GuidesBusiness: IndiaRules

How to Play Business: India

Written by the 2DGameClub developer who built our Business: India game · Updated

Business: India is a property-trading board game for 2 to 4 players, played out across a ring of Indian cities, railways, and utilities. Buy what you land on, build up complete colour groups, and squeeze rent from anyone unlucky enough to land on your streets — the last player still solvent wins. This guide walks through setup, a full turn, and every special rule exactly as our game plays it.

Overview & Goal

Players roll dice and move a token clockwise around a 40-space board, buying the streets, railways, and utilities they land on. Once you own every property in a colour group, you can build Shops and eventually a Mall to multiply the rent your opponents pay you. Cash flows constantly — salary for passing the start square, rent between players, taxes, and windfalls from two card decks — and a player who cannot pay a debt, even after selling everything they own, goes bankrupt and is out. In the standard game, play continues until only one solvent player remains. There’s also a faster Short Game that ends on a clock and is won by whoever has built the highest net worth.

Components

Setup

Every player starts with ₹15,000 and a token on the Start square. All 28 properties begin unowned, and the full Shop and Mall supply sits untouched with the bank. Both card decks are shuffled separately. Everyone rolls once to determine turn order — highest total goes first — and play proceeds clockwise from there. Before the first turn, the host can toggle a handful of optional rules: Auctions, Trading, a Rest House jackpot, the Hustle Die, and the Short Game clock. By default, Auctions, Trading, and the jackpot are switched on, and the other two are off.

A Turn, Step by Step

  1. Roll and move. Roll both dice and move your token clockwise that many spaces. If you pass or land on the Start square, collect ₹2,000 salary. Rolling doubles lets you roll again once you finish resolving this move — but roll three doubles in the same turn and you go directly to Lock-Up instead of moving a third time.
  2. Resolve the space you land on. This is the heart of the turn:
    • Unowned property — buy it at the printed price, or decline and let it go to auction.
    • Someone else’s unmortgaged property — pay them rent automatically.
    • A KISMAT or KHAZANA space — draw the top card of that deck and follow its instruction immediately. A card that moves you triggers a fresh landing resolution at your new space.
    • A tax space — pay the bank, or the jackpot if that variant is switched on.
    • Rest House, Lock-Up (just passing), or a property you already own — nothing happens, beyond collecting the jackpot if you land exactly on the Rest House.
  3. Manage your position. Before and after your roll, you can propose trades, mortgage or unmortgage properties, and build or sell Shops and Malls on any colour group you fully own.
  4. End your turn — unless you rolled doubles, in which case you roll again.

Worked example: you roll a 6 and land on an unowned street costing ₹1,800. You buy it, bringing your holdings in that colour group to two of three streets. Two turns later you land on the third street in the group and buy that too — the instant you own the whole group, the rent anyone pays you there doubles, even before you’ve built a single Shop.

Special Rules & Edge Cases

How the Game Ends & Scoring

There’s no points total during play — your standing is simply your cash plus the value of everything you own. In the standard game, play ends the moment only one player is left solvent; everyone else has gone bankrupt along the way, and that survivor wins outright. In the Short Game, play stops at a chosen time or round limit, and the win goes to whoever has the highest net worth — cash plus property and building values — with ties broken first by cash on hand, then by completed colour groups, then by total buildings owned.

Variants / House Rules

Quick-Reference Summary