a player's game piece, used to move around the board. Each player has one ace from their chosen suit.
Board - The play area consisting of 16 face-up cards arranged in a square, representing the properties players can purchase.
Chance Cards - Court cards (Jack, Queen, King) that provide special abilities when drawn from the draw pile during a player's turn.
Claim Card - A card from a player's pocket that matches their ace's suit, placed vertically across a property to indicate ownership.
Dealer - The player responsible for setting up the game board and dealing cards.
Discard Pile - The pile where drawn cards and used pay cards are placed face-up after use.
Draw Pile - The face-down pile of cards in the center of the board from which players draw cards on their turn.
Pay Card - A card from a player's pocket that matches either the suit or rank of a property card, used to purchase the property.
Pocket Cards - Cards held by a player that represent their money. These remain hidden from other players.
Property Card - Any of the 16 face-up board cards arranged in a square that players can land on and purchase.
Starting Position - The bottom-left corner card of the board where players begin the game and collect salary when passing.
Unowned Property - A property card without a claim card on it, available for purchase by any player who lands on it.
Gameplay Terms
Auction - When a player lands on an unowned property but decides not to buy it, they can start an auction where others can bid with their pocket cards.
Elimination - When a player runs out of pocket cards and is removed from the game, along with their ace token and claim cards.
Expansion - Adding additional claim cards to a property to increase the rent that other players must pay when landing on it.
Fine - The payment of 5 pocket cards required to avoid losing a turn when sent to jail.
Jail - The starting position on the board where players are sent after drawing a joker.
Mortgaging - Sliding a claim card toward the center to gain 3 cards from the draw pile, with the property providing no rent until becoming unmortgaged.
Negotiation - The process of working out deals with other players to avoid elimination or gain strategic advantages.
Property Set - All cards of the same suit or rank on the board owned by a single player.
Rent - The payment a player must make when landing on another player's property. The amount equals the value of the property card.
Salary - The three cards a player draws when passing or landing on the starting position. Increased to five cards if the player owns a complete set.
Trading - Exchanging properties and pocket cards with other players during your turn.
Unmortgaging - Sliding a claim card back on top of the property card and paying off the emergency fund via 3 pay cards.
Card Functions
Aces - Used as player tokens to move around the board. Unused aces are included as number cards.
Number Cards (A-10) - When drawn from the draw pile, they determine how many spaces a player moves.
Jack (Pass Card) - A chance card that allows a player to skip the next rent payment or get out of jail.
Queen (Fast Card) - A chance card that allows a player to move to any property of their choice.
King (Tax Card) - A chance card that allows a player to collect two cards from each player and two cards from the draw pile.
Joker - When drawn, the player is immediately sent to jail. There are 4 jokers in the game.