Business Tour: Complete Strategy Guide
How to actually win at Business Tour — the online Monopoly-style board game: the five ways a match ends, what to buy and what to skip, building and rent, the Island, gadgets and the new Turn Prediction feature, modes and tournaments, and how chips, Gold and CLUB work.
Researched September 2026 — current as of Business Tour version 2.19.28 (May 2026 stability update). Live games change; check the linked sources if something differs.
Quick Start
- There are five ways to win, not just bankruptcy: Side Monopoly, Triple Monopoly, Resort Monopoly, bankrupting everyone, or everyone else leaving. Always watch the board for a sudden monopoly threat.
- Buy for return, not for price. Cheap early-board cities are a beginner trap; the expensive cities later on the board (roughly London through Tokyo on the standard map) pay back much better.
- Build houses. A bare city barely earns anything. Buying at least one house — ideally more — is what makes rent hurt.
- Concentrate. Two or three heavily built properties beat ten empty ones.
- Two-city sets are gold. Sets that need only two tiles (e.g., Hamburg and Berlin on the standard map) complete fast and count toward monopolies.
- Skip beaches/resorts early unless you're going for Resort Monopoly — their return on investment is poor.
- Use the Island wisely. Leave quickly early (you want to be buying), but stay put late when the board is full of expensive rent.
- Block monopolies. Buying one tile that denies an opponent's Side or Triple Monopoly is often worth more than any rent.
- Learn the dice with Turn Prediction. Since patch 2.19.26 you can see an upcoming roll when someone at the table has CLUB (details below).
How a Match Works
- 2–4 players (or 2v2 teams) take turns rolling two dice and moving around the board.
- Unowned cities can be bought. Owned cities charge rent to whoever lands on them.
- Building: add houses (and then larger buildings) to your cities to raise rent dramatically.
- Buyouts (re-buy): you can pay to take over an opponent's city you land on — expensive, but it's how you break their sets and finish your own monopolies.
- Doubles let you roll again.
- Chance cards add twists (some good, some bad).
- Special tiles include the Island (Monopoly's jail equivalent), beaches/resorts, tax, and the championship/festival tile that marks one of your cities with a flag.
- Championship/festival flags: a city carrying the festival flag charges boosted rent (check the rent shown on the tile, as it can change between versions and maps) — flag your own best city and avoid landing on opponents' flagged ones.
The five ways a match ends
| Win condition |
How it works |
| Side Monopoly |
Own every building tile along one entire side of the board |
| Triple Monopoly |
Complete three full color sets (tiles with the same pattern) |
| Resort Monopoly |
Own all the resorts/beaches on the board |
| Bankruptcy |
Every opponent fails to pay and goes bankrupt |
| Everyone leaves |
You're the last player at the table |
The monopoly wins end the game instantly, so a player with fewer total assets can still win. That's the main difference from classic Monopoly.
What to Buy (and What Not To)
Priorities
- High-rent cities later on the board. They cost more but earn far more per landing.
- Short sets (two-tile sets) — cheap to complete, fast toward Triple Monopoly.
- Tiles that complete your set — even at a premium buyout price.
- Tiles that block an opponent's monopoly — especially on a side where they own most tiles.
- Cities with the festival flag — boosted rent.
Usually skip
- Beaches/resorts unless you're committing to Resort Monopoly. Community math puts their return very low compared with built-up cities; opponents have to land on them many times before you break even.
- Cheap early-board cities (the first stretch of the board). Low cost, but their rent-to-cost ratio is poor.
- Buyouts of opponent cities that don't complete a set or stop a monopoly.
Building
- Always add at least one house when you buy a city you intend to keep.
- Stack buildings on your best 2–3 properties instead of spreading thin.
- Keep enough cash for rent — being forced to sell buildings at a loss is how leads collapse.
Positioning and the Island
- Early game: leave the Island fast; every turn there is a turn you're not buying.
- Late game: staying on the Island can be the safest move when the board is full of heavily built cities.
- Count distances. With two dice, 7 is the most likely total. Try to have your strongest property about 6–8 tiles ahead of opponents' likely positions.
- Doubles are more common than players expect (1 in 6 rolls) — factor in the extra move.
A Simple Game Plan by Phase
| Phase |
Goals |
Avoid |
| Opening (first laps) |
Buy mid- and late-board cities you land on, start one short set, add a house to anything you keep |
Spending on cheap early tiles and beaches; buyouts that don't complete anything |
| Midgame |
Complete one or two sets, stack buildings on your best properties, start blocking the leader's monopoly |
Spreading buildings thin; leaving yourself without rent money |
| Endgame |
Protect your cash buffer, finish a monopoly or grind opponents into bankruptcy, use the Island as a safe spot |
Risky buyouts when one bad roll can bankrupt you |
Reading opponents: a player who keeps buying beaches is probably going for Resort Monopoly — take one resort to shut it down. A player who owns most of one side is one purchase away from Side Monopoly — the last tile on that side is now the most valuable tile on the board for you, too.
Gadgets and Turn Prediction
- Gadgets are items you can use during a match to influence it (for example, the dice). In standard modes they're allowed; the "no-pay-to-win" tournament format (added in 2.19.5) bans paid gadgets.
- Turn Prediction (patch 2.19.26): you can see what number a player will roll before they roll.
- It's a CLUB feature, but it activates for everyone at the table automatically if at least one player has active CLUB.
- Rolling doubles or using gadgets shifts the timeline, changing the upcoming dice outcomes for everyone.
- Use it to decide whether to buy a tile, build, or save cash for a rent you now know is coming.
- Advanced use: if the predicted roll lands you on an opponent's hotel, a gadget or a double can shift the sequence.
Modes
| Mode |
What it is |
| Online (2–4 players) |
Standard matchmaking at different stake levels (high-stakes open tables are 1v1 only) |
| 2v2 team mode |
Team up with a friend; coordinate buying and blocking |
| Tournaments |
Entry with chips or tickets; prizes of chips and unique skins. Includes the no-pay-to-win format (100 blue chip entry, no paid gadgets) |
| Leagues |
Leagues where the top 100 players each day receive Gold/CLUB rewards (added June 2024) |
| Private tables |
Invite friends; a map editor (with Steam Workshop sharing since 2.19.0) lets you tune cell parameters such as rent and re-buy costs |
| Offline vs bots |
Practice without risking chips |
| Local multiplayer |
Pass-and-play on one PC |
Voice chat (added in 2.19.2) is built in, with mute controls.
Currencies and Subscriptions
| Item |
What it's for |
| Chips |
Main currency for table buy-ins and tournament entries; earned by winning |
| Blue chips |
Used for certain tournament entries and tournament re-buys |
| Gold |
Premium currency for cosmetics and premium features |
| Tournament tickets |
Tournament entry |
| Premium |
Time-limited premium status |
| CLUB |
Subscription with extra features: Turn Prediction (for the whole table), viewing the final screen of any past match, and more |
Match history (2.19.23): you can view the last 10 matches of any player; CLUB members can also see each match's final screen.
- Redeem via Promocodes in the main menu (not other screens). Restart the game if a cosmetic doesn't appear.
- Codes are posted on Steam news and the official Discord and expire quickly. As of late September 2026, the recent codes (e.g., SUMMER2026, which expired September 1, 2026) are no longer valid; watch Steam news for new ones.
Common Mistakes to Avoid
- Buying every cheap tile. Poor returns, and it drains cash you need for houses.
- Never building. An unbuilt city earns almost nothing.
- Ignoring monopoly threats. One missed block can end the game instantly.
- Overbuilding and going broke to a single rent.
- Rebuying random opponent cities. Only rebuy to complete a set or block a monopoly.
- Staying on the Island early or leaving it late.
- Tilting. Luck swings are big; play the percentages and move on.
Advanced Tips
- Map the monopolies. At the start of each turn, check which opponent is closest to Side, Triple or Resort Monopoly.
- Deny, then develop. A blocking buy early often forces opponents into lower-value strategies.
- Use the festival flag on your most-landed, most-built city for maximum rent.
- Cash buffer. Keep enough to survive one hit on the biggest rent on the board.
- Team play (2v2): split the board — one player blocks, one builds — and don't compete for the same sets.
- Tournament play: in no-pay-to-win tournaments, everyone has equal tools; lean harder on blocking and board reading.
- Watch the end of long games. If you're ahead on money but behind on sets, prioritize blocks over new buildings.
FAQ
How do you win Business Tour?
Side Monopoly, Triple Monopoly, Resort Monopoly, bankrupting everyone, or being the last player at the table.
Is Business Tour pay-to-win?
Gadgets and CLUB features can help, but the no-pay-to-win tournaments ban paid gadgets, and core strategy (buying, building, blocking) matters most.
What is Turn Prediction?
A CLUB feature (patch 2.19.26) that shows upcoming dice rolls. It's active for the whole table if any player has CLUB; doubles and gadgets shift the predictions.
Can I play offline?
Yes — against bots or local multiplayer on one PC.
Why do I keep disconnecting?
Update to the latest version; 2.19.28 (May 2026) fixed a large number of network issues. If problems persist, send logs to the developers as they request.
Where do I enter promo codes?
In the Promocodes section of the main menu.
Sources