Monopoly

Stern Pinball, 2001 — shot-by-shot rules and strategy guide.

Open Monopoly in the Pinball Genie app →

Monopoly was Pat Lawlor's first design for Stern, and it is far deeper than the Stern games that came before it. The lower playfield is taken up by a lit game board turned on the diagonal, with GO sitting between the flippers. Your token moves around that board, and where it lands decides what you play. Land on a property and you collect the whole colour group and start its mode. Land on a corner and a multiball begins. Own all eight groups and all four railroads, and you get Land Grab.

The layout

Roll and collect

This is the loop the whole game runs on. Shoot the right ramp to light Roll & Collect, knock the Cop drop target down so it stops blocking the lane, then take the lane. The dice roll, your token walks the board, and you are paid a thousand times the printed price of whatever you land on. New York Avenue at two hundred dollars pays two hundred thousand. The rolls are quietly weighted in your favour — the game steers you toward colour groups you do not yet own, and when there is nothing in range it aims you at an unowned railroad or a corner instead.

The eight colour groups

Landing on any property in a group hands you the entire group and starts its mode, so you never need to revisit a colour twice. Light blue runs Token Race, where your car races the dog and every major shot advances you. Violet is Free Money, where each Bank door hit locks a digit of the payout on the Electric Company ticker. Orange is a hurry-up starting at half a million on the Bank door. Red is Board Chase, where Cop hits reverse your token's direction and keep it away from the Go To Jail corner. Yellow turns the jets into a scoring engine and stacks with other modes. Green pays a flat one, two or three million. Purple maxes a jet bank. Dark blue lights either an extra ball or a Special, depending on which square the dice pick — and you only get one of the two per game.

Five different multiballs

Land Grab

Own it all. All eight monopolies and all four railroads light Roll & Collect one more time, and taking it starts a timed four-ball multiball where you build property as fast as you can shoot. The centre ramp builds one house. The Free Parking ramp builds four and adds time to the clock. The Electric Company builds hotels. The right ramp moves you on to the next property. Both of the high-value shots want the upper right flipper, so getting a ball parked up there early is worth more than a fast start.

What to actually do

Goals in Monopoly

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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