Discord Handle
@_xharles
Idea Summary
Every Monopoly game on the internet is the same. Rigid UI. Braindead AI. Missing rules. No progression. We got tired of it, so we built Turf — a complete reimagining of Monopoly as a competitive, premium gaming experience. Tournament brackets. An ELO ladder with seven tiers from Bronze to Grandmaster. 32 unlockable achievements. Three AI difficulties where the hardest one exploits housing shortages and uses Markov-chain landing probabilities to decide what to buy. This isn't your family's board game — it's a competitive platform.
The core is a pure TypeScript game engine — 835 lines of rules logic with zero React dependencies. It emits events. React subscribes and renders. AI controllers subscribe and play. Achievement trackers subscribe and unlock. The blockchain subscribes and verifies. Everything is decoupled, testable, and deterministic.
2–6 players. Local, online, or vs AI. Every rule implemented. No shortcuts.
┌──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┐
│ FREE │Kentuc│Chanc │India │Illin │ B&O │Atlan │Ventn │Water │Marvi │ GO │
│PARKNG│ $220 │ ? │ $220 │ $240 │ $200 │ $260 │ $260 │ $150 │ $280 │ TO │
│ │ RED │ │ RED │ RED │ R.R.│ YLW │ YLW │ UTIL │ YLW │ JAIL │
├──────┤ ├──────┴──────┴──────┴──────┴──────┴──────┴──────┤ ├──────┤
│N.York│ │ │Pacif │ │
│ $200 │ │ │ $300 │ │
├──────┤ │ ╔══════════════════════╗ ├──────┤JAIL │
│Tenne │ │ ║ ║ │N.Car │VISIT │
│ $180 │ │ ║ T U R F ║ │ $300 │ │
├──────┤ │ ║ ║ ├──────┤ │
│Commu │ │ ║ 🎲 🎲 ║ │Commu │ │
│Chest │ │ ║ ║ │Chest │ │
├──────┤ │ ║ [ ROLL DICE ] ║ ├──────┤ │
│St.Ja │ │ ║ ║ │Penns │ │
│ $180 │ │ ╚══════════════════════╝ │ $320 │ │
├──────┤ │ │ │ │
│Penn. │ │ │Short │ Park │
│ R.R. │ │ │Line │Place │
│ $200 │ ├──────┬──────┬──────┬──────┬──────┬──────┬──────┤ $200 │ $350 │
├──────┤Readi │Incom │Balti │Commu │Medit │Orien │Vermo │Conne ├──────┤ │
│GO TO │ R.R. │ Tax │ $60 │Chest │ $60 │ $100 │ $100 │ $120 │B.WALK│D.BLU │
│ JAIL │ $200 │ $200 │BROWN │ │BROWN │L.BLU │L.BLU │L.BLU │ $400 │ │
└──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┘
← GO — Collect $200 as you pass ←
Complete Rules, Zero Compromises
40 spaces. 22 properties across 8 color groups. 4 railroads. 2 utilities. 16 Chance and 16 Community Chest cards, Fisher-Yates shuffled. Full 6-tier rent tables from base rent through 4 houses to hotel — Boardwalk goes from $50 to $2,000. Monopoly doubles base rent. Railroads scale $25/$50/$100/$200. Utilities multiply the dice roll (x4 or x10).
The rules most clones skip? We didn't. Even-build rule — houses must be distributed evenly across a monopoly. Housing shortage — the bank has exactly 32 houses and 12 hotels, and when they're gone, nobody builds. Auctions — decline to buy and every player bids, timer-based, highest bid wins. Trading — propose any combination of properties, cash, and jail-free cards with full validation. Bankruptcy resolution — assets liquidated, properties transferred to the creditor or returned to bank. Auto-end turns — no button clicking, turns flow automatically after 1.2 seconds. Doubles, jail, mortgaging at 55% unmortgage cost — it's all there.
Three AI Difficulties
The Easy AI buys randomly. The Medium AI understands property valuation and builds to 3 houses. The Hard AI will destroy you.
Easy Medium Hard
──────────────────────────────────────────────────────────
Buy Probability 75% 85% 95%
Builds Houses Never To 3 houses To 4 houses*
Trades Never Basic Proactive
Jail Strategy Random Pay early Stay late-game
Auction Max Bid 50% price 80% price 100% price
*The Hard AI builds to 4 houses and deliberately does NOT upgrade to hotels — exploiting the 32-house global supply to starve opponents of building materials.
On Hard, the AI uses Markov-chain landing probabilities (Illinois Ave = 3.18%, highest property) to prioritize investments. It blocks opponent monopolies, initiates trades at 150% market value to complete its own color groups, and camps in jail during late-game when opponents have dangerous boards. Every decision runs through property, board position, threat, and trade evaluators before committing. It thinks for 1–2 seconds to feel human. It isn't.
Competitive Infrastructure
ELO Ranked Ladder — Every game updates your rating. K-factor 32. Seven skill tiers: Bronze (0–799), Silver, Gold, Platinum, Diamond, Master, Grandmaster (2800+). Beat someone rated above you and the gain is amplified. Lose to someone below you and it hurts. Win streaks tracked and displayed.
Swiss Tournaments — The same format used in competitive chess. Automatic pairing by score then rating, no rematches, Buchholz tiebreaker, dynamic round count based on player count. AI backfills empty slots so tournaments always fire. Full bracket visualization.
32 Achievements across four categories — Skill, Challenge, Milestone, and Social. From common unlocks like First Victory and Property Mogul to legendary ones like Comeback Kid (win from under $100) and Unstoppable (5-game win streak). Progress tracked in real time. Persisted permanently.
Player Profiles — Stats, rating history, tier badge, recent games, favorite piece. All saved to localStorage with versioned schema migration.
Team Members
No response
Looking for Members
No response
Discord Handle
@_xharles
Idea Summary
Every Monopoly game on the internet is the same. Rigid UI. Braindead AI. Missing rules. No progression. We got tired of it, so we built Turf — a complete reimagining of Monopoly as a competitive, premium gaming experience. Tournament brackets. An ELO ladder with seven tiers from Bronze to Grandmaster. 32 unlockable achievements. Three AI difficulties where the hardest one exploits housing shortages and uses Markov-chain landing probabilities to decide what to buy. This isn't your family's board game — it's a competitive platform.
The core is a pure TypeScript game engine — 835 lines of rules logic with zero React dependencies. It emits events. React subscribes and renders. AI controllers subscribe and play. Achievement trackers subscribe and unlock. The blockchain subscribes and verifies. Everything is decoupled, testable, and deterministic.
2–6 players. Local, online, or vs AI. Every rule implemented. No shortcuts.
Complete Rules, Zero Compromises
40 spaces. 22 properties across 8 color groups. 4 railroads. 2 utilities. 16 Chance and 16 Community Chest cards, Fisher-Yates shuffled. Full 6-tier rent tables from base rent through 4 houses to hotel — Boardwalk goes from $50 to $2,000. Monopoly doubles base rent. Railroads scale $25/$50/$100/$200. Utilities multiply the dice roll (x4 or x10).
The rules most clones skip? We didn't. Even-build rule — houses must be distributed evenly across a monopoly. Housing shortage — the bank has exactly 32 houses and 12 hotels, and when they're gone, nobody builds. Auctions — decline to buy and every player bids, timer-based, highest bid wins. Trading — propose any combination of properties, cash, and jail-free cards with full validation. Bankruptcy resolution — assets liquidated, properties transferred to the creditor or returned to bank. Auto-end turns — no button clicking, turns flow automatically after 1.2 seconds. Doubles, jail, mortgaging at 55% unmortgage cost — it's all there.
Three AI Difficulties
The Easy AI buys randomly. The Medium AI understands property valuation and builds to 3 houses. The Hard AI will destroy you.
*The Hard AI builds to 4 houses and deliberately does NOT upgrade to hotels — exploiting the 32-house global supply to starve opponents of building materials.
On Hard, the AI uses Markov-chain landing probabilities (Illinois Ave = 3.18%, highest property) to prioritize investments. It blocks opponent monopolies, initiates trades at 150% market value to complete its own color groups, and camps in jail during late-game when opponents have dangerous boards. Every decision runs through property, board position, threat, and trade evaluators before committing. It thinks for 1–2 seconds to feel human. It isn't.
Competitive Infrastructure
ELO Ranked Ladder — Every game updates your rating. K-factor 32. Seven skill tiers: Bronze (0–799), Silver, Gold, Platinum, Diamond, Master, Grandmaster (2800+). Beat someone rated above you and the gain is amplified. Lose to someone below you and it hurts. Win streaks tracked and displayed.
Swiss Tournaments — The same format used in competitive chess. Automatic pairing by score then rating, no rematches, Buchholz tiebreaker, dynamic round count based on player count. AI backfills empty slots so tournaments always fire. Full bracket visualization.
32 Achievements across four categories — Skill, Challenge, Milestone, and Social. From common unlocks like First Victory and Property Mogul to legendary ones like Comeback Kid (win from under $100) and Unstoppable (5-game win streak). Progress tracked in real time. Persisted permanently.
Player Profiles — Stats, rating history, tier badge, recent games, favorite piece. All saved to localStorage with versioned schema migration.
Team Members
No response
Looking for Members
No response