Monopoly
"Monopoly" is a multi-host scoring game: 2–8 hosts each take a seat and roll the dice in turn around a ring-shaped board. Land on an empty tile and viewers gift to fund the purchase for that host; land on a tile you already own and viewers can fund an upgrade instead; land on someone else's tile and you trigger the penalty wheel for a mini punishment; land on someone else's fully-upgraded landmark and you go straight to jail. The game never picks a winner — wrap-up shows a fun stats board instead.
This game has no winner
Unlike other scoring games, Monopoly has no score ranking. When you wrap up, the stats board hands out fun, sometimes-unflattering badges like "Most time in jail," "Most penalties," and "Property tycoon" — every seat gets one, and nobody loses.
What viewers see
The board is a 24-tile ring (a 6×8 rectangle). The middle is completely transparent — that's deliberate: the overlay can't touch the video underneath, so a hollow ring is what lets every host's face show through the center while the board only draws on the outer loop. Each seat has its own token color; tokens sharing a tile nudge apart slightly so they don't stack invisibly.
Every tile is drawn with the most famous landmark of that place — Taipei gets the 101, Tainan gets Chihkan Tower, and on the world skins it's the Statue of Liberty and the Eiffel Tower. Place names sit faintly above each tile so they never fight the artwork; only when a token lands on a tile does that name light up into a dark nameplate.
When it's a seat's turn to roll, the center of the board plays a dice-tumbling animation, then the token walks step by step to the landing tile. The moment it lands, a landing card pops up in the middle and scales in — who landed where, with that tile's landmark next to it — and holds for a beat before the funding window or penalty screen takes over, so viewers never miss where the token went. Depending on where you land, viewers next see one of:
- An empty tile — a funding window pops up showing "raised X / Y diamonds". It waits on "Starting soon" while you talk the plot through; once you start it, the countdown runs and gifts from that host's fans push the bar forward.
- Your own tile (not maxed out) — same funding window, but it's raising money for an upgrade this time.
- Someone else's tile, level 1–3 — the screen switches to a penalty wheel; the host acts out whatever it lands on.
- Someone else's maxed-out landmark, or the "Go to Jail" tile — straight to a jail animation.
- A Chance tile — a flip animation reveals a Chance card. The host edits the deck: it ships with free upgrade, straight to jail and roll again, and you can add text-only dares like "sing a song" or "move forward/back N tiles."
Funding that falls short still keeps the diamonds
If a funding window's countdown ends before the target is reached, the deal falls through and the tile stays unowned — someone can land there and fund it later. But every diamond sent during that window still counts on the gift leaderboard and the full session report; nothing is lost just because the deal fell through.
During funding, viewers don't have to tap an avatar first
While a funding countdown is running, any gift that isn't addressed to another seat counts toward the window being funded — whether or not the viewer tapped a host's avatar. Gifts addressed to another seat still belong to that host and are never absorbed by the window.
Seven board skins, and the place names follow the skin
The board comes in seven complete art sets — tiles, frame, houses and dice all share one style. The skin decides what the board depicts: the two Taiwan skins draw Taiwan, the three world skins draw world cities, Ukiyo-e draws Japan and Dancheong draws Korea. When a skin has two name sets to choose from (Taiwan can be cities or sights), pick one in the console; names are shown in the console's current language.

Paper Cut Red
Taiwan cities / Taiwan sights

Taiwan Majolica
Taiwan cities / Taiwan sights (shown: sights)

Walnut Inlay
World cities

Stained Glass
World cities

Pixel Retro
World cities

Ukiyo-e
Japan cities

Dancheong
Korea cities
Switching mid-game doesn't touch the game
Only the artwork and names change — tile rules, prices, token positions and owned land all stay as they are, so it's safe to switch the mood while live.
Set it up before you go live
Pick 'Monopoly'
Go to the "Scoring Games" page and pick "Monopoly" in step 1.
Pick the seats in play
In the workbench, check the 2–8 seats joining this game. Names come from the Hosts list; unset seats just show a letter (A/B/C…). You need at least 2 to start.
Pick a board skin and place names
Right under the seats are the seven board skins; click one and the preview on the left switches immediately. The place-name menu lists the sets that fit this skin (Taiwan skins can be cities or sights) — leaving it on "Follow the skin" is fine.

Set the three main parameters
Base land price (diamonds) — the four zones on the board multiply this automatically, so later zones cost more; Funding countdown (seconds) — how long the funding window stays open when someone lands on an empty tile or wants to upgrade, tune it to how lively the room is; Jail bail (diamonds) — the ransom to get out of jail early, set separately from the base land price since they mean different things.
(Optional) Open 'Advanced'
You rarely need this — expand it only when you want finer control over pacing. Zone price multipliers (raise the last zone to widen the price spread across the board); Upgrade thresholds (the multiplier for building level 1→2, 2→3, and 3→4, applied to that tile's own sale price, not the base price); Penalty wheels by level (which existing wheel content loads when someone lands on a rival's level 1/2/3 tile); Animation speed (how long the dice roll and each step takes — visual pacing only, never changes the number rolled). Changes here only affect future turns — they never rewrite deeds already bought or funding already in progress.
Save to Home
Hit "Save to Home" at the bottom of the page — the config is stored and shows up on Home automatically, ready to run once you're live.
Running it live
Back on Home, find the "Monopoly" card you saved:
Hit "Start Monopoly" to open the game — the first seat's turn lights up "Roll dice." Tap it and the dice-roll animation plays; once the token finishes walking, the screen switches to whatever the landing tile calls for (funding window / penalty wheel / an already-resolved Chance card outcome). A funding window — buying, upgrading or bail alike — waits on "Funding ready" so you have time to talk the tile through; hit "Start funding" and only then does the countdown run and coins start counting toward it (gifts sent before that still count on the gift board). Dice and turn order pause while a tile is being resolved, and only resume once it's settled.
Once the current tile is resolved, hit "Next player" to hand off. If that seat passed GO along the way, it gets one free extra roll — the panel flags it, and hitting "Next player" without using it gives it up. Tap "Pause" mid-game if you need a break — the countdown freezes with it — and "Resume" to pick back up; a long pause won't cause it to auto-close the moment you come back.
Getting out of jail
A seat in jail is automatically skipped on its turn. If nobody pays the bail, it's freed automatically after serving one full lap (every other seat rolling once). Bail is a separate number from the base land price — changing one never moves the other.
When you want to end the game, hit "Call it and wrap up" — there's a confirmation step (any funding window still open fails, though its diamonds still count on the gift leaderboard). Wrapping up puts a fun stats board on the overlay: who spent the most time in jail, who got penalized the most, the priciest plot on the board, and the biggest sponsor overall, each with a name attached; every other seat gets a fallback badge like "Globetrotter" or "Smooth sailing." The same stats land in the session report. After wrapping up, "Reset" changes meaning — it clears the board for a brand-new game.
Common questions
Q: Does Monopoly have a winner or a ranking? A: No. This game deliberately skips scoring a winner — wrapping up shows a fun stats board where every seat gets a badge (Most time in jail / Most penalties / Property tycoon / Fan power / Globetrotter / Smooth sailing), with no ranking involved.
Q: What happens if a funding window falls short? A: The tile stays unowned (the deal falls through) and someone else can land there and fund it later — but the diamonds sent during that countdown still count on the gift leaderboard and the session report; nothing disappears.
Q: Does landing on a rival's tile always trigger a penalty? A: Levels 1–3 trigger the penalty wheel and the host acts out whatever it lands on. A rival's fully-upgraded landmark skips the wheel entirely and sends you straight to jail instead.
Q: Is jail bail the same number as the base land price? A: No, they're two separate settings. Even if nobody pays bail, serving one full lap (every other seat rolling once) frees the seat automatically.
Q: What can a Chance card give you? A: Whatever the host puts in the deck. It ships with three cards: a free upgrade on a property you own (less common), straight to jail, or an extra roll. In the Monopoly panel on the Scoring page you can edit each card's text and odds, delete cards, and add new ones — text-only cards (say, "sing a song") are for the host to act out live, and "move forward/back N tiles" really moves the token. If you draw the free upgrade but don't own anything left to build on, it simply has no effect.
Q: Can I change how the board looks, or the place names? A: Yes — the seven art sets are one click away in the Monopoly panel on the Scoring Games page, and the landmarks on the tiles switch to whatever that skin depicts. Place names follow the skin; the Taiwan skins can additionally choose cities or sights. Switching while live doesn't affect the game.
Q: Do hosts need to keep tuning the pacing? A: Not usually — the three main parameters cover nine out of ten sessions. Only open "Advanced" to tighten or loosen the pacing for a longer show; changes there only affect turns from that point on.
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