Monopoly Deal · No Mercy · 2–5 players

How to play

No Mercy

Bank it, steal it, say no. First to three full sets of different colours takes the town.

The goal

Be the first to own 3 complete property sets, each a different colour.

Dark Blue 2 of 2
Orange 3 of 3
Utilities 2 of 2
  • A set is complete when it holds as many cards as its colour needs: 2 for Brown, Dark Blue and Utilities, 4 for Railroads, 3 for every other colour.
  • Two complete sets of the same colour count once.
  • The game ends the instant someone completes their third, even in the middle of someone else's turn.

Setup

2–5 players115 cards5 cards each3 debt chips each
  • Everyone plays on their own phone. The host opens a table and shares its 4-character code (like K7M2) or QR; empty seats can be filled with bots.
  • Everyone is dealt 5 cards and gets 3 debt chips in their seat colour.
  • Who goes first is random; in a rematch, the last winner goes first. Play then goes clockwise.
  • Hands are secret: the table shows how many cards you hold, never which.
  • If someone leaves the table waiting on them for 90 seconds, anyone else may let a bot play for them until they're back.

Your turn

  1. Draw 2Draw 2 cards. With an empty hand, draw 5.
  2. SettleHolding debt chips out? Before playing any card for yourself, give one card from your hand to each player holding one. Each card is a play. A chip you hand over during your turn waits until your next one.
  3. Play up to 3Bank a card, lay down a property, or play an action. Each is one play, and none is fine too.
  4. EndTap END TURN, or it ends by itself after your 3rd play. Over 7 cards? Discard down to 7.
  • How to play a card: tap it in your hand. A plate asks what to do (Put in your bank, Play as a property, Play it), then who, which colour or which set (Heist and Market Crash: which card from each player). Tap a player, set or card on the table, or the choice on the plate. The card is played only with your last answer: until then Cancel takes it back.
  • Read before you play: hover a card (or press and hold it on a phone) to see what it does, how to play it, and whether you can right now.
  • Moving your wild properties (switching colour, regrouping) is free and never uses a play, but only on your own turn.
  • Your turn ends the moment you make your 3rd play, so move your wilds before it, not while it resolves or after. Discarding down to 7 allows no moves either.
  • Cards on the table never go back to your hand. The 7-card limit only counts when your own turn ends.

Card types

MoneyBank it. It pays your bills.
PropertyBuild sets of one colour.
Wild propertyEither colour; switch it for free on your turn.
RentCharge every other player rent.
ActionSteal, charge, draw, block.
  • The number in a card's top-left coin is its bank value.
  • Money, Rent and action cards can all be banked as money. A banked action is just money for the rest of the game.
  • Properties and wilds can never be banked; they only go into your properties.
  • No Mercy action cards and Double Rent wear a red-and-black hazard frame. M15, the new note, looks like the rest of the money.

Paying

Rent and Yoink! make you pay. You choose which cards, from your Bank, your properties, or both.

You oweM4

Your only card is an M5: the M5 goes, no change.

  • You can never pay with cards from your hand.
  • No change is given. You can't add cards you don't need either: drop any one card and the payment must fall short.
  • You may pay with properties, even out of a complete set. They go into the receiver's properties; money goes into their Bank.
  • A Shack goes with the property it sits on, and its M3 counts toward the bill. Paying with another card of its set when the bill needs that M3? The Shack goes along with that card.
  • Any-colour wilds can't be used to pay.
  • On screen: the bill shows what you owe and a meter. Tap cards (or a Quick pay bundle) until it fills, then tap PAY.

Debt chips

The No Mercy rule. Can't cover a bill? Hand over everything you can pay with, plus one debt chip.

Getting a chip

  • The pay button reads PAY ALL over + 1 DEBT CHIP (or TAKE THE DEBT with nothing to pay with). The chip goes to the player you owe.
  • One chip per debt, however much is still owed. The rest of the bill is forgotten.
  • Even with an empty table you give a chip. Forced Debt can also take one from you.
  • All 3 of your chips already out? You still pay everything you can, and nothing more is owed.

Settling it

  • On your next turn, after drawing and before playing any card for yourself, give one card from your hand to each player holding your chip: one card per chip, any card at all. Moving your wilds stays free.
  • Each card you give uses one of your 3 plays. Three chips out means your whole turn.
  • They must use it at once: money to their Bank, a property into their properties, an action banked or played right away as if it were their turn (Go Again and Just Say No can only be banked; a Shack can be built on one of their sets). Then your chip comes home.
  • Run out of cards first? Your turn ends (after any free wild moves that could still win) and the other chips wait until next turn.

Just Say No

Ben plays it on you
You say no: cancelled
Ben says no back: it stands
  • When an action is aimed at you and you hold a Just Say No, a red SAY NO! button lights up. Tap it to cancel the action for you.
  • The other player can answer with their own to put it back on, and so on. The last Just Say No played wins, and only the two players involved can join in.
  • Against rent or a Heist that hits everyone, it protects only you.
  • Off your turn it's free. On your own turn it uses one of your 3 plays, so you need one left.
  • It cancels Forced Debt. It can't refuse the debt chip for being short of money, or the hand-over of a card that settles a debt; but if the player you owe then plays that card as an action against you, you can say no to that.

Sets, wilds & Shacks

ColourFull setRent by cards in the set
Brown2 cards1M12M2
Light Blue3 cards1M12M23M3
Pink3 cards1M12M23M4
Orange3 cards1M12M33M5
Red3 cards1M22M33M6
Yellow3 cards1M22M43M6
Green3 cards1M22M43M7
Dark Blue2 cards1M32M8
Railroad4 cards1M12M23M34M4
Utility2 cards1M12M2

Wild properties

  • A two-colour wild counts as either of its colours. A set can be all wilds, as long as one is a two-colour wild.
  • An any-colour wild only joins a set that already has a property in it: never on its own, never with only other any-colour wilds. Left alone when its set-mates are taken, it stays put and charges nothing until a property joins it. It's worth nothing and can't pay.
  • On your own turn, tap a wild on the table to switch it or move it: free. A wild you receive on your turn lands where it fits best; you may be asked to switch it then. One you receive off your turn keeps the colour it was paid or given in: switch it on your next turn.
  • A set never holds more than its size: extra cards of a colour start a second set once the first is full.

Shacks

  • A Shack adds M5 to one set's rent, added before Double Rent doubles it.
  • Any set takes one: finished or not, Railroads and Utilities too. One per set.
  • It sits on one card and stays with that set: move or re-colour that card (a wild too) and the Shack stays behind, on another card of the set. If the card is alone in its set, a free move takes the Shack along.
  • It leaves with the card it sits on when that card is paid, given or stolen.
  • It can also leave with another card of its set: when you pay with that card and the bill needs the Shack's M3, and when Repossession splits the set (the player giving picks which card it rides; it can't stay behind).
  • If the new owner's set already has a Shack, the incoming one goes to their Bank.

Winning

  • The moment anyone holds 3 complete sets of different colours, they win: on their own turn or anyone else's. A payment, a Repossession or a debt card can hand someone the game.
  • Switching a wild on your own turn can complete your third set, and that wins too.
  • Mid-way through your own 1st or 2nd play (rent coming in, say), if free moves of your own cards would win, the game pauses and lights them: make them and win, or tap Carry on to go on without it.
  • Then the results: everyone's sets and what they were worth, and the host can deal a rematch.

What's different from classic Monopoly Deal

Short of moneyClassicthe rest of the bill is forgivenNo Mercypay everything, plus a debt chip you settle with a hand card
Any-colour RentClassiccharges one playerNo Mercycharges every other player
Double RentClassican add-on played with a Rent card (2 plays)No Mercyone card, one play; a Shack is added before doubling
Complete setsClassicsafe from Sly Deal and Forced DealNo MercySuper Sly Deal, Market Crash and Repossession reach in
BuildingsClassicHouse and Hotel, complete sets onlyNo MercyShack: +M5 on any set, Railroads and Utilities too
Deal Breaker / Just Say NoClassicM5, 2 cards / 3 cardsNo MercyM3, 3 cards / 5 cards
  • New cards: M15, Double Rent, Forced Debt, Go Again, Heist, Market Crash, Pass Go Go Go, Repossession, Shack, Super Sly Deal, Tax Collector, Tough Luck, Unfair Trade, Yoink!
  • Gone: Sly Deal, Forced Deal, Debt Collector, It's My Birthday, House, Hotel, Double The Rent, Pass Go.

Card guide

Every card in the deck, with how many copies there are: 115 cards in all.

Money

18 cards

Banknotes. They only ever go into your Bank, where they pay your bills.

Money

18 in the deckBank only

Cash. Bank it, and it's worth its value whenever you have to pay someone.

How to play it
  1. Tap it in your hand.
  2. Tap Put in your bank: the only thing money does.
When
  • On your turn: uses 1 of your 3 plays.
  • You pay with it from your Bank. No change is given back.
  • Heist, Tax Collector and Unfair Trade can take it.

Tip Small notes pay exact amounts; a big note on a small bill is gone for good.

Properties

28 cards

Build these into sets. Three complete sets of different colours win the game.

Streets, Railroads and Utilities. Lay them down to build sets: each colour's set size and rent are on its tile below.

How to play it
  1. Tap it in your hand, then Play as a property.
  2. It joins your set of its colour, or starts one. A second set of a colour starts only once the first is full.
When
  • On your turn: uses 1 of your 3 plays.
  • It can't go in your Bank, and never returns to your hand.
  • You can pay with it: it goes to the other player's properties.

Tip A Shack adds M5 to one set's rent, on any colour, Railroads and Utilities included.

Brown

2 in the deckPays M1 · no bank
Full set 21M12M2

Light Blue

3 in the deckPays M1 · no bank
Full set 31M12M23M3

Pink

3 in the deckPays M2 · no bank
Full set 31M12M23M4

Orange

3 in the deckPays M2 · no bank
Full set 31M12M33M5

Red

3 in the deckPays M3 · no bank
Full set 31M22M33M6

Yellow

3 in the deckPays M3 · no bank
Full set 31M22M43M6

Green

3 in the deckPays M4 · no bank
Full set 31M22M43M7

Dark Blue

2 in the deckPays M4 · no bank
Full set 21M32M8

Railroads

4 in the deckPays M2 · no bank
Full set 41M12M23M34M4

Utilities

2 in the deckPays M2 · no bank
Full set 21M12M2

Wild properties

11 cards

Properties that change colour. Switching them on your own turn is free.

Two-colour wilds

9 in the deckPays its value · no bank

A property that counts as either of its two colours, your choice. A set can be all wilds.

How to play it
  1. Tap it in your hand, then Play as a property.
  2. Pick its colour (and its set, if asked).
  3. On your own turn, tap it on the table to switch it: free.
When
  • On your turn: uses 1 of your 3 plays.
  • It can't go in your Bank. It pays its value when you're charged; whoever gets it can switch its colour on their own turn.
  • Super Sly Deal takes it if either colour is named.

Tip Switching a wild at the right moment can finish your third set: that wins on the spot.

Any-colour wild

2 in the deckNo value · can't pay

A property that joins a set of any colour that already has a property in it. It's worth nothing, and it never sits alone.

How to play it
  1. Tap it in your hand, then Play as a property.
  2. Pick the set to join: one with a property in it and room to spare.
  3. On your own turn, tap it on the table to move it to another such set: free.
When
  • On your turn: uses 1 of your 3 plays.
  • Never on its own, or with only other any-colour wilds. Left alone when its set-mates are taken, it stays put and charges nothing until a property joins it.
  • It can't be banked and can't be used to pay. Charged with only these on the table? You keep them and give a debt chip.
  • Steals still take it: Super Sly Deal (whatever colour is named), Market Crash, Deal Breaker and Repossession.

Tip Put it on the set closest to full: on your own turn you can move it for free.

Rent

16 cards

Every rent card charges every other player. Double Rent is one card that doubles it.

Rent

5 in the deckBank M1

Every other player pays you the rent of your set in either of its colours: its rent, + M5 with a Shack.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the colour: each shows what it charges. Two sets of it? Pick one.
  3. Everyone else pays you, one by one.
When
  • On your turn: uses 1 of your 3 plays.
  • Each player can Just Say No for themselves.
  • Or bank it as M1: its action is gone.

Tip Own none of its colours? It charges M0: bank it instead.

Rent, any colour

3 in the deckBank M3

Every other player pays you the rent of any one of your sets: its rent, + M5 with a Shack.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick any colour: each shows what it charges. Two sets of it? Pick one.
  3. Everyone else pays you, one by one.
When
  • On your turn: uses 1 of your 3 plays.
  • Each player can Just Say No for themselves.
  • Or bank it as M3: its action is gone.

Tip Own none of its colours? It charges M0: bank it instead.

Double Rent

No Mercy5 in the deckBank M1

Every other player pays you double the rent of your set in either of its colours: (its rent + M5 for a Shack) × 2.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the colour: each shows what it charges. Two sets of it? Pick one.
  3. Everyone else pays you, one by one.
When
  • On your turn: uses 1 of your 3 plays.
  • Each player can Just Say No for themselves.
  • A Just Say No cancels that player's whole doubled bill.
  • Or bank it as M1: its action is gone.

Tip Own none of its colours? It charges M0: bank it instead.

Double Rent, any colour

No Mercy3 in the deckBank M3

Every other player pays you double the rent of any one of your sets: (its rent + M5 for a Shack) × 2.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick any colour: each shows what it charges. Two sets of it? Pick one.
  3. Everyone else pays you, one by one.
When
  • On your turn: uses 1 of your 3 plays.
  • Each player can Just Say No for themselves.
  • A Just Say No cancels that player's whole doubled bill.
  • Or bank it as M3: its action is gone.

Tip Own none of its colours? It charges M0: bank it instead.

Actions

8 cards

The two classic actions kept in No Mercy. Any action can be banked as money instead.

Deal Breaker

3 in the deckBank M3

Steal one complete set from another player, Shack and all.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the player, then which complete set.
  3. Unless they Just Say No, the set is yours.
When
  • On your turn: uses 1 of your 3 plays.
  • Only when another player has a complete set.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M3: its action is gone.

Tip Its wilds arrive as they are. On your own turn you're asked a wild's colour only if switching it keeps the set complete.

Just Say No

5 in the deckBank M4

Cancel an action card played against you. They can say no back with their own: the last Just Say No wins.

How to play it
  1. An action hits you: tap the red SAY NO!.
  2. Your action refused? SAY NO! back, or LET IT GO.
When
  • Only in answer to an action aimed at you. Off your turn it's free; on your own turn it uses a play.
  • It cancels Forced Debt. It can't stop the debt chip for being short of money, or settling a debt.
  • The player you owe plays your settlement card at you as an action? You can say no to that.
  • Handed to you to settle a debt, it can only go to your Bank.
  • Or bank it as M4: its action is gone.

Tip Against rent charged to everyone, it protects only you.

No Mercy actions

34 cards

New in this edition: bigger steals, debts and do-overs.

Forced Debt

No Mercy3 in the deckBank M2

Take a debt chip from another player: on their next turn they must give you a card from their hand.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the player: only players with a chip left can be picked.
When
  • On your turn: uses 1 of your 3 plays.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M2: its action is gone.

Tip The card they give you can be an action: you may play it at once, as if it were your turn.

Go Again

No Mercy3 in the deckBank M1

End your turn now and take another whole turn straight away.

How to play it
  1. Make your other plays first.
  2. Tap it in your hand, then Play it.
  3. Discard to 7 if you must. Your new turn: draw 2 (5 with an empty hand), settle any debt chips, then up to 3 plays.
When
  • On your turn: uses 1 of your 3 plays.
  • Your 1st, 2nd or 3rd play: it always ends the turn.
  • It aims at nobody, so there's no Just Say No.
  • Handed to you to settle a debt, it can only go to your Bank.
  • Or bank it as M1: its action is gone.

Heist

No Mercy3 in the deckBank M4

Steal one card of your choice from every other player's Bank. Empty Banks are skipped; nobody goes into debt.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the Bank card you want from each player in turn.
  3. It's played with your last pick: until then Cancel backs out. The cards go into your Bank.
When
  • On your turn: uses 1 of your 3 plays.
  • Each player can Just Say No for themselves.
  • Or bank it as M4: its action is gone.

Market Crash

No Mercy3 in the deckBank M4

Steal one property of your choice from every other player, even out of a complete set.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the property you want from each player in turn.
  3. It's played with your last pick: until then Cancel backs out. The properties join yours.
When
  • On your turn: uses 1 of your 3 plays.
  • Players with no properties are skipped.
  • Each player can Just Say No for themselves.
  • Or bank it as M4: its action is gone.

Tip A Shack sitting on the card you take comes with it.

Pass Go, Go, Go!

No Mercy4 in the deckBank M1

Draw cards until you hold 7.

How to play it
  1. Tap it in your hand, then Play it. Your hand is counted once it's gone: holding 4 others, you draw 3.
When
  • On your turn: uses 1 of your 3 plays.
  • Holding 7 or more others, you draw nothing.
  • It aims at nobody, so there's no Just Say No.
  • Or bank it as M1: its action is gone.

Tip Play it last: an emptier hand draws more.

Repossession

No Mercy2 in the deckBank M5

Pick a player: they keep one property of their choice and give all the rest away, one at a time, to whoever they choose.

How to play it
  1. Tap it in your hand, then Play it. Pick the player.
  2. Aimed at you? Tap a property, then pick who gets it, until one is left.
When
  • On your turn: uses 1 of your 3 plays.
  • With 0 or 1 properties, nothing happens.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M5: its action is gone.

Tip The player you hit picks who gets each card: maybe you, maybe not. A Shack leaves with a card of its set (their pick), unless its set is just the card they keep.

Shack

No Mercy3 in the deckBank M3

Build it on one of your properties: that set's rent goes up M5, added before Double Rent doubles it.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the property it sits on.
When
  • On your turn: uses 1 of your 3 plays.
  • Any set, even unfinished, Railroads and Utilities too: one per set.
  • It sits on one card and stays with that set: move or re-colour that card and the Shack stays behind on another card of the set; a card alone in its set takes it along on a free move.
  • It leaves with that card (paid, given or stolen), or with another card of its set when a payment needs its M3 or Repossession splits the set.
  • Landing on a set that has a Shack already, it goes to the receiver's Bank.
  • Handed to you to settle a debt, build it on one of your sets right away, or bank it.
  • Or bank it as M3: its action is gone.

Super Sly Deal

No Mercy3 in the deckBank M3

Name a colour and steal every property of it from every other player, complete sets and Shacks included.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the colour: only colours another player holds are offered.
When
  • On your turn: uses 1 of your 3 plays.
  • Wilds count only as the colour they're placed as: one sitting in another colour's set stays put.
  • Each player can Just Say No for themselves.
  • Or bank it as M3: its action is gone.

Tax Collector

No Mercy2 in the deckBank M5

Pick a player: they keep one Bank card of their choice and give all the others away, one at a time, to whoever they choose.

How to play it
  1. Tap it in your hand, then Play it. Pick the player.
  2. Aimed at you? Tap a Bank card, then pick who gets it, until one is left.
When
  • On your turn: uses 1 of your 3 plays.
  • With 0 or 1 Bank cards, nothing happens.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M5: its action is gone.

Tough Luck

No Mercy3 in the deckBank M5

Pick a player and a type (property, money or action): take every card of that type from their hand into yours.

How to play it
  1. Tap it in your hand, then Play it.
  2. Pick the player, then the type.
When
  • On your turn: uses 1 of your 3 plays.
  • Property includes wilds; action includes Rent. None of that type? You get nothing.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M5: its action is gone.

Tip They land in your hand: mind the 7-card limit when your turn ends.

Unfair Trade

No Mercy2 in the deckBank M4

Swap your whole Bank with another player's Bank.

How to play it
  1. Tap it in your hand, then Play it. Pick the player.
When
  • On your turn: uses 1 of your 3 plays.
  • Your Bank can't be empty (theirs can).
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M4: its action is gone.

Yoink!

No Mercy3 in the deckBank M2

Charge one player M10.

How to play it
  1. Tap it in your hand, then Play it. Pick the player.
  2. They pay from their Bank and properties; short of M10, they give all they can plus a debt chip.
When
  • On your turn: uses 1 of your 3 plays.
  • The player you aim it at can stop it with Just Say No.
  • Or bank it as M2: its action is gone.

Plus 5 reference cards in the box, which never enter the deck. The split of money notes (how many M1s, M2s…) is our best count, not yet checked against a printed deck.