Compare Richman10 prices across 50+ stores and find the best deal. Developed by Softstar Technology (Beijing) Co.,Ltd. Published by SOFTSTAR ENTERTAINMENT. Released on 10/24/2019. Available on PC, Mac. Genres: Casual, Strategy.

Monopoly-style dice chaos with a 30-year franchise legacy behind it, but a Mixed Steam rating and persistent online bugs mean nostalgia is doing most of the heavy lifting here.

I came to Richman10 as someone who genuinely respects a well-designed competitive board game, and I left with mixed feelings I can't fully shake. The series has been running for over three decades, and this tenth entry lands on PC as the developer's attempt to modernize it with online play and a faster pacing rhythm. The intent is reasonable. The execution is rockier than the dice rolls. At its core, this is a Monopoly-adjacent property game where four players take turns rolling dice, buying land, charging tolls, and weaponizing a hand of cards against opponents. The card system is the most interesting part. Cards are purchased directly with in-game money rather than collected from map grids, which keeps the early-game from dragging. Event spaces like the bank, shop, news tile, and magic house throw enough curveballs to keep individual turns unpredictable. The hot-fighting mode strips out properties entirely and makes card combat the primary win condition, which is a faster, more chaotic experience that works better for shorter sessions. Team formation mode adds a cooperative angle where teammates cover each other's property and gang up on a single opponent, which can actually produce some tight strategic moments. The problem is everything outside the core board loop. Online mode has drawn consistent criticism since launch: disconnections mid-game, bugs that break stock displays, and scenarios where a near-victory session just evaporates because the network drops. For a game where one match can take a solid chunk of time to set up and play out, losing a session to a connection failure is genuinely aggravating. The series faithful have pointed out that the map variety and property grid feel thinner than older entries, with fewer spaces for the kind of compounding land upgrades that gave previous games their depth. Hot-seat local multiplayer works fine if you have people on the couch, but the online experience is where the modern pitch lives, and that pitch has had problems for years. The visual style is chibi 3D and colorful, inoffensive for the target audience, and the story and biography single-player modes exist for solo players who want campaign structure with light narrative. Those modes are fine for what they are. But this is fundamentally a multiplayer board game, and multiplayer board games live or die on whether the online infra is reliable. Richman10 sits at a Mixed rating on Steam across several hundred reviews, with a notably weaker recent score, which is not a number that suggests the bugs have been resolved years on. If you have a regular crew who can all join a local session or a LAN-style setup, the moment-to-moment game is genuinely fun in short bursts. For online strangers or anyone counting on stable netcode, the risk is real. Fred, Scout Team

Richman10
CasualStrategy

Richman10

Oct 24, 2019Softstar Technology (Beijing) Co.,LtdSOFTSTAR ENTERTAINMENT
GamerScout Says

Monopoly-style dice chaos with a 30-year franchise legacy behind it, but a Mixed Steam rating and persistent online bugs mean nostalgia is doing most of the heavy lifting here.

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Screenshots & Media

Screenshot

About Richman10

I came to Richman10 as someone who genuinely respects a well-designed competitive board game, and I left with mixed feelings I can't fully shake. The series has been running for over three decades, and this tenth entry lands on PC as the developer's attempt to modernize it with online play and a faster pacing rhythm. The intent is reasonable. The execution is rockier than the dice rolls. At its core, this is a Monopoly-adjacent property game where four players take turns rolling dice, buying land, charging tolls, and weaponizing a hand of cards against opponents. The card system is the most interesting part. Cards are purchased directly with in-game money rather than collected from map grids, which keeps the early-game from dragging. Event spaces like the bank, shop, news tile, and magic house throw enough curveballs to keep individual turns unpredictable. The hot-fighting mode strips out properties entirely and makes card combat the primary win condition, which is a faster, more chaotic experience that works better for shorter sessions. Team formation mode adds a cooperative angle where teammates cover each other's property and gang up on a single opponent, which can actually produce some tight strategic moments. The problem is everything outside the core board loop. Online mode has drawn consistent criticism since launch: disconnections mid-game, bugs that break stock displays, and scenarios where a near-victory session just evaporates because the network drops. For a game where one match can take a solid chunk of time to set up and play out, losing a session to a connection failure is genuinely aggravating. The series faithful have pointed out that the map variety and property grid feel thinner than older entries, with fewer spaces for the kind of compounding land upgrades that gave previous games their depth. Hot-seat local multiplayer works fine if you have people on the couch, but the online experience is where the modern pitch lives, and that pitch has had problems for years. The visual style is chibi 3D and colorful, inoffensive for the target audience, and the story and biography single-player modes exist for solo players who want campaign structure with light narrative. Those modes are fine for what they are. But this is fundamentally a multiplayer board game, and multiplayer board games live or die on whether the online infra is reliable. Richman10 sits at a Mixed rating on Steam across several hundred reviews, with a notably weaker recent score, which is not a number that suggests the bugs have been resolved years on. If you have a regular crew who can all join a local session or a LAN-style setup, the moment-to-moment game is genuinely fun in short bursts. For online strangers or anyone counting on stable netcode, the risk is real. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscloud-savestier:sub-5Hot-Seat MultiplayerCard CombatProperty ManagementTurn-Based Board GameLocal Co-opDice RNGTeam ModeFranchise Entry

System Requirements

Minimum

OS
WIN7-64 bit
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Processor
Intel i3-2100 / AMD A8-5600k

Reviews & Ratings

No ratings available

Game Info

Developer
Softstar Technology (Beijing) Co.,Ltd
Publisher
SOFTSTAR ENTERTAINMENT
Release Date
Oct 24, 2019

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