STEALR NO MERCY

How to play Stealr No Mercy

Collect property sets, charge rent and take what you need. Nothing on the table is safe, and if you cannot pay, you go into debt. If you know Monopoly Deal No Mercy, you already know the game. Here are all the rules as they are played on this site.

The goal

Be the first player with 3 complete property sets in 3 different colors. You win at that moment, even during another player's turn.

Complete sets are not safe: you can pay with them, and several action cards take cards out of them. A second complete set of a color you already own does not count, and a set made only of all-color wild cards does not count either.

What is in the deck

2 to 4 players. The deck has 115 cards:

Cards Count What they do
Money 18 1M ×4, 2M ×4, 3M ×3, 4M ×3, 5M ×2, 10M ×1, 15M ×1. Go into your bank.
Properties 28 10 colors; a set needs 2 to 4 cards of one color.
Wild cards 11 9 two-color wilds and 2 all-color wilds.
Rent cards 16 Rent and Double Rent for five color pairs (5 + 5), Rent Any Color and Double Rent Any Color (3 + 3).
Action cards 39 13 different actions, from Heist to Super Sly Deal (see below).
Shack 3 Raises the rent of one set by 5M.

Every card shows a value in the corner. Money and action cards can be banked for that value. See every card.

Three ways to play

The rules are the same in every mode, debt chips included. Only the deck changes: the lighter decks leave out the harshest action cards and add money. You pick the mode in the bot window; in a lobby the host picks it.

Mode Cards What is different
Starter 91 For your first games. 24 money cards; rent cards without Double Rent Any Color; only five kinds of action cards: Just Say No ×3, Pass Go Go Go! ×4, Yoink! ×3, Deal Breaker ×2, Shack ×3.
Mild 105 24 money cards and all rent cards. No Super Sly Deal, Market Crash, Repossession, Tax Collector or Unfair Trade; Deal Breaker, Heist, Tough Luck and Forced Debt ×2 each.
No Mercy 115 The original deck described on this page.

Starter cards · Mild cards

Your turn

Everyone starts with 5 cards. Then the players take turns:

  1. 1
    Draw. You draw 2 cards automatically, or 5 if your hand is empty. If you owe debt chips, you first give each chip holder one card from your hand (see debt chips).
  2. 2
    Play up to 3 cards. Put properties on the table, bank money or action cards, charge rent or play an action. Each card costs one play. You do not have to use all three.
  3. 3
    End your turn. If you hold more than 7 cards, you choose which ones to discard until 7 are left.

Properties and wild cards

Properties of one color form a set. Rent rises with every card in the set:

Color Cards in a set Rent for 1 / 2 / 3 / 4 cards Card value
Brown 2 1M · 2M 1M
Light Blue 3 1M · 2M · 3M 1M
Pink 3 1M · 2M · 4M 2M
Orange 3 1M · 3M · 5M 2M
Red 3 2M · 3M · 6M 3M
Yellow 3 2M · 4M · 6M 3M
Green 3 2M · 4M · 7M 4M
Dark Blue 2 3M · 8M 4M
Utility 2 1M · 2M 2M
Railroad 4 1M · 2M · 3M · 4M 2M

Wild cards

  • A two-color wild counts as either of its colors. Moving it to its other color costs no play.
  • An all-color wild fits any set, but it cannot complete a set on its own and it can never be used to pay.

Rent and the Shack

A rent card charges every opponent the rent of one of your sets in a color shown on the card. Rent Any Color works for any color you own. Double Rent cards charge twice as much.

A Shack on a property or a set adds 5M to its rent, before doubling. Each set takes one Shack, and it moves with the set when the set is stolen.

Paying and debt chips

You pay with cards from your bank and with properties on the table, complete sets included. Cards in your hand never count, and there is no change: if you hand over more than you owe, the rest is gone. Properties you receive go straight onto your table.

Every player has 3 debt chips. If you cannot pay in full, you give everything in your bank and on the table plus one debt chip to the player you owe, no matter how much was missing. With all 3 chips already out, the rest is forgiven.

At the start of your next turn, after drawing, you give each chip holder one card of your choice from your hand. Each of these costs one of your plays, and then the chip comes back to you. With an empty hand your chips simply come back.

Action cards

Card Effect
Deal Breaker ×3 Steal a complete set from any player, together with its Shack.
Super Sly Deal ×3 Pick a color and take every card of that color from every opponent, complete sets and wilds included.
Market Crash ×3 Take one property of your choice from every opponent, even from a set.
Heist ×3 Take the most valuable card from every opponent's bank.
Tax Collector ×2 A player keeps one bank card and hands the rest to the other players; they decide who gets what.
Repossession ×2 A player keeps one property and hands the others to the other players; they decide who gets what.
Unfair Trade ×2 Swap your whole bank with another player's bank.
Tough Luck ×3 Pick a player and a kind (property, money or action): take all of those cards from their hand.
Yoink! ×3 One player pays you 10M.
Forced Debt ×3 A player has to give you one of their debt chips; on their next turn they give you a card from their hand.
Pass Go Go Go! ×4 Draw cards until you hold 7.
Go Again ×3 Play it as your last card: you start a new turn right away (draw 2, play up to 3 cards).
Just Say No ×5 Stop an action aimed at you (see below).

Just Say No!

When an action or a rent targets you, you can answer with Just Say No and nothing happens to you. The other player can stop your Just Say No with one of their own, and so on. If a card hits several players, each of them decides for themselves.

Just Say No does not help against going into debt because you cannot pay.

When the deck runs out

The discard pile is shuffled into a new deck, and the game goes on. If the deck and the discard pile are both empty and nobody holds a card any more, the game ends after one more round: the player with the most counting sets wins, then the one with the highest value in bank and on the table.

Playing online

  • The host chooses the lobby settings: mode, winning target, plays per turn, starting hand and an optional 60 second turn timer.
  • With the turn timer, a payment or a Just Say No answer has 45 seconds; then it is resolved automatically.
  • If a player is away for a while, their payment or answer is resolved for them and their turn is skipped. Leaving the game means giving up; the others keep playing.

Quick reference

Players2–4
Win3 sets, 3 colors
Draw2 (5 if empty)
Plays per turn3
Hand limit7
Debt chips3 each

Questions

Are complete sets safe?

No. You can pay with complete sets, and Deal Breaker, Super Sly Deal, Market Crash and Repossession can take cards out of them. Only Just Say No protects you.

What happens if I cannot pay?

You hand over everything in your bank and on the table plus one of your 3 debt chips. On your next turn you give the chip holder a card from your hand, then the chip comes back. With all 3 chips out, the rest of a debt is forgiven.

Do two sets of the same color count twice?

No. You need 3 complete sets in 3 different colors. A second complete set of a color you already have does not count towards the win.

What happens when the deck runs out?

The discard pile is shuffled into a new deck. If the deck and the discard pile are empty and nobody holds a card, the game ends after one more round: most counting sets wins, then the highest value in bank and on the table.

Play Stealr No Mercy