What are you handing over?
Monopoly is decided in trades, not on the dice. This prices both sides on real rent per opponent turn — but it leads with the question that actually decides a trade, which is whether either side walks away holding a finished colour group.
One opponent turn is one chance for one opponent to land on you. With 4 players you face 3 of them a lap.
Only applies to a side that completes a set. Nothing else can be built on.
What this cannot price
- Your cash. A trade that is level on rent and leaves you unable to pay the next rent you land on is a losing trade. Liquidity is real and it is not here.
- The 32 houses. There are only 32 in the box, and spreading them thin to starve opponents of building material is a standard tournament tactic. Every figure above assumes you can build whatever you can afford.
- Railroads flatter themselves on payback. Four of them pay back in 32 opponent turns, which beats 2 of the 8 colour groups at hotel level — and they still lose games, because they cannot be developed any further. Steady, not strong.
- Who is about to land where. Rent per opponent turn is a long-run average. A trade made three squares in front of a hotel is a different trade.
What it does enforce is the building rule: a build level only applies to a side that ends up holding a complete colour group. Anything short of that is priced at base undoubled rent, because a house on an incomplete set is a game state the rules do not allow.