Monopoly dice roller
This roller throws the two Monopoly dice, adds up the total and tells you when you have rolled doubles or a third double in a row. Press Roll or drag the dice and let go over the tray; to try to get out of jail, switch on that mode and you get three attempts.
Press the tray, drag and let go to throw
How to use these dice on the page
In short
What happens if you roll doubles in Monopoly? You move the total of the two dice, do whatever the square says and roll again in the same turn. Roll doubles three times in a row and you go straight to jail without moving on the third roll.
The tool rolls two six-sided dice, just like the ones in the box. When they stop, it shows each die separately and the total, which is the number of squares you move.
Normal roll
Press Roll, or drag the dice with your finger or mouse and release them. If both dice match, you will see the doubles notice: move and roll again.
Doubles counter
The page keeps track of how many doubles you have rolled in the same turn. On the third in a row it tells you to go straight to jail and you do not move with that roll.
Get out of jail mode
Counts your three attempts. Roll doubles and you are out, moving forward the number shown, without rolling again. Miss on the third attempt and it reminds you to pay the fine and move with that same roll.
The Speed Die found in some recent editions is not included: this is the two white dice of the classic rules. Every roll is random and independent of the last one, exactly like real dice.
Monopoly dice rules
Hasbro's classic rulebook is clear about the dice. There are not many rules, but plenty of families play house versions that differ from what the box says.
Rolling and moving
At the start everyone rolls and the highest total goes first. On each turn you roll both dice and move your token that many squares in the direction of the arrow. Then you deal with the square: buy, pay rent, draw a card, pay tax or go to jail.
Doubles: roll again
If both dice show the same number, you move the total as normal, deal with the square and then, keeping the dice, roll again.
Three doubles in a row: go to jail
Roll doubles three times in succession in the same turn and you do not move with the third roll: your token goes directly to jail. When you are sent to jail you do not collect your salary for passing Go, even if the token would have crossed it, and your turn ends there.
Other ways to end up in jail
- Landing on Go to Jail.
- Drawing a card that sends you to jail.
- Rolling three doubles in a row.
If an ordinary roll lands you on the jail square, you are Just Visiting: no penalty, and you carry on as normal next turn.
How to get out of jail
- Rolling doubles on any of your next three turns. If you do, you move forward the number shown, but that double does not give you another roll.
- Using a Get Out of Jail Free card, your own or one bought from another player at an agreed price.
- Paying the fine (50 in current editions) before rolling on either of your first two turns.
If you have not rolled doubles by your third attempt, you must pay the fine and then move the number shown on that roll. While in jail you can still collect rent, buy and sell houses and hotels, and trade.
A very common house rule is to put tax and fine money in the middle of the board for whoever lands on Free Parking. The official rules do not include it: according to the box, Free Parking is just a resting place with no reward.
Two-dice probabilities
Two six-sided dice give 36 equally likely combinations. The most common total is 7, which can be made six ways (1+6, 2+5, 3+4 and the reverse). The extremes, 2 and 12, can only be made one way each.
| Total | Combinations | Fraction | Probability |
|---|---|---|---|
| 2 | 1 | 1/36 | 2.78% |
| 3 | 2 | 2/36 | 5.56% |
| 4 | 3 | 3/36 | 8.33% |
| 5 | 4 | 4/36 | 11.11% |
| 6 | 5 | 5/36 | 13.89% |
| 7 | 6 | 6/36 | 16.67% |
| 8 | 5 | 5/36 | 13.89% |
| 9 | 4 | 4/36 | 11.11% |
| 10 | 3 | 3/36 | 8.33% |
| 11 | 2 | 2/36 | 5.56% |
| 12 | 1 | 1/36 | 2.78% |
Of those 36 combinations, 6 are doubles (1-1, 2-2, 3-3, 4-4, 5-5 and 6-6), so the chance of doubles on any roll is 1/6. Because each roll is independent, the chances of rolling them back to back multiply.
| Situation | Fraction | Probability |
|---|---|---|
| Doubles on one roll | 1/6 | 16.67% |
| Two doubles in a row | 1/36 | 2.78% |
| Three doubles in a row (go to jail) | 1/216 | 0.46% |
| No doubles | 5/6 | 83.33% |
Put another way: out of every 216 turns that start with the token free, one on average ends in jail for three doubles. It is rare, but in a long game with four or five players it does happen.
Taking doubles and extra rolls into account, the most likely move in a whole turn is still 7 squares, and the maximum is 35 (6-6, 6-6 then 6-5). On average a token moves just over 8 squares per turn, because doubles add extra rolls.
Getting out of jail: pay or try for doubles?
Each attempt has a 1 in 6 chance of working. The chance of rolling at least one double in three attempts is 1 minus the chance of missing all three: 1 - (5/6)³ = 91/216, or 42.13%. In 57.87% of cases you end up paying the fine on your third turn.
| Attempt | Fraction | Out on this attempt | Cumulative |
|---|---|---|---|
| First turn | 36/216 | 16.67% | 16.67% |
| Second turn | 30/216 | 13.89% | 30.56% |
| Third turn | 25/216 | 11.57% | 42.13% |
| No doubles: pay the fine | 125/216 | 57.87% |
The right choice depends on the stage of the game, and mathematical analyses of Monopoly agree on the general idea:
- Early on, with lots of unowned property, it pays to get out straight away. Every turn in jail is a turn you are not buying.
- Later, when the board is full of other players' houses and hotels, staying in and trying for doubles works as a shelter: you do not move, you pay no rent and you still collect your own.
The get out of jail mode on this page lets you play out the second option: roll up to three times and the tool tells you whether you are out or have to pay.
The most landed-on squares
If every square were landed on equally, each would get 2.5% of visits. That is not what happens, for three reasons: Go to Jail and several cards send tokens to the same place, other cards move you to specific squares, and 7 is the most common total. This is worked out with a Markov chain, the method that has been used for decades to analyse Monopoly, which tracks the probability of a token finishing on each square after a very large number of rolls.
The table below comes from that calculation using the classic US board (the template for every edition), the standard Chance and Community Chest cards and the three-doubles rule. UK names are given alongside. Squares are numbered from Go (0). Two cases are shown: leaving jail by paying straight away, or staying in and trying for doubles.
| Square no. | Square (US / UK board) | Paying straight away | Trying for doubles |
|---|---|---|---|
| 10 | Jail (in jail + just visiting) | 6.22% | 11.53% |
| 24 | Illinois Avenue / Trafalgar Square (third red) | 3.19% | 3.00% |
| 0 | Go | 3.10% | 2.92% |
| 19 | New York Avenue / Vine Street (third orange) | 3.09% | 2.81% |
| 25 | B&O Railroad (third station) | 3.07% | 2.89% |
| 5 | Reading Railroad (first station) | 2.96% | 2.80% |
| 18 | Tennessee Avenue / Marlborough Street (second orange) | 2.94% | 2.82% |
| 15 | Pennsylvania Railroad (second station) | 2.92% | 2.64% |
| 20 | Free Parking | 2.88% | 2.82% |
| 37 | Park Place / Park Lane (first dark blue) | 2.19% | 2.06% |
| 3 | Baltic Avenue / Whitechapel Road (second brown) | 2.16% | 2.04% |
| 1 | Mediterranean Avenue / Old Kent Road (first brown) | 2.13% | 2.01% |
| 36 | Third Chance square | 0.87% | 0.82% |
| 30 | Go to Jail | 0.00% | 0.00% |
The results match the analyses published since the 1990s: jail is by far the square where tokens stop most often, the most visited street is the third red (Illinois Avenue in the US, Trafalgar Square in the UK), and Go and the third station follow closely. The brown streets and Park Place / Park Lane get the fewest visits, and Go to Jail sits at zero because nobody stays on it.
By colour set, the split is:
| Set | Paying straight away | Trying for doubles |
|---|---|---|
| The four stations | 11.38% | 10.63% |
| Orange set (3 streets) | 8.81% | 8.31% |
| Red set (3 streets) | 8.76% | 8.18% |
| Dark blue set (2 streets) | 4.81% | 4.55% |
| Brown set (2 streets) | 4.29% | 4.05% |
Part of the third red's lead comes from a Chance card that sends you straight to it.
Why the streets 6 to 8 squares past jail matter
Because so many tokens pass through jail, whatever comes just after it gets more traffic. From square 10, the three orange streets are 6, 8 and 9 squares away. Adding the combinations for 6 (5), 8 (5) and 9 (4), a token leaving jail on a normal roll lands on an orange in 14 out of 36 rolls, or 38.9%.
If you leave by rolling doubles, the destination is even narrower, as there are only six possible rolls:
| Double | Move | Land on square | What is there |
|---|---|---|---|
| 1-1 | 2 | 12 | Electric Company |
| 2-2 | 4 | 14 | Third pink street |
| 3-3 | 6 | 16 | First orange street |
| 4-4 | 8 | 18 | Second orange street |
| 5-5 | 10 | 20 | Free Parking |
| 6-6 | 12 | 22 | Chance |
Two of the six doubles finish on the orange set. That is why the oranges, together with the reds, are the most visited streets, and they are also much cheaper to build on than the reds or dark blues. The reds benefit too, but they are 11, 13 and 14 squares away: with a single roll from jail you can only reach the first one, and only with a 5 and a 6.
The opposite case is Park Place (Park Lane in the UK), the first dark blue: Go to Jail is 7 squares before it, and as 7 is the most common total, many tokens that could have reached it are sent to jail first. That is why it is among the least visited streets.
Street names change from country to country
Monopoly was built around the streets of Atlantic City, New Jersey, and each country adapted it with its own names. The structure does not change: 40 squares, the same colour sets in the same order, the same relative prices and the same special squares. So the probabilities on this page apply to any classic edition; you just need to look at the square's position.
| Square | US board | UK board |
|---|---|---|
| First brown (1) | Mediterranean Avenue | Old Kent Road |
| Oranges (16, 18, 19) | St. James Place, Tennessee Avenue, New York Avenue | Bow Street, Marlborough Street, Vine Street |
| Third red (24) | Illinois Avenue | Trafalgar Square |
| Dark blues (37, 39) | Park Place, Boardwalk | Park Lane, Mayfair |
Elsewhere in Europe, the most expensive street is the Schlossallee in Germany, the rue de la Paix in France and the Parco della Vittoria in Italy, while the third red is the Opernplatz, the avenue Henri-Martin and the Largo Colombo respectively. Recent and themed editions have renamed many squares, so your box may not match the table. If in doubt, count squares from Go.
History and curiosities
It started as The Landlord's Game
Elizabeth (Lizzie) Magie patented it in the United States in 1904. She designed it to show the effects of land grabbing and rent collection, following the ideas of the economist Henry George.
It spread by word of mouth
For years people played home-made versions with the streets of different towns. Charles Darrow learnt one of them, using Atlantic City streets, and sold it as Monopoly.
Parker Brothers published it in 1935
The company bought the rights from Darrow and also Magie's patent, for which it paid 500 dollars, and put the game on sale that same year.
The UK board came from Waddingtons
The London version swapped Atlantic City for streets such as Old Kent Road, Whitechapel Road, Park Lane and Mayfair.
The Speed Die is a recent addition
Hasbro added it in the late 2000s as an option to shorten games. Even with it, only the two white dice count for doubles and for getting out of jail.
Jail is not just a punishment
From inside you can collect rent, build and trade, which is why many players prefer to stay put late in the game.
This page is not official and has no connection with Hasbro. Monopoly is a registered trade mark of its owner and is named here only to describe the game.
Practical tips for the dice
- Keep in mind that 7 is the most likely total when you weigh up whether a rival will land on your squares: a token with your streets 6, 7 and 8 squares ahead lands on one of them in 16 out of 36 rolls, or 44.4%.
- If you own the oranges, build early: it is the set that makes the most of the traffic coming out of jail.
- Early on, pay and get out of jail. Late on, when there are hotels all over the board, staying inside can save you a lot of money.
- Doubles do not cancel what happens on the square: land on Go to Jail with a double and you go to jail and lose the extra roll.
- If you play house rules (money on Free Parking, double salary for landing on Go), agree them before you start.
Frequently asked questions
What happens if you roll doubles in Monopoly?
You move the total of the two dice, do whatever the square says and roll again in the same turn. Roll doubles three times in a row and you go straight to jail without moving on the third roll.
What are the odds of rolling doubles?
1 in 6, or 16.67% on each roll. Two doubles in a row have a probability of 1/36, and three in a row 1/216, about 0.46%.
How do you get out of jail in Monopoly?
By rolling doubles on one of your next three turns, using a Get Out of Jail Free card or paying the fine before you roll. If you miss on the third attempt, you pay the fine and move the number shown on that roll.
If I get out of jail with doubles, do I roll again?
No. You move forward the number shown, but under the rules that double does not give you an extra roll.
What are the chances of rolling doubles to get out of jail?
42.13% (91/216) if you use all three attempts. In 57.87% of cases no double comes up and you have to pay the fine.
What is the most landed-on square in Monopoly?
Jail, counting both players sent there and those just visiting. The most landed-on street is the third red: Illinois Avenue on the US board and Trafalgar Square on the UK board.
Why are the orange properties said to be the best?
Because they sit 6, 8 and 9 squares past jail, which a huge number of tokens pass through. A token leaving jail on a normal roll lands on an orange 38.9% of the time, and building on them is cheaper than on the reds or dark blues.
Do I collect money for passing Go if I am sent to jail?
No. When you are sent to jail you move your token directly there, not via Go, even if it would have crossed Go on the board.
What is the Speed Die and why is it not here?
It is an optional third die in recent editions, designed to speed the game up. This tool recreates the classic two-dice roll, which is what the doubles and jail rules are based on.
Is this an official Monopoly page?
No. It is an independent tool for rolling the dice when you do not have them to hand. Monopoly is a trade mark of its owner.












