Lapline

A property board where you can borrow to buy. Rent comes in when somebody lands on you, and the bank's bill comes every lap whether anybody lands or not. Then the market crashes, and the card you get at the end says what you owed when it did and whether you held on.

Lapline

You go round a board buying places. Rent comes in when somebody lands on yours. The bank lends you the difference — and then the market turns, and the bill still arrives.

Twelve laps. Finish worth the most.

Calm Lap 1 of 12

Rents and loans are at their normal prices.

Rent arrives when somebody lands on you. The bank's bill arrives every lap, on the dot.

A picture from Lapline

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Lapline

About this game

Lapline is a budgeting game played on a board. You walk a ring of streets with three other players. Land on a street and you can buy it. From then on, anybody who lands there pays you rent.

The catch is the bank. Rent only comes in when somebody happens to land on you — some laps you earn plenty, some laps nothing. But the bank's bill comes every single lap, the moment you cross the Lap Line, whether it was a good lap or not. Money that arrives sometimes, against a bill that arrives always: that gap is the whole game, and it is the same gap every real budget lives in.

Miss the bill and the bank does not send a letter. It takes one of your streets and sells it, cheap, to a rival. The board changes colour so everyone can see it happen.

How to play

  1. Watch your money, not the streets. You start with 500. The first street is always bought with cash, because the bank only lends against what you already own.
  2. Buy what you land on, if it pays. A street's rent is a quarter of its price, so dearer streets charge more — and cost more to reach.
  3. Borrow when the rent beats the cost. The bank lends up to half of what your streets are worth. Each loan you already have makes the next one cost more: the first is cheap, the second is the one to think hard about.
  4. Keep enough back for the bill. Your card shows what you pay each lap. Spending your last coin on a street means missing a bill you could have paid.
  5. Watch the meter. In a boom, rents climb and new loans cost more — together. Booms end in a crash, on a lap nobody knows in advance. After the crash comes a slump: rents fall, and new loans go cheap.
  6. Twelve laps, then it ends. Everyone runs the same twelve laps and pays exactly twelve bills. The richest player wins: money, plus streets, minus debts.

Controls

InputWhat it does
Click or tap answer the buttons when a street is for sale
B · L · N buy it · borrow and buy · no thanks
P pay some of your debt back
Esc or the pause button pause, and the way back to Playpit
Fullscreen hides the browser so the game has the whole screen. Press it again to bring the browser back

The three neighbours

You share the board with Nan, Sid and Rex, and the three of them are the lesson.

That spread is not a story we wrote. We played this exact board thousands of times to check it: careful borrowing beats never borrowing, and borrowing for everything mostly just buys you a worse bad day.

The boom, the crash, and the card

The meter above the seats is the market. It starts calm, climbs through a boom, and then — on a lap the dice chose before the game began — it crashes. Two laps of slump, a slow recovery, and the board plays out.

Here is the part worth knowing: a loan keeps the price it was written at. Money borrowed cheap in the slump stays cheap for the rest of the game. Money borrowed dear at the top of the boom stays dear all the way down — while the boom rents that justified it disappear. The players who get hurt in the crash are the ones who borrowed most at the top. The higher the meter, the closer the cliff.

When the twelfth lap ends you get your crash card: the lap the market turned, what you owed at that exact moment, and whether you held on or lost a street to it. The card carries a link that rebuilds the same board — same streets, same dice, same crash lap — so the person you send it to plays your game and finds out whether they would have survived it.

Tips for your first board

Good to know

If you want the ideas behind the game in words first, start with how a budgeting game teaches what a worksheet cannot, then how the bank in a banking game really works — the ceiling, the rising rate, and why the second loan is the trap — and where Lapline fits among financial literacy games. For more games that teach something real, Swivelhead is crossing the road on foot and Wheelabout is the same roads from the driver's seat.

Questions about Lapline

Is Lapline free to play?
Yes. Lapline is free, and there is no account to make and nothing to pay for. Your progress is kept in this browser on this device, so clearing your browser data clears it.
Do I need to download or install anything?
No. Lapline runs in this browser tab. There is nothing to install and no app store involved — open the page and it starts.
Can I play Lapline on a phone?
Yes, with one thing to know: on a small screen the board and the buttons stack, so you scroll down to answer when a street is for sale — the game waits for you. It plays on a phone, a tablet or a computer.
How do you play Lapline?
Click or tap — answer the buttons when a street is for sale. B · L · N — buy it · borrow and buy · no thanks. P — pay some of your debt back. Esc or the pause button — pause, and the way back to Playpit. The full list is in the controls table on this page.