Cards constitute one of Richman Online’s most enjoyable aspects. As you play the game, you can pick up cards by purchasing them, obtaining them from Event Points, or having them given to you by the Spirits. There are many different types of cards, and by using them strategically, you can give yourself an advantage and create unforeseen opportunities to take down your opponent or even grab the victory!
There are three types of cards in game: Game Cards, Lobby Cards, and Lobby Items.
![]() | Land purchasing card | When you use the Land Purchasing Card, you can force the owner of the land you’re currently on to sell it to you, property development and all! | 50 ticket points |
![]() | Land exchange card | Use the Land Exchange Card to move the location of a land with an ongoing construction project on screen when you’re on your own property. | 30 ticket points |
![]() | House exchange card | Use the House Exchange Card to move the location of a house on screen when you’re on your own property. | 30 ticket points |
![]() | Franchise card | With the Franchise Card, you can change houses you own into chain stores. | 30 ticket points |
![]() | Holiday card | When you use the Holiday Card, all shops on the same street as you will close for 5 days. | 30 ticket points |
![]() | Demolition card | Remove one floor from any building on screen. | 30 ticket points |
![]() | Construction card | Add one floor to any building on screen. | 25 ticket points |
![]() | Monster Mash card | Have a complaint to file with the establishment? Use the Monster Mash to demolish the place you’re staying. Talk about bringing down the house! | 60 ticket points |
![]() | Remote Control Dice Card | Why leave things to chance? With the Remote Control Dice Card, you can choose what number of spaces you’ll move next. | 25 ticket points |
![]() | One-step card | Using this card causes its target to go one step forward. | 25 ticket points |
![]() | Six-step card | Using this card causes its target to go six steps forward. | 20 ticket points |
![]() | Turtle card | When you use the Turtle Card, you or an opponent will move only one step for the next three rounds. | 70 ticket points |
![]() | Backtrack Card | When you use the Backtrack Card, you or an opponent will flip around and go the other direction. | 15 ticket points |
![]() | Stay-Put Card | Not going anywhere for a while? Your opponent won’t be, when you use the Stay-Put Card to keep them in their place for a round. | 50 ticket points |
![]() | Knockout Potion Card | When under the effects of the Knockout Potion, an opponent can’t move, collect rent, or participate in events for 3 days. | 100 ticket points |
![]() | Road Cone Card | Halt! When you use the Road Cone Card, you’ll create a barrier that forces a player to stop when they come to it, regardless of how many spaces they’d otherwise be able to move. | 30 ticket points |
![]() | Land Mine card | Using the Land Mine Card will plant a land mine anywhere on-screen. The mine will explode after three rounds, or when stepped on by a player. The blast of a Missile, A-Bomb, or Safety Warhead will also set it off. | 30 ticket points |
![]() | Time bomb card | With this card, you can affix a Time Bomb directly to an opponent! It will begin its countdown, then explode after 36 steps, sending the opponent to the hospital. However, the bomb-carrier can pass it off on another player by crossing paths with them! | 60 ticket points |
![]() | Missile card | The Missile Card can attack any target on the map. All buildings within the 3x3 blast radius will lose one floor, and all players in that area will be sent to the hospital. | 120 ticket points |
![]() | A-Bomb card | This card launches an Atomic Bomb anywhere on the map. Within the 3x3 “ground zero” blast radius, all buildings are destroyed and land ownership is lost. All buildings within the 5x5 blast radius lose 2 floors. All players in the area except for the Safety Warhead’s user are sent to the hospital. | 200 ticket points |
![]() | Safety Warhead card | This card launches a Safety Warhead anywhere on the map. Within the 3x3 “ground zero” blast radius, all buildings are destroyed and land ownership is lost. All buildings within the 5x5 blast radius lose 2 floors. All players in the area except for the Safety Warhead’s user are sent to the hospital. | 300 ticket points |
![]() | Spirit Summoning Card | The target of the Spirit Summoning Card will draw the nearest Spirit to them. You can use it on yourself too, but of course, you do so at your own risk. | 35 ticket points |
![]() | Spirit Send-Off Card | With the Spirit Send-Off Card, you can transfer a Spirit to another player. | 20 ticket points |
![]() | Insurance card | You might go to the big house, but you don’t have to go to the poor house! The Insurance Card automatically compensates you $2000 for each day you’re in the hospital or in prison. | 20 ticket points |
![]() | Freebie card | When you’re saddled with a payment in excess of $5000, the Freebie Card kicks in to relieve you from having to pay that amount. Needless to say, it’s only good for one use. | 25 ticket points |
![]() | Tax Audit Card | Tax Audits are bad – unless you’re the one profiting! Use the Tax Audit card on an opponent to take 10% from their on-person cash and bank account. | 55 ticket points |
![]() | Golden Scales Card | When you use this powerful card on an opponent, you can take half of their cash. Talk about wealth re-distribution! | 200 ticket points |
![]() | Thief’s Card | With the Thief’s Card, you can steal a card from an opponent! If you have a Spy Card, you can see the opponent’s cards to choose, but if not, it’s up to your luck of the draw. | 35 ticket points |
![]() | Trap card | When you use the Trap Card, you’ll send your opponent to prison for 3 days. | 70 ticket points |
![]() | Revenge card | When an opponent springs a Trap Card on you, use the Revenge Card to make them share your fate! | 20 ticket points |
![]() | Scapegoat Card | When you’re in danger of going to prison or paying a crushing amount of rent, the Scapegoat Card will automatically activate and transfer the punishment or debt to another opponent! | 40 ticket points |
![]() | Wing Card | When an opponent springs a Trap Card on you, the Wing Card will automatically activate, allowing you to escape from the trap. | 20 ticket points |
![]() | Markup card | When you use the Markup Card, all the charges incurred on the street where you used it will double in 5 days. | 50 ticket points |
![]() | Devil's card | When you use the Devil’s Card, a floor will be subtracted from all the construction projects on the street you’re on. | 75 ticket points |
![]() | Angel's card | When you use the Angel’s Card, a floor will be added to all the construction projects on the street you’re on. | 60 ticket points |
![]() | Alliance card | Use the Alliance Card to cement a temporary union with an opponent. While in the alliance, you won’t be charged for landing on each others’ properties. | 40 ticket points |
![]() | Robot Dozer Card | The Robot Dozer Card summons a friendly automaton who will clear all the obstructions, explosives, and Spirits ten spaces ahead of you. | 15 ticket points |
![]() | Academy | A permit allowing construction in the downtown area. You can build an academy for properties’ development. | 80 ticket points |
![]() | Trade center | A permit allowing construction in the downtown area. You can build a Trade Center to rake in high rent returns. | 30 ticket points |
![]() | Hotel | A permit allowing construction in the downtown area. You can build a hotel that’ll net you high rent returns and the ability to constrain the movement of opponents who land on it. | 30 ticket points |
![]() | Tech company | A permit allowing construction in the downtown area. You can build a technology startup that charges more and more as the game goes on. | 30 ticket points |
![]() | Real estate agency | A permit allowing construction in the downtown area. You can build Real Estate Agency. When you land on your agency, your construction projects will be added to; when an opponent lands on your agency, their construction projects will be scaled back. | 30 ticket points |
![]() | Goldion card | Use this calling card to call upon Goldion, the Spirit of Wealth. | 145 ticket points |
![]() | Benedict card | Use this calling card to buddy up with Benedict, the Spirit of Good Fortune. | 120 ticket points |
![]() | Red card | Use the Red Card to cause a chosen stock to go down in value three days in a row. | 40 ticket points |
![]() | Black card | Use the Black Card to cause a chosen stock to go down in value three days in a row. | 40 ticket points |
![]() | Poison Gas Card | The Poison Gas Card expels a noxious gas three spaces in every direction. Any player who inhales these foul fumes will take 1500 damage. | 70 ticket points |
![]() | Blaze Trap Card | The Blaze Trap can be placed anywhere on the field. It covers a 3x3 area and dissipates after 3 rounds. The unlucky player who sets foot in these flames will take 1500 damage – but it won’t go away until it’s triggered, so it’s only a matter of time... | 50 ticket points |
![]() | Freeze Trap Card | The Freeze Trap can be placed anywhere on the field. When a player catches the frosty fury of this trap, they can’t do anything but buy and sell stock for the next two rounds. | 55 ticket points |
![]() | Wakeup Card | When your eyes feel heavy due to the Gadzooks the Spirit or the Knockout Card, the Wakeup Card will prevent you from dozing off. |
![]() | Spy card | The useful Spy Card allows you to see exactly which cards an opponent is holding. Use it wisely – such as in conjunction with a Thief’s Card. |
![]() | Anti-Spy card | When an opponent uses a Spy Card on you, having the Anti-Spy Card will prevent them from seeing your cards. |
![]() | Anti-Theft Card | When an opponent uses a Thief’s Card on you, having the Anti-Thief Card will stop them cold in their tracks. |
![]() | Safety Helmet Card | With the Safety Helmet Card, you’ll negate the damage from the next A-Bomb, Safety Warhead, or Missile used on you. That’s one strong helmet!. |
![]() | Cleanup card | When you use the Cleanup Card on an opponent, they’ll lose their hold on both Spirits and their Time Bombs. |
![]() | Armistice Card | Playing the Armistice Card will confiscate all A-Bombs, Missiles, Land Mines, and Time Bombs. And just like in real life, it’s best to use this card after you’ve fired off a few but before your opponent gets to fire off any. |
![]() | Portal Card | The Portal Card allows you to transport to another location. |
![]() | Bull card | All stocks increase in value three days in a row. |
![]() | Bear card | All stocks decrease in value three days in a row. |
![]() | Subscription Card | With the Subscription Card, you can force opponents to sell their stocks to you at current price. They’ll only receive 75% of the sale price, though. |
![]() | Forced Sale Card | This powerful card can force all holders of a chosen stock to sell all shares of it they own. |
![]() | Shuffle Card | Using the Shuffle Card will cause all players’ cards to be mixed together and re-dealt at random. You’ll always end up with the same number you had before. |
There are two types of special card of Lobby Cards:
Lobby Items can be used when creating a room to establish certain conditions and privileges.
![]() | Room King | The Room King crown grants you all the rights and privileges of a super room owner. |
![]() | Code Lock | With the Code Lock, you can set a code that must be entered to join a game. Good for creating a friends-exclusive game. |
![]() | Record Eraser | With the Record Eraser, you can clear your account’s record files. |