Every card in Cardopoly — what each one does and how to play it.
Action cards are your tools — collect money, disrupt opponents, and defend yourself. Here's every one, grouped by what it does.
Turn your properties and action cards into income — and drain your opponents’ banks.
Charge rent to every opponent for one of the two colors shown on the card. The amount scales with how many of that color you own.
How to play: Play it to the action pile, choose which of the two colors to charge, and everyone pays from their bank or properties.
Each opponent can block their own payment with Just Say No.
Rent grows with your set — charging on a near-complete set hurts the most.
Charge rent to a single opponent of your choice, for any one color you own.
How to play: Play it to the action pile, then choose the color and the target.
That player can block it with Just Say No.
Aim it at whoever can least afford to pay.
Doubles the amount of a Rent card you play on the same turn.
How to play: Play it together with a Rent card on the same turn — it counts as one of your three plays.
The doubled rent can still be blocked with Just Say No.
Pair it with a high rent for a brutal hit — but it costs you two plays.
Force one opponent to pay you 5M.
How to play: Play it to the action pile and pick your target; they pay from their bank or properties.
They can block it with Just Say No.
Great for squeezing a player who’s low on cash.
Every other player must pay you 2M as a birthday gift.
How to play: Play it to the action pile — all opponents pay at once.
Each player can block their own gift with Just Say No.
Steady income that hits the whole table at once.
The disruption cards — take what you need, break what your opponents are building.
Steal a single property card from any opponent. You can’t take a card from a completed set.
How to play: Play it to the action pile, then pick the property you want.
The victim can block it with Just Say No.
Snipe the last card someone needs before they complete a set.
Swap one of your properties for one of an opponent’s. Completed sets are safe from it.
How to play: Play it to the action pile, then choose one of your properties and one of theirs to trade.
The other player can block it with Just Say No.
Give away a card you don’t need to grab one you do.
Steal an entire completed property set from any opponent — the most powerful card in the game.
How to play: Play it to the action pile and choose which complete set to take.
It can be stopped — but only by Just Say No.
Save it for when an opponent has a finished set you can win with.
Stack these on your completed sets to make rent truly painful.
Add a House to one of your completed sets to raise its rent by 3M.
How to play: Play it onto a complete set. Only one House per set, and the set must be full.
If that set is broken up later, the House drops into your bank.
Houses make your Rent cards far scarier.
Add a Hotel on top of a House for another +4M rent.
How to play: Play it onto a complete set that already has a House.
A set with House + Hotel can charge punishing rent.
Protect yourself and keep your hand flowing.
Cancel an action card played against you — Rent, Sly Deal, Deal Breaker, anything. It can even cancel another Just Say No.
How to play: When an action targets you, you’re prompted to play it from your hand. It doesn’t use up a turn.
Hold one back to protect the set you’re about to win with.
Draw 2 extra cards from the deck.
How to play: Play it to the action pile — you immediately draw two more cards.
Almost always worth playing: more cards, more options.
These cards only appear when a room turns on Spicy Mode. They crank up the intensity — and the game automatically deals extra Just Say No cards into the deck to keep things fair.
Steal every money card in one opponent’s bank.
How to play: Play it to the action pile and choose your victim.
They can block it with Just Say No.
Devastating against a player hoarding cash.
Take two of an opponent’s properties and give them one of yours in return.
How to play: Play it to the action pile, then pick the two you want and the one you’ll give up.
The other player can block it with Just Say No.
A net gain of one property — and it can crack a set open.
Steal a random face-down card straight from an opponent’s hand.
How to play: Play it to the action pile and pick whose hand to dip into.
They can block it with Just Say No.
A gamble — you won’t know what you’re grabbing.
Draw 3 extra cards from the deck.
How to play: Play it to the action pile — draw three immediately. It never pushes you over the hand limit.
Pass Go’s bigger sibling.
Take a random card back from the discard pile.
How to play: Play it to the action pile to pull one discarded card into your hand.
Rescue something useful that’s been thrown away.
Reveal the top 3 cards of the deck, keep 1, and shuffle the other 2 back.
How to play: Play it to the action pile, then choose which of the three revealed cards to keep.
Dig for the exact card you’re missing.
Stack on a set that already has a House and Hotel for another +5M rent.
How to play: Play it onto a complete set that has both a House and a Hotel.
Turns a set into a rent bomb.
Send all of an opponent’s loose properties back to the deck. Completed sets are safe.
How to play: Play it to the action pile and choose your target.
They can block it with Just Say No.
Wipes out a half-built set in one move.
Properties are your path to victory. Collect sets, defend them, and race to three.
Properties are how you win. Collect full sets of matching colors — the first player to complete three sets of different colors takes the game. Bigger sets also charge more rent.
How to play: Drag a property from your hand into your property area. Cards group by color automatically, and a set lights up once it’s complete.
Each color needs a different number of cards: brown, dark blue, and utilities need 2; most colors need 3; railroads need 4.
A two-color wild stands in for either of its two colors, filling a gap in a set as if it were that color.
How to play: Drag it into your property area and pick which of its two colors to use.
Use it to finish whichever of its two sets you’re closest to completing.
The rainbow wild can become any color at all, slotting into any set as if it were that color.
How to play: Drag it into your property area and choose any color.
It’s the most flexible card in the game — save it for the set you’re closest to finishing.
Your bank is your shield. It pays rent and debts, but never wins the game on its own.
Money sits in your bank and pays rent, debts, and birthday gifts. It comes in six denominations — 1M, 2M, 3M, 4M, 5M, and 10M. An empty bank leaves you defenceless.
How to play: Drag money to your bank. Any card — except property cards — can be banked for its value instead of being played.
Keep a cushion in the bank so a surprise rent doesn’t cost you a property.