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- MONOPOLY GO! "Beep Beep Racers": the 20-flag rule and the three boosters to grab Wile E. Coyote BOOM! before Sunday, August 23
MONOPOLY GO! "Beep Beep Racers": the 20-flag rule and the three boosters to grab Wile E. Coyote BOOM! before Sunday, August 23
In brief
"Beep Beep Racers" closes Sunday, August 23 at 10 p.m., and you have until Thursday, August 20 at 7 p.m. to choose between team or solo mode. The real bottleneck: the 20-flag minimum needed to roll your race dice. Maximize your distance by stacking a high multiplier, the Lucky Rocket, and doubles, while keeping your turn rewards unopened until the critical moment.
MONOPOLY GO! has been running, since Wednesday, August 19 at 7 p.m. Paris time, a new edition of its racing mode: “Beep Beep Racers” (called « Pilotes Bip Bip » in the French client). It closes on Sunday, August 23 at 10 p.m. These bounds aren't an estimate: the event sheets published by Scopely on the App Store and Google Play give a window from August 19, 5:00 p.m. UTC to August 23, 8:00 p.m. UTC, and France is at UTC+2 in August. The featured reward is the Wile E. Coyote BOOM! token.
If you're reading this on Thursday, August 20 during the day, you're at the moment that matters. The official rule grants 24 hours of team formation at opening and sets the first race one day after the event begins: the window to choose between team and solo therefore closes tonight, Thursday, August 20, at 7 p.m.
What “Beep Beep Racers” is, and what it isn't
The official French text, on the Google Play listing, sets the scene: “Beep Beep! The race is on in Beep Beep Racers. Team up and take the wheel of vehicles inspired by Looney Tunes, from Wile E. Coyote's ACME rocket to Road Runner's ultra-fast vehicle [...] to try to win the Wile E. Coyote BOOM! token.”
Under the Looney Tunes dressing, the mechanic is that of the Tycoon Racers mode, which Scopely re-releases under a new theme with each edition. The official principle: four teams compete on a circuit, players collect flags on the board and spend them to advance along the track.
One point to set straight: there was no app update on August 19. The date shown on Google Play corresponds to a refresh of the listing. The latest version remains 1.74.2, released on August 12, and its patch notes talk about the Good Harvest album, not racing. The event is activated server-side.
The race schedule: the rule is official, the times are not
The mode's rules page states that the first race starts one day after the event begins, that a championship consists of several races, usually three, that each lasts 24 hours, and that on the last one medals are doubled. That's it: no official source publishes the start times race by race.
Applied to the event window, these rules produce the breakdown below. This is a reconstruction, not a published schedule: it lines up correctly, but the in-game timer remains the only reference.
| Stage | Start (Paris time) | End (Paris time) | Status |
|---|---|---|---|
| Event opening | Wednesday, August 19, 7 p.m. | — | Official |
| Team formation (24 h) | Wednesday, August 19, 7 p.m. | Thursday, August 20, 7 p.m. | Official duration, time inferred |
| Race 1 | Thursday, August 20, 7 p.m. | Friday, August 21, 7 p.m. | Reconstruction |
| Race 2 | Friday, August 21, 7 p.m. | Saturday, August 22, 7 p.m. | Reconstruction |
| Race 3 — doubled medals | Saturday, August 22, 7 p.m. | Sunday, August 23, 7 p.m. | Reconstruction |
| Event closing | — | Sunday, August 23, 10 p.m. | Official |
Consequence: the bulk of your reserves should go out Saturday evening and Sunday, not Thursday. Scopely itself describes the last leg as “decisive.”
Team or solo: the decision must be made this Thursday, August 20
You can team up with three other players to form a team of four, which will take on three rival teams, or switch to solo via the "I want to play solo" button at the bottom of the screen. You can switch back and forth between modes until the timer runs out, comparing rewards before confirming. Scopely's position is explicit: "Team rewards are always better". Solo is a fallback, not an optimization — especially since boosters charge up through collective activity.

The 20-flag rule: the real bottleneck
This is the number to remember: you need at least 20 flags to roll your race dice. Below that, nothing moves, no matter how many rolls you have in stock. Here are the sources listed by Scopely, along with their frequency when documented.
| Source | Frequency | Note |
|---|---|---|
| Board spaces | Every roll | Influenced by the multiplier |
| Quick wins | Daily | "Quick wins" in the help center |
| Shop gift | Every 8 hours | Shop tab, scroll right |
| Milestone and tournament rewards | Based on progress | Stackable |
| Tycoon Club | Every 24 hours | Gift box and daily wheel |
The first line makes all the difference: since the multiplier also boosts what you collect on the board, raising it isn't just about banners — it fills up your fuel reserve. Rolling at ×1 for two days means showing up at the starting line empty-handed.
The three factors that determine your distance
The distance covered on the track depends on three official inputs:
- the total value obtained by rolling your race dice;
- the multiplier you choose;
- getting doubles or triples.
The third point has nothing to do with doubles on the classic board: if at least two of your race dice show the same number, you rack up bonus points. Corollary: anything that increases the odds of doubles should be spent when the multiplier is at its highest, never the other way around.
The three race boosters, and when to trigger them
Not to be confused with the board's dice boosts, to which we've dedicated a separate guide: these race boosters are only found in lap rewards and only work on the track.
Team Spring
It's collected from a lap reward, then charges up through the whole team's activity — which is why it's worth grabbing early. Once full, every member receives one free roll at a random multiplier: Scopely cites ×10, ×20, "maybe even ×50". It stacks up: if several teammates claim the reward at the same time, the next one charges as soon as the first is used. It's the only one of the three that benefits all four players at once.
Lucky Rocket
It automatically activates on your next roll by removing the small numbers: that roll will only give you 4s, 5s, or 6s. Your chances of doubles and triples rise accordingly, and Scopely gives the tip itself: this is the moment to bring out your biggest possible flag multiplier. Wasting it on a small multiplier is the biggest dead loss of the event. You can only hold one at a time: announce it in the team chat.
Overload!
The only offensive booster of the three. Triggered on the opposing team of your choice: half of its points go into the race, the other half goes toward removing the Overload! It stacks up, each layer increasing the points needed to get rid of it. Scopely offers two interpretations without settling on one: target the team closest in the standings, or hit the leaders early in the race.

The mistake not to make: opening your lap rewards too early
This is the most profitable tip in this article, and it appears on the mode's official page: lap rewards don't need to be opened immediately. Ones you leave unopened are carried over to the next lap. So you can stockpile them and open them at the right moment — when the Lucky Rocket and a big multiplier line up, or during the final race where medals count double.
The catch is a firm deadline: they must all be collected before the event ends, that is, before Sunday, August 23 at 10 PM. A stack left unopened at 10:01 PM is a lost stack.
What's left to do before Sunday at 10 PM
One clarification first: for this edition, no milestone tiers, no medal scale, and no numbered list of rewards has been published by Scopely. Lap rewards can contain rolls, flags, sticker packs, sometimes an emoji, and, more rarely, a booster — but neither the quantities nor the tiers are disclosed. The in-game panel remains the only reliable source.
- Thursday, August 20, before 7 PM: lock in your team or solo choice. Three active teammates are better than four names.
- Ongoing: the shop gift every 8 hours, Quick Wins, Tycoon Club gifts every 24 hours. The 20-flag threshold shows no mercy.
- On the track: Lucky Rocket on a big multiplier, Team Spring picked up as early as possible, Overload! when the standings are on the line.
- Saturday evening, August 22: open the stockpile, if the reconstruction above holds true.
- Sunday, August 23, before 10 PM: clear out all pending lap rewards. No exceptions.
In the background, the event is part of the Good Harvest with the Looney Tunes season, launched on July 29 and expected to close on September 23, 2026. The sticker packs from lap rewards feed into this album: one more reason not to let them sit until Sunday evening.
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Frequently asked questions
How long can I change my mind between team and solo?
Why won't my dice roll even though I have rolls available?
When should I use the Lucky Rocket?
Do I absolutely need to open my turn rewards right away?
What's the difference between race boosters and board dice boosts?
Key takeaways
- The window to choose team or solo closes Thursday, August 20 at 7 p.m.: team mode always pays off better, but it's a real collective commitment.
- You need a minimum of 20 flags to roll your race dice, otherwise nothing happens: board farming and your multiplier are your true sources.
- The three boosters — Team Spring, Lucky Rocket, and Overload! — are only found in turn rewards and can only be used on the racetrack.
- The Lucky Rocket guarantees 4s, 5s, or 6s and massively boosts your chances of doubles: this is the moment to activate your biggest possible multiplier.
- Turn rewards don't need to be opened right away — hold them over to the next turn to stack them at the right moment, but everything must be collected before Sunday at 10 p.m.
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