opolyx
opolyx

Complete game guide

Every rule, mode, function, and edge case in opolyx — Classic and Speed — straight from the game engine.

June 8, 2026

opolyx board

1. Objective

Buy properties, charge rent, and bankrupt your rivals. A game ends the moment only one solvent player is left — or when the round cap is hit, in which case the richest player by net worth wins. opolyx is free-to-play; in-game money has no cash value.

2. Game modes — Classic & Speed

Every game runs on the same 40-square board and the same rules. A mode just tunes the economy and a few toggles. Classic is the full-length game; Speed is faster and adds a third die plus uneven building and a mortgage timer.

Classic vs Speed at a glance
Classic
Speed
Starting cash
15,000
15,000
Time per turn
~75s
~45s
Rent tax starts
100
40
Round cap
500
300
Third die
✓ (7+)
Mortgage
10

3. The board

The board is 40 squares in a loop. You always start on Start (square 0) and move clockwise; passing or landing on Start pays a 2000 bonus.

  • 28 properties in 10 groups: 8 colour-street groups, 4 stations (cars), and 2 utilities. Street prices run from 600 up to 4000.
  • Four corners: Start (0), Jail / Just visiting (10), Free parking (20), and Go to jail (30).
  • Two tax squares — Income tax (2000) and Luxury tax (1000) — paid to the bank.
  • Six Chance squares draw from a fixed 16-card deck (the deck cycles in order).
  • Mortgage value is half the list price; buying a mortgage back costs that half plus 10%.
The live board — your token, owned properties, and the action panel.
The live board — your token, owned properties, and the action panel.

4. Starting a game

Create a game from the lobby (pick Classic or Speed and the number of seats), or join one that is waiting. A game needs 2–6 players and starts when the creator presses Start.

  • Short of humans? Add bots — they play a full game on their own.
  • Classic starts each player with 15,000; Speed with 15,000.
  • The first player is chosen at random, not always the creator.
The lobby — create a game, pick a mode, or add a bot.
The lobby — create a game, pick a mode, or add a bot.

5. Taking a turn

On your turn you roll two dice and move that many squares, then resolve whatever you land on. Your turn then ends automatically — there is no separate ‘end turn’ button.

  • Roll a double and you move, resolve, then roll again.
  • Three doubles in a row sends you straight to jail (you do not move on the third).
  • Passing Start pays 2000.
  • If you can build or mortgage, you may do so before or after rolling, while it is your turn.

6. Where you land

What happens depends on the square you finish on:

  • Unowned property → buy it at the list price, or decline (it goes to auction).
  • A rival’s property → pay rent (unless it is mortgaged, which charges nothing).
  • Your own property, Start, Just visiting, or Free parking → nothing happens.
  • A tax square → pay the bank. Go to jail → straight to jail.
  • A Chance square → draw the next card and apply it.

7. Buying property

Land on an unowned property and you may buy it for its list price. Buy it and it is yours, unmortgaged, with no buildings. Decline and it is auctioned to everyone — so a property is never simply skipped.

8. Auctions

When a property is declined it goes to a turn-based auction: bidding moves around the table in seat order, starting with the player after the one who declined — the decliner bids last.

  • Bidding opens at the list price and rises in steps of 100 — on your turn you bid the minimum or pass; passing is final.
  • You have 10 seconds per turn; running out of time — or being unable to afford the minimum — passes you automatically.
  • When everyone but the leader has passed, the leader buys at their bid. If nobody bids, the property stays unowned.

9. Rent

Rent is paid to the owner of the property you land on. Mortgaged properties charge nothing.

  • Streets: base rent rises with buildings. Owning a whole colour group with no buildings doubles the base rent.
  • Stations pay by how many of the four the owner holds: 250 / 500 / 1000 / 2000.
  • Utilities charge your dice roll × 40 (one owned) or × 100 (both owned).
  • Rent is the owner’s to collect — but a long game taxes it (see below).

10. Rent tax over a long game

To stop endless games, rent is taxed once a game runs long: a share is withheld from the owner and rises with the round, up to 99%. In Classic the tax starts at round 100 and maxes at round 200; in Speed it starts at round 40 and maxes at round 100. Taxes, Chance payments, and jail bail are never rent-taxed.

11. Building

Own every property in a colour group and you can build on them to raise rent (up to 5 buildings each).

  • Classic builds evenly — raise the lowest property in the group first, at most one step per property per turn.
  • Speed allows uneven building — any property in the group, any number per turn.
  • You cannot build while any property in the group is mortgaged.

12. Mortgage & buy-back

Need cash? Mortgage a property to the bank for half its list price; it then charges no rent. Buy it back for that half plus 10%. You must sell a group’s buildings before mortgaging any of its properties.

13. Speed: the mortgage timer

In Speed only, a mortgage is on a clock: if you don’t buy it back within 10 rounds the property is released to the bank and anyone can buy it again. You get a reminder on your turn each round. In Classic a mortgage never expires.

14. Paying debts — the payment pause

When you owe rent, tax, a Chance charge, or jail bail, the game pauses on a ‘Pay’ button instead of deducting silently.

  • Pay from cash when you can.
  • Short on cash? Sell buildings or mortgage properties right there to raise it, then pay.
  • If you run out of time on the pause, the game auto-raises the cash for you, or bankrupts you if it cannot.

15. Bankruptcy

Bankruptcy is only offered when even selling and mortgaging everything still can’t cover what you owe.

  • Everything you own is liquidated to the bank and the proceeds pay the creditor(s).
  • With several creditors the money is split in proportion to what is owed.
  • Your properties are freed for others to buy, and you are out of the game.

16. Jail

You go to jail on a third double, by landing on Go to jail, or from a Chance card. Jail does not cost anything to sit in.

  • Roll a double to get out and move that many squares — but you do not get an extra roll.
  • Or pay 500 bail at the start of your turn to leave and roll normally.
  • Fail three times and you must pay the 500 bail through the payment pause, then you are freed.

17. Chance cards

The 16-card Chance deck is drawn in a fixed order and cycles. Cards do one of:

  • Collect from the bank (1000–2000) or pay the bank (500–2500, via the payment pause).
  • Collect a small amount from every opponent, or pay every opponent.
  • Pay a repair bill per building you own.
  • Move you — to Start, to a named square, back a few squares, or to the nearest station/utility (collecting the Start bonus if you pass it).
  • Send you to jail.

18. Trades

Trade cash and properties with another player to break a monopoly deadlock or raise cash.

  • Propose on your turn (before rolling), or while you are paused on a debt to raise cash.
  • Each side may mix cash and properties, but not mortgaged or built properties.
  • Fairness rule: the smaller side must be worth at least 50% of the larger side — no gifting.
  • Offers have a deadline; bots accept deals that don’t lose them value.
Build a trade — pick a partner and balance both sides.
Build a trade — pick a partner and balance both sides.

19. The speed die (Speed mode)

From round 7 in Speed, a third die rolls with the two white dice (never while in jail):

  • A number (1–3) is added to your move.
  • A Bus lets you choose to move the dice sum or just one die.
  • An X moves you normally, then jumps you at turn end to the nearest free property (or a rival’s, to pay rent). Rolling the same number on all three dice (a triple) teleports you anywhere and grants a re-roll — and never counts as a jail double.

20. Turn timer & timeouts

Every turn has a time limit so a game never stalls (about 75s in Classic, 45s in Speed; a payment pause always allows at least 75s).

  • Run out of time and your turn is skipped (or auto-played for forced choices).
  • Miss three turns in a row and you are automatically surrendered.
  • Any action you take resets the missed-turn counter.

21. Winning & rewards

A game ends in one of two ways:

  • Last player standing — everyone else has gone bankrupt or surrendered.
  • The round cap is reached (500 in Classic, 300 in Speed) — the richest player by net worth wins, ties broken by seat.
  • Win a real game (past round 20) and you earn a property card plus 200 XP.
The result screen at the end of a game.
The result screen at the end of a game.

22. Corner cases & FAQ

Edge cases the engine handles for you:

  • If a creditor is knocked out while you’re mid-payment, their share goes to the bank instead.
  • A mortgaged property always charges zero rent.
  • Once you’re eliminated or surrender, you can immediately start or join another game while the others finish.
  • You can’t mortgage a property until the whole group’s buildings are sold.
  • A Speed ‘X’ only targets properties, never a Chance or corner square; a speed triple is never treated as a jail double.
  • You can only be in one unfinished game at a time.