MD LETS PLAY MDEAL!

RULES

How to play MDeal.

Win by being the first player to complete three monopolies. A monopoly is a complete property set of one color or type, including valid wild cards.

Turn Flow

  • Begin turn: press Begin Turn to draw two cards. If your hand is empty, draw five instead.
  • Take up to three plays: bank a card, play a property/wild card, add a house or hotel, or play an action card.
  • End turn: if you have more than seven cards in hand, discard down to seven before the turn passes.

Banking & Payment

  • Any card with a money value can be banked instead of used for its effect.
  • When you owe money, choose which bank cards, properties, houses, or hotels to pay with. No change is returned.
  • Banked cards paid to someone go to their bank. Played properties paid to someone go to their board as properties.

Properties & Wild Cards

  • Property cards build sets. The rent chart on each card shows rent by number of properties owned in that set.
  • Two-color wild cards may be played by themselves and can switch between their two colors for free on your turn.
  • Rainbow wild cards must be added to a color you already have down. Moving any wild card does not use one of your three plays.
  • Houses and hotels may be added to completed monopolies, except railroads and utilities. This table allows hotels without needing a house first.

Rent Cards

  • Choose the eligible color you want to charge rent on, then choose the target if the card says one player.
  • Double the Rent can be played immediately with a rent card and counts as another play.
  • The rent prompt shows the amount being charged before players resolve payment.

Action Cards

  • Pass Go: draw two extra cards.
  • Debt Collector: one chosen player owes 5M.
  • It's My Birthday: every other player owes 2M.
  • Sly Deal: steal one property from an incomplete set.
  • Forced Deal: trade one of your properties for one opponent property from an incomplete set.
  • Deal Breaker: steal a complete monopoly, including any house or hotel attached to it.

Just Say No

  • When an action targets you, you always get a response window.
  • If you have Just Say No, you may cancel that action. Another Just Say No can cancel yours back.
  • Playing Just Say No does not use one of your three plays and can happen outside your turn.

Timers & AFK

  • The host may set a play timer and a shared pay/discard timer in the lobby. Either timer can be switched to untimed.
  • Action/payment prompts pause the active turn timer and use their own response window.
  • If a player misses three turns in a row from inactivity, they are removed and their cards are shuffled back into the deck.

Winning

  • The game checks for a winner whenever sets change.
  • First player with three completed monopolies wins immediately.
  • After a game, players can return to lobby or rematch. Rematches randomize turn order again.