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How to Create the Monopoly Go Effect (in Google Sheets)

April 11, 2025

Monopoly Go’s economy design makes social casino accessible. The roll-move-resolve loop is more approachable on a board than on a slots reel, so the game can create a real sense of tension (the board piece will sometimes enter bullet time before landing on a tile). Another achievement is the game’s events, which cut to the core of the design.

Recurring events are a key source of how the game creates “runs” by stringing together level climbing in different, interconnected progression centres. While Monopoly Go certainly wasn’t the first to invent “move around board, trigger events”, it’s undoubtedly popularized it. It’s starting to appear as its own genre, and even morphing into Archero 2 mini-games.

The events “tickle” the mind by creating cascading effects where multiple reward centres trigger, in some time interconnected ways. The economy is of particular importance in casino games, since the main currency functions as energy – without it, player engagement stops, but make it too plentiful and purchases also stop. With more games implementing these loops, I want to setup a basic model to understand how they work. Games in prototyping should be creating economic models to guide design making. The process of making the model is as valuable as the model itself. Creating time-boxed rough model sketches helps vet key design decisions.

I wanted my model to:

  • Simulate the first Player 100 rolls
    • Track Dice Balance, and Net Activity Per Move
  • Create two “reward” centres to reward additional dice beyond board rewards
    • Players earn progress toward milestones in each centre
    • Monopoly Go features a two main and reoccuring collection events.
      • Beyond login rewards, sticker collections, board completion, Chance cards (that’s a lot!).
  • Regenerate rolls on a schedule.
  • Take less than 3 hours to build.

The result is here, and available for download. Eventually, we’ll produce this:

Process

I started with the Archero 2 minigame template, with some small changes, to build the board, and first affirmed the expected dice roll reward per roll was less than one (i.e., the player won’t play for infinity).