Rules of Play
Roll. Build. Rug.
- Players
- You, and everyone else in the city
- Ages
- 13+
- A turn
- A few seconds
- A game
- Never really ends
1 The object of the game
Meme City is a board game about owning the internet. You roll a piece around a 40-space board of internet streets, collect MemeCash as you go, and spend it on landmarks before somebody takes it off you.
There's no last turn and no single winner. You're playing for a bigger city, a higher level, a fuller album and a better spot on the Ranks than the players around you. Everyone shares one city, so their laps, raids and rug-pulls are part of your game too.
2 What you play with
- Dice
- Every roll spends dice. You start with 50, and they refill on their own at 5 an hour, up to your cap (50, plus 2 for every level you gain).
- MemeCash (MC)
- The money of the city. You earn it by playing and spend it on landmarks, street shares, stalls, relics and card packs. It can't be bought with real money.
- Gold
- The rare currency. Events, the album and the Season Pass pay it out, and the store sells it. Gold buys pieces and dice refills. It can't be traded to another player or turned into MC.
- Bricks
- Building material. They drop from The Group Chat, FIND OUT and event rewards, and you spend them on stalls and relics.
- Shields
- You can hold up to three. A shield is spent automatically to block a rug or a landmark attack. See section 7 and section 9 for exactly what they stop.
- Landmarks
- The buildings in the middle of the board. Five to a set, five levels each. They're how you bank MemeCash and how you level up.
- Cards and packs
- Collectible stickers that fill the album. Packs are earned or crafted in play, never sold.
- Relics
- Gear you craft in the Forge. Equip one at a time for a small edge.
- Pieces
- What you roll around the board as. Purely cosmetic: a piece looks good and does nothing else.
3 Getting started
- Open the game in any modern browser, on a phone or a computer. There's nothing to install.
- Sign in with your email address and pick the name other players will see.
- Your piece starts on LOG ON with 50 dice, no MemeCash and a free starter piece.
- Tap Roll.
The screen starts out almost empty on purpose. New parts of the game appear as you reach them:
- Landmarks appear once you can afford your first build.
- The stake control (×2 to ×10) and the Moon chip appear after your first full lap.
- The event appears with your first event points.
- The album, the Market, the Ranks and Friends open at level 2.
- The Forge opens at level 2, or as soon as you're holding 10 bricks.
Short tips pop up the first time something happens: your first doubles, your first rug, your first Moon landing. They're worth reading once.
4 Taking a turn
There's no waiting for anyone. Whenever you've got dice, it's your turn.
- Pick your stake. ×1, ×2, ×3, ×5 or ×10 (until your first lap, every roll is ×1). The stake is how many dice the roll costs, and what the board pays you is multiplied by it. So are your event points and your raid prizes.
- Roll. Two dice, and your piece moves that many spaces.
- Pass LOG ON and it's payday: 62.50 MC × your stake, plus your level bonus. Land exactly on LOG ON and it pays double.
- Do what the space says. Section 5 covers every one.
Doubles
Roll doubles and your stake comes back as free dice. The first three doubles each day refund the whole stake. After that it's half, then a quarter, rounded down. Days reset at midnight UTC.
Roll doubles three times in a row and you're rugged for speeding. There's no refund for that roll, and unless a shield blocks it, you don't move and the rug lands as in section 7.
Example
You're level 1, sitting on Aura Farm Avenue. You stake ×5 and roll a 5: past REKT, past LOG ON, onto Lurker Lane. Passing LOG ON pays 62.50 × 5 = 312.50 MC. Lurker Lane pays 2 × 5 = 10 MC, and 0.90 of that goes to the street's owners. Five dice spent, 321.60 MC collected.
5 The board, space by space
The board is a loop of 40 spaces. Pieces travel clockwise, starting from LOG ON in the bottom-right corner. The tiles below are the real ones from the game.
Start on LOG ON.
Move clockwise.
Streets 22 spaces
A street pays you for landing on it: the amount printed on the tile, times your stake, plus your level bonus. A 9% cut goes to whoever owns a piece of the street (see section 10), and you keep the rest. Pay climbs from 2 MC on Lurker Lane to 50 MC on Infinite Aura Avenue.
The streets come in eight colour groups: The Lurk, NPC Block, The Slop, The Rizz Quarter, The Feed, Degen Downtown, Crashout and Terminally Online. The groups are neighbourhoods. Owning a whole colour doesn't double anything.
Transports 4 spaces
Lunar Line, Mars Shuttle, Galactic Transport and Hyperspace Express. Landing on one launches a raid on another player. See section 9.
Utilities 2 spaces
The Router pays 4 MC and The Algorithm pays 8 MC, each times the total you rolled, times your stake, plus your level bonus. A roll of 11 onto The Algorithm at ×1 is 88 MC.
The Group Chat 3 spaces
Three things get dropped in the chat and you take exactly one:
- Cash: 30 MC × your stake, plus your level bonus.
- Bricks: 2 × your stake.
- A shield. If you already hold three, it's 5 dice instead. At ×5 or higher this offer also hands your stake back in dice.
All three are shown before you choose. Nothing is hidden.
FIND OUT 3 spaces
Three blind doors, one pick. Each door is drawn on its own from this table, and every payout is locked in at the stake you rolled.
| Behind the door | Chance |
|---|---|
| Bricks: 2 × your stake | 34.68% |
| Dice refund: your stake back, never fewer than 3 | 24% |
| The Moon eats your lunch: 4% of your unbanked MC goes to the Moon pot | 13% |
| Sent backwards 3 to 8 spaces, and that space plays as a landing | 9% |
| Nothing. You found out. | 9% |
| Cash bundle: 50 MC × your stake, plus your level bonus | 4.32% |
| A shield (3 dice if you're full; your stake back in dice at ×5 and up) | 4% |
| Straight to LOG ON for a double payday | 2% |
Taxes 2 spaces
Pleb Tax and REKT each charge 50 MC × your stake, plus your level bonus. They never take more than you're holding. Every coin goes into the Moon pot.
The corners
6 The Moon Jackpot
There's one Moon pot, and the whole city shares it. It fills from other people's bad luck: every tax, 40% of every rug bite, every lunch the Moon eats behind a FIND OUT door, half of every Market fee, and rent that owners have stopped collecting.
Land on the MOON Jackpot and you always grab a share of whatever's in it.
- At level 1 the grab is 10% of the pot.
- From level 2 it starts at 12% and grows 3% for every clean lap, up to a ceiling that rises with your level and tops out at 40% from level 10.
- A clean lap is a trip past LOG ON without getting rugged. Getting rugged wipes the streak. A shield save keeps it.
- One grab never pays more than the cost of the district you're building. Anything above that stays in the pot for the next lander.
- Your stake doesn't change the grab. A ×1 roll onto the Moon grabs as much as a ×10.
7 Getting rugged
You get rugged two ways: landing on the Rugged! Go Touch Grass corner, or rolling doubles three times in a row. Either way:
- You lose 10% of your unbanked MemeCash. 40% of that goes to the Moon pot, and the rest is gone.
- Your piece goes to Touch Grass.
- Your Moon streak drops to zero.
If you hold a shield, it's spent automatically and none of that happens.
Touch Grass
You get three escape rolls. They're free: no dice, and always at ×1.
- Roll doubles and you're out, moving by that roll.
- Miss and you stay put.
- Miss a third time and you walk out anyway, moving by that last roll.
While you're on Touch Grass you can still build, buy, claim and trade. Only rolling is restricted.
8 Building and levelling up
Building is how you bank. MemeCash you're carrying is unbanked, and rugs and raids take it. MemeCash you spend on a landmark is banked, and nobody can touch it again. Build early and build often.
Your first set is five landmarks: Lemonade Stand, Corner Bodega, Skate Park, Meme Museum and City Hall. Each one builds up through five levels, so a full set is 25 builds. Every level costs more than the last, and every set costs more than the one before.
Finish all 25 builds and you level up:
- +2 to your dice cap.
- +10% on every payout, stacking with each level.
- Your finished district stays standing, and the next one breaks ground.
Every build, and every other spend of MC or Gold, shows a confirmation first: what you're getting, what it costs, and what you'll have left.
Damaged landmarks
If a raider hits one of your landmarks (section 9), it can't be built any higher until you repair it. A repair costs half the price of the level you last built on it.
9 Raids
Land on a transport and the city hands you a mark: a player holding MemeCash who hasn't been hit in a while. If nobody qualifies, the mark is one of the city's own house accounts. The raid is one of two jobs.
The Vault Job
Three vault doors. Two hold loot and one is a dud. Open them one at a time:
- Each loot door pays one payday at your stake and level.
- The dud ends the job. Whatever you'd already grabbed stays yours.
- Find both loot doors and it's a perfect heist: two paydays.
Shields don't stop The Vault Job.
The Hit
Pick one of the mark's landmarks to shut down. If it lands, you're paid three paydays at your stake and level, and their landmark is out of action until they repair it. If they're holding a shield, it blocks the hit outright and you get a small consolation instead.
The Hit needs something to hit. A mark with no standing landmarks always gets The Vault Job.
Who pays
The mark pays what they can: up to 15% of their unbanked MC for each loot door, or 10% for a hit that lands. The city covers the rest of your prize. Getting raided never touches what the mark has already built with, apart from the landmark a hit shuts down.
10 Owning the street
Streets and transports (26 spaces) can be owned in pieces. Tap any one to see who holds what, and to buy in.
Shares
Buy shares with MemeCash. They're cheapest on the stretch after LOG ON and dearer the further round the board you go: 100, 275, 450 and 625 MC on the four stretches at level 1. Prices rise with your level, and once you hold a lot of shares, every 50 you own prices the next one a level higher. One player can hold at most 20% of a space's shares. When a space sells out, a new wave of shares opens at 10% more.
Stalls
Stalls are built from bricks plus MemeCash: 10, 18, 26 and 34 bricks, plus 250, 550, 850 and 1,150 MC, depending on the stretch. Each space has room for a set number of stalls, and that number grows as the city gets busier.
Rent
Every time anyone lands on a space, 9% of what it pays goes to its owners. Owners also get a slice of what the whole city spends on building, repairs, stalls and packs. Each space's rent splits three ways:
- The city takes 45%, and its share goes to the Moon pot.
- Shareholders split 45%.
- Stall holders split 10%.
If nobody holds shares or stalls on a space, the empty slice is shared out among the rest. Your rent builds up until you collect it with the Claim chip at the top of the screen.
Squatting
When you land on a space where an owner has gone quiet, you can move in. For 7 days, or until they come back and roll, you keep 50% of the rent they're missing, collected automatically every time you roll. The owners who are still playing keep all of theirs. You can squat on three spaces at once.
Leases and the Market
You can lease out your slice of a space: the buyer gets 50 to 90% of the rent your slice earns (you set the split) for the hours you choose, and pays you up front on the Market. A player can hold three leases at once.
The Market is where players trade cards, shares, stalls, relics and leases, priced in MemeCash. The house takes 5% of every sale, and half of that goes to the Moon.
11 The album
The album opens at level 2. It holds 18 cards in two sets, Doge Dynasty and Moon Mission, across five rarities from Common to Legendary.
Where cards come from:
- One free sticker a day, once you've rolled that day.
- Packs of five from event rewards and the free side of the Season Pass.
- Crafting a pack for 2,500 MC, once every 28 days.
Every duplicate fills the Chase meter. At 30, your next card is guaranteed to be one you're missing. Spare cards can be sold to the city for 10 to 600 MC depending on rarity, or listed on the Market.
Complete a set for 40 Gold and 30 dice. Complete the whole album for 200 dice and the Moon Rocket piece, which can't be bought at any price.
The exact pack odds are published in the Terms of Service.
12 The Forge
Turn bricks and MemeCash into relics. The recipes are fixed. There's no luck involved, and you get exactly what's printed.
| Relic | What it does | Recipe | Lasts |
|---|---|---|---|
| Loaded Dice | One extra full doubles refund each day. | 30 bricks, 400 MC | 100 rolls |
| Slumlord's Crowbar | Keep 70% when you squat, up from 50%. | 35 bricks, 500 MC | 120 rolls |
| Rug Ward | Your first rug each day bites 30% less. | 40 bricks, 2 shields, 600 MC | 140 rolls |
| Whale Radar | Your raids go after the fatter of two wallets. | 50 bricks, 800 MC | 180 rolls |
You can equip one relic at a time. Each paid roll uses up one of its rolls, and at zero it breaks. Spares can be sold on the Market.
13 Events, Ranks and the Season Pass
One live event runs at a time, for 48 hours, and they rotate in a fixed order:
- Rug Rally: rolling, laps and raids.
- Landlord Frenzy: building, repairing, stalls and shares.
- Squat Fest: moving in, collecting and evicting.
- Moon Watch: Moon landings and paying tax.
- Heist Week: launching and finishing raids, and perfect heists.
Every event scores each roll at least a little, so there's no such thing as a dead week. Hit the point targets to claim reward tiers of Gold, dice, bricks, shields and packs. The Ranks list the top 50 players in the current event.
The Season Pass
Your event points also count as season points, which climb a 10-tier track. The free side pays Gold, dice and two card packs. An optional paid side adds more Gold and dice, but never packs. When a season closes, every tier you reached and didn't claim is paid out automatically.
14 Dice, Gold, pieces and the store
More dice
- Free refill: 5 an hour, up to your cap.
- Daily dice: 30 a day, waiting in your bank. Tap the glowing dice chip at the top to claim. They never expire, and they can take you over your cap.
- Friends: share your invite code. A friend who redeems it gets 30 dice, and you get 30 once they've rolled on three different days.
- Gold refill: 50 dice for 150 Gold.
Pieces
Every account starts with a free piece. Over forty more are in the store at 500, 1,200 or 2,500 Gold for common, rare and epic. The Moon Rocket is the only piece you can't buy. You earn it by completing the album.
The store
The store sells Gold, a dice bundle, a one-time starter bundle and the Season Pass. Every item lists exactly what you get before you pay. Nothing random is ever sold for money, and card packs are never for sale.
15 Quick reference
| Dice refill | 5 an hour, up to your cap |
|---|---|
| Dice cap | 50, plus 2 per level |
| Stakes | ×1, ×2, ×3, ×5, ×10 |
| Payday | 62.50 MC × stake, double if you land on LOG ON |
| Level bonus | +10% on every payout per level, stacking |
| Doubles | Stake back (first 3 a day in full); 3 in a row is a rug |
| Rug | 10% of unbanked MC, Touch Grass, Moon streak reset |
| Touch Grass | 3 free escape rolls; doubles gets you out |
| Shields | Hold up to 3. They block rugs and The Hit, not The Vault Job. |
| Moon grab | 10% at level 1; 12% +3% per clean lap after that, up to 40% |
| Level up | 25 builds: five landmarks to level 5 |
| Vault Job | 1 payday per loot door, 2 for a perfect heist |
| The Hit | 3 paydays if it lands |
| Street rent | 9% of every landing, split 45 / 45 / 10 |
| Rent stops | After 10 days without a roll |
| Squat | 50% of quiet owners' rent, 7 days, up to 3 at once |
| Market fee | 5% |
| Events | 48 hours each, five in rotation |
| Daily | 30 dice and one sticker; days reset at midnight UTC |
Numbers on this sheet are the game's current settings. The game always prints the exact figure for your level and stake before anything happens, and if the two ever disagree, the game is right.