"Common Knowledge": While the topic is debatable, calling the game "anti-capitalist" as many say only tells some of the story and isn't completely true. It's more about the dangers of unregulated capitalism and is anti-corruption more than anything; the original author of The Landlord's Game, Elizabeth Magie, was actually a Georgist, an economic theory that is mostly focused on land value tax as a means to help everyone benefit from wealth creation. Her version of the game even included an alternative set of rules that could be voted in by majority that helped that demonstrate this in action, with the spirit of the game still staying relatively similar, something that the more commonly circulated version of the game omitted.
Critical Backlash: Monopoly is mostly reviled in board gaming circles, but when it's criticized, there'll usually be someone arguing that the game is fine if played as intended, with the players trading and without the notorious House Rules that drag out games. (Of course, there are also people countering that while the game is less bad in this case, it's still bad.)
Demonic Spiders: The Dark Blue spaces. Did you just land on "Boardwalk" (or equivalent) that has a hotel owned by an opposing player to you? Please pay $2,000! This is especially bad for players who are low on cash.
The game has a reputation for being almost endless, but extremely long games are usually the result of House Rules. Oddly enough it's this same reason which is why no one really understands why "free parking" is called that. Once the properties are all bought up, it's somewhere you can land that is free. The instruction booklet includes two sets of rules for shorter games [Short game] (At the start of the game, three properties are dealt to each player, free of charge; only three houses are required for an hotel; players in Jail must exit on the very next turn; the 10% income tax option in pre-2008 North American editions is not used; the game ends at the first bankruptcy, with the winner being the player with the most assets)[Timed game] (The players agree upon the time when the game will end before starting the game; at the start, two properties are dealt to each player, which must be paid for; the player with the most assets at the predetermined time wins) in an attempt to avert this, but almost nobody uses those.
"Monopoly: Longest Game Ever" features 66 property squares* but only 22 properties; buying one makes you the owner of all three squares it represents and only one die, meaning players crawl around the board at a snail's pace. The game only ends when one player owns every property on the board, and even going bankrupt doesn't get you out of the game. Even worse is a rule that allows you to buy out someone else's property for $10 after you land on it and pay the rent you owe. They can't say no, and you get control of any houses/hotels that are on the property.
The Bank has 32 houses and 12 hotels (in most versions) because the players are supposed to upgrade their houses to hotels, returning the houses to circulation. The rules prohibit building more houses when all the houses are on the board. This makes it a very profitable strategy to buy lots of houses without ever upgrading them to hotels, as it prevents the other players from buying any, and also prevents a player with a hotel from downgrading or mortgaging the property.
To make even more sense of this, one hotel requires four houses to be turned in, in addition to the price of the house. Thirty-two divided by 4 is 8, so if you have three monopolies (let's just say Boardwalk and Park Place, and the two monopolies between Jail and Free Parking) and all eight of those properties have four houses on them, nobody can build any houses until you decide to upgrade.
Of course, this is a moot point if you use the common house rule where you can directly skip to hotels even if not enough houses are left as long as you can pay the equivalent price. note And let's not get started with the "infinite buildings" house rule...
If a player gets a non-utility/non-railroad monopoly early and immediately builds houses, it usually quickly cripples his/her opponents.
The orange and red properties, when developed. Jail is the most commonly occupied space. The oranges are 6, 8 and 9 spaces away. The reds are 11, 13 and 14 (and one of them has a Chance card that sends you directly to it). Basically, anyone leaving Jail has VERY HIGH odds of landing on at least one of those properties in 1 to 3 turns.
The Speed Die, by design to speed the game up. The most notable feature of it is Mr. Monopoly; if one rolls it, they take their turn as normal and then immediately move to the next un-owned property, or next property the player has to pay rent on if no un-owned properties exist. A player with most of the board against another player with only a few properties with buildings on them could find the entire game turned around in the bad roll of too many Mr. Monopolies in a row.
The building repair cards, requiring a player pay $25 per house and $100 per hotel (for the Chance card) or $40 per house and $115 per hotel (for the Community Chest card). Easily a game-ender if you have more than a few house or hotels.
Railroads and utilities are pretty worthless, often not even making back the money it takes to buy them.
The green properties are certainly this compared to all the other traditional properties. On the opposite end of the jail corner, is expensive to purchase and maintain, and doesn't have any instant-warping cards to benefit from (the blue properties at least only have two spots to maintain and has a chance card to warp to the Boardwalk).
"You won second prize in a beauty contest. Collect $10."
The game's reputation for turning even the most close-knit of players into vicious, backstabbing monsters.
Cropping the box-art to have Mr. Monopoly point at the letters "NO". Often used as a reaction image.
Misaimed Fandom: The game was intended to teach the evils and greed of unchecked capitalism. Ironically, fans enjoy the capitalism theme in the game because it gives them the opportunity to have endless wealth.
Mis-blamed: Monopoly's infamous reputation for being an overly long game is usually caused by House Rules, the two biggest ones being No Auctions and the Free Parking Jackpot. Games can still be tedious without these, it's not as well-balanced as modern tabletop games, and the fun of trading is only as fun as the people you're playing with, but those two house rules are still responsible for more of the grief than many rants will let on.
No Such Thing as Bad Publicity: Monopoly For Millenials has been given backlash in videos, with people seeing it as insulting (especially with the Tag Line at the bottom). That backlash also gave it free advertising.
"Seinfeld" Is Unfunny: When Monopoly was released, a lot of the available board games were either simple Roll-and-Move games or chess variants. Against that backdrop, mechanics like buying properties to form sets and then build stuff on them to make them more valuable, charging other players money, auctions, random chance cards, eliminating bankrupt players etc. seem pretty exciting. However, they have been replicated often enough that none of them seem novel anymore, and they suffer from either (1) players souring on the mechanics and deeming them obsoletenote most forms of Roll-and-Move, as well as the harsh Player Elimination or (2) being used in better games built around themnote for instance, Chinatown is often cited as a better trading game. Moreover, since it's been the best-known and most commonly played commercial board game in the Western world for nearly eight decades, it's probably not too surprising that a lot of folks have become a little sick of Monopoly by now. Check in at BoardGameGeek.com sometime to peruse the litany of complaints that many folks have with the game — board game enthusiasts are especially annoyed by its ubiquity since many associate "board games" with Monopoly and bad memories of playing it, discouraging them from trying other, much better games.
They Changed It, Now It Sucks!: The major changes that have happened since the Turn of the Millennium saw that kind of reaction from a lot of long-time players. Those include the major graphical redesign in 2008 that ditched the hand-drawn Mr. Monopoly in favor of a creepy-looking CGI rendition among other changes, particularly to the North American edition note (the cheapest properties changed color from purple to brown, the GO letters became black instead of red, the 10% option on Income Tax was removed and Luxury Tax was upped from $75 to $100; to be fair, all those changes were done to put the North American version in line with the UK and European versions, which already had the brown group, black GO, no 10% tax and the £100 Super Tax), the replacement of the iron token with the cat in 2013, the replacement of the boot, thimble and wheelbarrow tokens with the T-rex, rubber duck and penguin in 2017 (though the thimble would be reinstated after a fan vote in 2022, replacing the T-rex), and replacing all 16 Community Chest cards in 2021.
Unintentional Period Piece: This game made the mainstream in the 1930s, and it shows thanks to stuff like a cast-iron clothes iron piece and $2 for the lowest base rent in the game (Mediterranean Avenue).
Passing up two experienced hosts of the genre (Marc Summers and Peter Tomarken) for a former Jeopardy! contestant who had no TV experience? (To be fair, both had to be passed up for reasons beyond the show's control, but still...)
Having a little person as a living token in the 1989 pilot, though this is more due to how the idea was treated by the producers (Patty Maloney wasn't allowed to speak on-air since Rich Uncle Pennybags was male and an "entity" and Tomarken wasn't allowed to interact with her during the show, an idea he didn't like).