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Arcade › Monopoly
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jamie Redpath built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Monopoly yet. Play it, then tell Jamie Redpath what you would add next.
Monopoly was built by Jamie Redpath with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Monopoly opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a hot-seat 3D Monopoly board game titled “Monopoly” using Three.js. Start with a full-screen setup overlay over the dimly visible board: black translucent background, centered red “MONOPOLY” heading, text “Choose number of players (2-8)”, red rectangular buttons for 2, 3, 4, 5, 6, 7, and 8 with 4 selected in white, and a green “START GAME” button. Let the player choose 2–8 local players; name them Player 1 through Player 8. On start, hide the overlay and show the game HUD. Use a fixed elevated perspective camera looking down at a square board, approximately 22 by 22 world units, with a dark green outer base and a darker green 13-by-13 center. Arrange 40 square spaces around the perimeter, 10 on each side, with enlarged corner spaces. The board should be simple low-poly 3D geometry: flat colored box spaces with soft lighting and no illustrated textures. Use the standard 40-space Monopoly layout and these exact spaces in clockwise order from GO: GO; Mediterranean Avenue; Community Chest; Baltic Avenue; Income Tax; Reading Railroad; Oriental Avenue; Chance; Vermont Avenue; Connecticut Avenue; Jail / Just Visiting; St. Charles Place; Electric Company; States Avenue; Virginia Avenue; Pennsylvania Railroad; St. James Place; Community Chest; Tennessee Avenue; New York Avenue; Free Parking; Kentucky Avenue; Chance; Indiana Avenue; Illinois Avenue; B&O Railroad; Atlantic Avenue; Ventnor Avenue; Water Works; Marvin Gardens; Go To Jail; Pacific Avenue; North Carolina Avenue; Community Chest; Pennsylvania Avenue; Short Line Railroad; Chance; Park Place; Luxury Tax; Boardwalk. Color property groups brown, light blue, pink, orange, red, yellow, green, and dark blue; use gray/black for railroads, utilities and taxes, yellow for Chance, blue for Community Chest, green for GO/Free Parking, gray for Jail, and red for Go To Jail. The board spaces are colored blocks only; do not add extra labels unless desired for legibility, because the supplied implementation renders geometry without text labels. Place two black 3D dice with white raised spherical pips near the lower-right/back-right area of the board. When Roll Dice is clicked, choose two random values from 1–6, lift both dice, spin them with a brief bouncing animation of about 1.15 seconds, then settle them showing the rolled faces. Move the active player token one perimeter space at a time at a visible animated speed. Player tokens are small colored cylindrical bases with white spherical tops. Use player colors red, blue, green, yellow, orange, purple, cyan, and pink, and arrange multiple tokens on the same space with small radial offsets. Implement the core turn loop exactly: every player begins with500 at position GO, with no properties, no jail status, and not bankrupt. Player 1 starts. Roll Dice is disabled after a roll until the turn ends, while End Turn is disabled before a valid roll is completed; rolling is also blocked while dice or movement are animating. A non-double roll normally ends the player’s turn after the landed-space action. Doubles allow the same player to roll again. End Turn advances to the next non-bankrupt player and resets the roll state. Support Space or Enter as a keyboard shortcut to roll when a roll is available or end the turn otherwise, and B to open the house-building dialog. Implement property purchasing, rent, taxes, jail, bankruptcy, and victory. For unowned properties, railroads, and utilities, after movement show a centered white modal with black border asking “Buy [space]?”, showing its price and the current player’s money, with Buy and Pass buttons. Property prices and rents must use the standard values in the source: Mediterranean/Baltic $60; light-blue properties00. Landing on Go To Jail immediately sends the token to Jail / Just Visiting (space 10), marks the player in jail, and resets their jail counter. In jail, doubles release the player and allow movement; otherwise they remain jailed, increment a jail-turn counter, and on the third failed attempt pay $50 and move. If a payment makes money negative, mark that player bankrupt, set money to zero, hide their token, and transfer their properties to the creditor when there is one, otherwise return them to the bank. When only one non-bankrupt player remains, show “[name] WINS THE GAME!” and disable all main controls. Provide a Build Houses button that opens a centered modal listing the current player’s properties where they own every property in a color group and that have fewer than four houses. Show each property’s house cost and current house count; selecting one deducts the cost and increments its house count. If no eligible monopoly exists, show “No monopolies with space to build.” Use a 15-second timeout to close the build modal. Keep the implementation’s simple behavior: houses are tracked in game state and affect rent but need not be rendered as 3D house models; ownership and house counts likewise need not be drawn on the board. The in-game HUD is a DOM overlay aligned at the top-left: a dark translucent “Player N’s Turn” label, a compact grid of white player cards (up to four columns) showing each player’s color header, money, and current space; highlight the current player with a red border and pale background, and make bankrupt cards semi-transparent with strike-through. Below it place red Roll Dice, gray disabled End Turn, and red Build Houses buttons, followed by a dark translucent message area for temporary status messages such as game start, purchases, rent, taxes, jail, doubles, bankruptcy, and victory. Use Arial-like sans-serif typography, red #c41e3a controls, green start/confirmation buttons, white modal panels with thick black borders, and a dark gray/black page background. Match the visual style of the reference: a clean, minimal, lightly lit low-poly board viewed from above at an angle, bright colored perimeter spaces and tokens against a dark green board, with the setup overlay initially making the board appear very dim behind it. Keep it as a local pass-and-play game; there is no AI opponent, networking, timer, or elaborate card artwork. The source defines Chance and Community Chest card lists, but its actual landing resolver only handles purchasable spaces, taxes, and Go To Jail; do not add card draws unless explicitly correcting that omission—on Chance and Community Chest spaces they should remain inert in the faithful recreation.00/00, Luxury Tax charges $75. Passing GO on a movement loop pays00/80; green $300/$300/$320; Park Place $350; Boardwalk $400. Use the supplied standard rent arrays and house costs: brown/light blue $50, pink/orange20; pink60/40/60/40/40; yellow60; orange20/80/20/80/00; red00, red/yellow5/$50/50, green/blue00, with up to four houses per property. A player can buy only if they have enough money. If landing on another player’s property, charge rent based on houses; double unimproved rent when the owner has the complete color group. Railroad rent is00/00 depending on how many railroads that owner has. Utility rent is the dice total times 4 for one utility or times 10 for both. Income Tax charges