- Gran Avenida
- English
- Strategy
How to win at Gran Avenida
Which properties to buy, how many houses to build and when to trade in a board game about buying streets and building hotels. Backed by real data from the game's own engine, not by gut feeling.
Updated
The short version
- Best district
- Market: the most visited and the quickest to pay back what it costs.
- Most visited space
- Avenue of Lights (almost 3% of all moves).
- How many houses
- At least three per street: that's the biggest jump in rent.
- Stations
- Good early on; all four together collect 200 without building anything.
- Utilities
- The worst investment on the board.
Where the data comes from
We played 300 complete 4-player games with the same rules engine the online game uses, controlled by its AI and with the classic rules. That adds up to 333,187 moves. The figures are estimates: in your own games they'll vary with the dice, the auctions and the deals you make, but the trends hold.
The spaces players land on most
With two dice, not every space is equally likely. The cards that send you to Start or to other spaces, and above all Jail, which so many tokens leave from, mean that some parts of the board get far more visits than others, especially the stretch right after Jail.
| # | Space | Type | Moves |
|---|---|---|---|
| 1 | Avenue of Lights | Street · Theaters | 2.96% |
| 2 | Central Station | Station | 2.85% |
| 3 | Start | Corner | 2.82% |
| 4 | North Station | Station | 2.81% |
| 5 | Spice Street | Street · Market | 2.79% |
| 6 | Free Plaza | Corner | 2.79% |
| 7 | Fortune (space 22) | Card | 2.73% |
| 8 | Clock Square | Street · Market | 2.71% |
| 9 | Central Market | Street · Market | 2.62% |
| 10 | Aurelia Waterworks | Utility | 2.59% |
The least visited is Blacksmith's Alley (1.94%), the first street on the board. On top of that, 3.7% of moves end in Jail as a prisoner, and another 2.1% on that same space, but as a visitor.
The most profitable district
What matters isn't just how often players land on a district, but how much it costs you and how much it pays back. This table compares the cost of buying each whole district and putting three houses on every street with what you'd collect, on average, each round against three rivals.
| District | Visits | Total cost | You collect per round | Paid back in |
|---|---|---|---|---|
| Market | 8.1% | 1,460 | 138 | 10.6 rounds |
| Crown | 4.4% | 1,950 | 168 | 11.6 rounds |
| Theaters | 8.1% | 2,030 | 174 | 11.7 rounds |
| Boulevard | 7.3% | 2,150 | 178 | 12.1 rounds |
| Bohemia | 7.0% | 1,340 | 98 | 13.7 rounds |
| Gardens | 7.1% | 2,720 | 199 | 13.7 rounds |
| Harbor | 6.4% | 770 | 54 | 14.4 rounds |
| Old Quarter | 3.9% | 420 | 16 | 26.3 rounds |
Market wins: it's cheap for what it collects, and it's the most visited district, because its three streets sit 6 to 9 spaces after Jail. Theaters and Boulevard are close behind. Crown only has two streets and gets few visits, but its rents are so high that it pays off too. Old Quarter is cheap, but it's by far the worst earner: use it as a bargaining chip.
How many houses to build
Rent doesn't go up by the same amount with each house. On almost every street, the third house is the one that makes it shoot up: on Spice Street, for example, rent goes from 70 with one house to 200 with two and 550 with three. So:
- As soon as you complete a district, get to three houses per street as quickly as you can, even if you have to mortgage a stray property.
- Two districts with one house each earn less than one district with three.
- Upgrading to a hotel pays off later, once the district already has three or four houses per street and you have cash to spare.
Stations and utilities
The four stations together get 10.5% of all landings. With all four you collect 200 per visit: about 63 per round against three rivals, without spending anything on building. They're an excellent buy early on, when nobody has houses yet.
The utilities (Aurora Electric and Aurelia Waterworks) charge according to the dice: 4 times the roll, or 10 times if you own both. Even with both, they bring in about 11 per round: it takes almost 28 rounds to earn back what they cost. Buy them only if you have cash to spare or to use them in a trade.
Trading and the housing shortage
- Trade to complete districts. A single street hardly earns anything. Offer cash or a street you don't need for the one you're missing.
- Don't hand out districts. Before accepting a trade, check whether it completes a district for the other player: that's worth far more than the street's price.
- Make the most of the housing shortage. The bank only has 32 houses and 12 hotels. If you stay at four houses per street instead of upgrading to hotels, you tie up houses your rivals won't be able to use.
Jail, early and late
Early in the game, get out as soon as you can by paying the 50 fine: you need to move around to buy streets. Late in the game, with the board full of houses, Jail is a safe place: try to roll doubles and stay inside, because while you're locked up you don't pay any rent on the board, and you keep collecting yours.
How much cash to keep
Spending everything forces you to mortgage, or to sell houses for half price, at the worst possible moment. A good rule is to keep at least enough to cover the most expensive rent you could have to pay on your next lap. If you come up short, mortgage single streets and utilities first, never a district with houses.
Frequently asked questions
What is the best district in Gran Avenida?
Market (Central Market, Spice Street and Clock Square). It's the most visited district, because lots of tokens leave Jail just before it, and with three houses it's the quickest to pay back what you put in: about 11 rounds against three rivals.
Which space do players land on most?
The Avenue of Lights, with almost 3% of all moves, followed by Central Station, Start and North Station.
How many houses should you build?
At least three on every street in the district. The third house raises the rent the most; with fewer, the district takes a long time to pay back what it cost.
Are the stations worth buying?
Yes, especially early on. Together, the four of them get 10.5% of all landings and, if you own them all, you collect 200 per visit without building anything.
What about the utilities?
They're the worst investment: even with both of them, they bring in a tenth of what a district with three houses earns each round. Buy them if you have cash to spare or to trade them.
Should you leave Jail right away?
Early on, yes, so you don't miss out on unowned streets. Late in the game, with the board full of hotels, staying inside while you try to roll doubles saves you rent, and you keep collecting yours.
Put it to the test
Practice against bots or challenge your friends, and see whether the Market district wins games for you too.
Play Gran Avenida