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The Landlord’s Game had a five-lap finish

Lizzie Magie’s 1904 game ends when everyone has gone around the board five times. Rent has fewer chances to earn money as the finish approaches, while luxury tickets keep their value for the final count.

In the version of The Landlord’s Game described in Lizzie Magie’s 1904 patent, players roll dice to move around a track, buy plots of land and pay rent when they land on someone else’s property. They are trying to finish with the most wealth. The main procedure gives that contest a clear endpoint: play stops when the last player completes a fifth trip around the board.

That stopping rule changes the question behind a purchase. Something that brings in rent needs enough turns left to earn it. Something valuable in the final count may leave you short of game money to spend along the way. Reading the patent with those five laps in mind reveals several different uses for wealth.

A curved lane around a small village passes through a wooden gateway strung with a plain ribbon.

A lap brings wages, and a loan brings interest

The board has four central money boxes labeled Bank, Wages, Public Treasury and Railroad. Passing the starting point earns a player $100 in wages. Landing on a necessity such as bread or clothing sends $5 to the Public Treasury; a railroad stop sends $5 to the Railroad. Rent on another player’s plot goes to its owner.

The Bank can lend money in $100 amounts. To borrow, a player must own property worth at least $10 more than the loan, which is used to secure the debt. Each outstanding $100 loan costs $5 in interest whenever that player collects wages.

For example, receiving $100 in wages while owing one $100 Bank loan adds $95 to your cash after interest. The original $100 debt is still there. You can avoid that interest payment by repaying before passing the start, but repaying the $100 leaves you with that much less cash for rent and other bills. The choice concerns both the next $5 charge and how much cash you will have for other expenses.

Finishing your own fifth lap is not the end of play

Once you have completed five laps and are free of debt, the patent lets you move in either direction while the others finish. You stop receiving wages after the required number of laps. You may still be moving and facing expenses, but another trip past the start will not bring another $100.

That is a different position from waiting safely outside the game. Choosing a direction may help you navigate the remaining spaces, while the loss of wages makes the cash you kept more important. Only when the last player passes the starting point for the fifth time does everyone stop and count their wealth.

Cash to spend and wealth to count

The final count adds three amounts: the value of your land, your remaining cash and the value of your luxury tickets. Those tickets are bought on luxury spaces for $50 each, but each counts as $60 at the end.

Consider that purchase by itself. Keeping the money leaves you with $50 to spend or count. Buying the ticket replaces it with something worth $60 at the finish, an extra $10 in the final calculation. Until then, that $50 is no longer cash you can use for the next rent bill. The gain comes with a practical cost while the game is still running.

The light and water franchises work differently. The first player to land on one claims it without paying, then receives $5 when other players land there. A franchise itself adds nothing to the final count. It helps through the money it collects before the game ends.

Five laps make those choices matter

Magie also describes a version that skips the initial deal of land tickets and starts players with $100, buying land as they reach it. She allows players to agree on a different number of laps. The five-lap finish belongs to the patent’s main procedure, rather than every possible version of the game.

With only a few moves left, a rent-producing property has fewer chances to pay out. A luxury ticket still counts for $60 at the finish, but buying one uses $50 that might be needed for bills before the last player gets there. Even after your own wages stop, you have to manage that wait. The five-lap rule makes the end something to prepare for while you are still moving around the board.