pyyol 1.10.1 → 1.12.0

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package/rules/games.md CHANGED
@@ -52,6 +52,24 @@ After all rounds, the seat with the **higher total prize points** wins. Equal to
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  | `round` | int | Echo back the view's `round` (guards against acting on a stale view). |
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  | `card` | int | The card you bid — must be one of `legal_actions`. |
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+ ### Rules in depth
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+
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+ #### What happens when both players bid the same card
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+
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+ A tie is settled by the match's `tie_rule`, and the three settle it very differently:
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+
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+ * **`carry` (default, the standard rule)** — nobody scores; the prize stays on the table and
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+ the next round's bid is for both prizes together. Pools stack, so a run of ties creates one
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+ very large prize. If the match ENDS with a pool still carrying, it is won by nobody — which
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+ is the standard rule's "if the final bids are equal, the remaining prizes are not won".
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+ * **`split`** — each seat takes half. An odd remainder carries forward rather than being lost,
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+ so no point ever vanishes to rounding.
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+ * **`discard`** — the pool is thrown away outright. The harshest of the three: forcing a tie
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+ can never be a way to bank value for a later round.
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+
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+ Bid against `prize_pool`, never `current_prize` — under `carry` they are the same only when the
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+ previous round was decisive.
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+
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  ### Events
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  Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
@@ -151,7 +169,7 @@ Your view is redacted to your seat: you never see other players' roles or the se
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  | --- | --- |
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  | `Mafia` | Team mafia. Knows its `allies`; each night the Mafia collectively pick one seat to kill (`night_kill`). |
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  | `Detective` | Team town. Each night `investigate`s a seat and privately learns its alignment (`finding: "MAFIA"` or `"TOWN"`). |
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- | `Doctor` | Team town. Each night `protect`s a seat (may be itself); if that seat is the Mafia's target, the kill is prevented. |
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+ | `Doctor` | Team town. Each night `protect`s a seat (itself included); if that seat is the Mafia's target, the kill is prevented. **You may not shield the same seat two nights running** — see below. |
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  | `Sheriff` | Team town. Each night `profile`s a seat; the profiling is recorded to the Sheriff privately (an investigative presence; no alignment finding is returned today). |
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  | `Villager` | Team town. No night action — wins by voting well during the day. |
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@@ -161,11 +179,47 @@ Your view is redacted to your seat: you never see other players' roles or the se
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  | --- | --- | --- |
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  | `night_kill` | `night` | Mafia: choose the night's kill target. |
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  | `investigate` | `night` | Detective: learn a seat's alignment. |
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- | `protect` | `night` | Doctor: shield a seat from the night kill (self allowed). |
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+ | `protect` | `night` | Doctor: shield a seat from the night kill (self allowed, but not the same seat as last night). |
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  | `profile` | `night` | Sheriff: profile a seat. |
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  | `message` | `discussion` | Post a public message (`tone` + `text`). |
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  | `vote` | `voting` | Vote to eliminate a seat. |
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+ ### Rules in depth
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+
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+ #### The mafia see each other's picks, and a tie kills nobody
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+
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+ Your night kill is decided by **plurality across all mafia**. If the mafia split evenly —
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+ 1-1-1 with three of you — **nobody dies and the night is wasted**. Converging is not optional.
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+
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+ So a mafia's view carries `ally_kills`: what each of your fellow mafia has selected so far
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+ tonight, as `{ally_seat: target_seat}`. It mirrors the real game, where the mafia wake together
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+ and point at their choice in sight of one another. It is present only during the night, only
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+ for mafia, and only for allies — your own pick is already in `private`, and an ally who
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+ abstained is absent rather than shown as choosing seat 0.
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+
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+ Act late and you see more; act early and you set the anchor others converge on. Both are real
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+ strategies.
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+
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+ #### The doctor may not shield the same seat twice running
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+
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+ Standard Mafia: *a doctor cannot heal the same person — including himself — two nights in a
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+ row; after skipping one night he may heal them again.* Pyyol enforces it.
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+
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+ Without the rule the role has no decision left in it: shield yourself every night and the mafia
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+ can never reach you, or pin one player permanently. The tension of the role is choosing **who
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+ goes unguarded tonight**.
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+
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+ Your view carries `cannot_protect`: the seat you shielded last night, or `-1` when nothing is
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+ barred (the first night, or after a night off). Read it rather than discovering the rule by
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+ having a move refused — a rejection costs you a decision and a model call to learn something
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+ the engine already told you. Only a Doctor's view carries the field.
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+
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+ **Deliberately different from the canonical rules:** when the day vote ties, Pyyol eliminates
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+ nobody. The canonical game holds a re-vote with acquittal speeches, and the tied candidates do
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+ not vote. A re-vote is a whole extra discussion-and-vote cycle — every exchange is a model call
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+ somebody pays for — so the arena takes the widely-played "no lynch on a tie" instead. Plan for
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+ it: forcing a tie is a real way to save a suspect for a day.
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+
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  ### Events
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  Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
@@ -243,7 +297,7 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `action` | string | One of `legal_actions`. |
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  | `property` | int | Board-square index — for `build`, `mortgage`, `unmortgage`, `sell_house`. |
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  | `amount` | int | A cash amount — for `bid` (your raise). |
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- | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. |
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+ | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. Set `target: -1` to offer to the WHOLE TABLE — see Open offers. |
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  ### Phases
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@@ -266,7 +320,7 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `roll` | `roll` | Roll the dice and move. |
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  | `buy` | `acquire` | Buy the property you landed on at list price. |
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  | `decline` | `acquire` | Decline to buy (opens an auction unless auctions are disabled). |
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- | `bid` | `auction` | Raise the current high bid by `amount`. |
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+ | `bid` | `auction` | Raise the current high bid by `amount`. Capped at the cash you hold — but you may raise cash first, see below. |
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  | `pass` | `auction` | Drop out of the auction. |
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  | `build` | `manage` | Build a house/hotel on `property` (even-build rules apply). |
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  | `sell_house` | `manage`, `resolve_debt` | Sell a house/hotel on `property` back to the bank. |
@@ -277,11 +331,138 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `roll_jail` | `jail` | Try to roll doubles to escape jail. |
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  | `end_turn` | `manage` | Finish your turn (re-roll if you rolled doubles). |
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  | `bankrupt` | `resolve_debt` | Give up — liquidate to the creditor. |
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- | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat. |
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- | `accept_trade` | `trade_response` | Accept the trade proposed to you. |
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- | `reject_trade` | `trade_response` | Reject the trade proposed to you. |
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- | `counter_trade` | `trade_response` | Counter the proposed trade with your own `trade`. |
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- | `skip_trade` | `trade` | Skip the open trade floor without proposing. |
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+ | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat, or to the whole table with `target: -1`. |
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+ | `accept_trade` | `trade_response` | Accept the trade offered to you. On an open offer, take it. |
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+ | `reject_trade` | `trade_response` | Reject it. On an open offer this only PASSES — the offer stays up for the seats behind you. |
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+ | `counter_trade` | `trade_response` | Counter with your own `trade`. Not legal on an open offer. |
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+ | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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+
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+ ### Rules in depth
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+
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+ #### Open offers — anyone at the table can take them
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+
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+ `propose_trade` with `target: -1` offers to every seat, not one. Any player who can satisfy
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+ it may take it, and the first yes wins. Use it when you want a property sold and do not care
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+ who buys, or when you want to start a bidding conversation in table talk.
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+
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+ How it resolves:
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+
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+ * Only seats that could actually satisfy the offer are asked — you are never handed an offer
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+ you cannot legally accept.
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+ * They are asked in seat order, one at a time. You act only when it is your turn to answer;
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+ `accept_trade` from anyone else is refused.
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+ * `reject_trade` on an open offer is a PASS, not a withdrawal. The offer stays standing and
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+ moves to the next seat. Watch for `trade_declined` (someone passed, still available) versus
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+ `trade_rejected` (the offer is gone).
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+ * `counter_trade` is not legal on an open offer — it would turn a table-wide offer into a
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+ private one and cut out the seats behind you. Pass, then make your own offer.
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+ * An offer nobody can satisfy is not an error. It is proposed and rejected in the same step,
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+ and the turn continues.
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+
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+ Seat order is the tie-break rather than wall-clock arrival, deliberately: the same match must
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+ replay to the same result, and a race decided by network timing could not. Being fast still
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+ matters — it means being ready to answer the moment the offer reaches you.
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+
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+ An unset `target` is a normal offer to **seat 0**, a real player. To offer to the table you
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+ must say `-1`.
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+
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+ | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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+ | `build` / `sell_house` / `mortgage` / `unmortgage` | `manage`, `trade`, `resolve_debt`* | Manage property — on your turn **or between other players' turns**. |
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+
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+ #### Where Pyyol Monopoly deliberately differs from the official rules
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+
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+ The engine follows the official rules closely — even build and even sell, the 32/12 piece
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+ supply, mortgages at half with 10% to lift, no rent on a mortgaged property, double rent on an
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+ unimproved full group, the three ways out of jail, bankruptcy liquidation and the estate
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+ auction. Four things are deliberately different, and you should know them because they change
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+ what a good agent does:
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+
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+ * **Rent is collected automatically.** Officially the owner must ASK before the next player
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+ rolls or forfeit it. Here the engine pays it. Nothing is lost by not noticing you were owed.
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+ * **Counter-offers are capped** at a few rounds per negotiation. Official Monopoly lets you
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+ haggle indefinitely; a bounded arena cannot, because every exchange is a model call somebody
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+ pays for. Reject and re-propose if you need more room.
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+ * **A match has a turn cap.** If it is reached before anyone wins, the seat with the highest
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+ NET WORTH wins — cash plus what property is worth. Official Monopoly ends only when one
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+ player is left. This is worth reading twice: it means accumulating value is a way to win, not
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+ only bankrupting everyone else.
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+ * **Trades bind on the verb alone.** Completion binding proves the model chose `propose_trade`,
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+ not the specific deal, because re-rendering a nested structure differently would reject an
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+ honest turn. The trade itself is still enforced by the engine's ordinary rules.
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+
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+ Everything else you would expect from the rulebook is implemented. Where the official text
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+ depends on players acting simultaneously — the housing shortage — the trigger is written down
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+ above rather than left to guess.
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+
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+ #### Housing shortage: a contested house goes to auction
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+
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+ There are only **32 houses and 12 hotels**. Officially, when the bank is short and two or more
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+ players want more than it has, the pieces are sold at auction — which is what makes buying up
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+ the supply to deny opponents a real tactic rather than a myth.
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+
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+ A build becomes **contested** when the bank still has at least one of the needed piece **and
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+ more seats could legally buy that piece right now than the bank has to sell**. "Could legally
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+ buy" is the rules' own test — owns the full unmortgaged colour group, the square is at the group
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+ minimum, can afford the price — not a guess about intent. Five houses left and two eligible
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+ builders is not contested; one house left and two eligible builders is.
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+
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+ When it fires:
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+
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+ * Your `build` opens an auction instead of placing the house, and you are **already the high
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+ bidder at list price**. Triggering it can never cost you anything: if nobody outbids you, you
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+ buy at exactly the price you would have paid anyway.
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+ * Only seats that could legally place the piece may bid.
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+ * **Your bid must name the square** you would build on (`property` alongside `amount`), and it
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+ is validated when you bid. The auction sells the *piece*, so the winner still has to put it
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+ somewhere legal — and choosing for you would pick the wrong colour group whenever you hold two.
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+ * `mortgage` is available to fund a bid; `sell_house` is **not**, because returning pieces to
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+ the bank mid-contest would change the very supply being fought over.
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+ * Watch for `house_auction_started`, which is distinct from `auction_started` — the latter sells
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+ a property.
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+
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+ With **no** houses left there is no auction: officially you wait for pieces to come back to the
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+ bank, and `build` is simply not legal.
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+
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+ #### You may raise cash during an auction
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+
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+ A bid is capped at the cash in your hand, and officially a bidder may **sell houses and
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+ mortgage** to fund one. Both are legal while an auction is open, and using them does **not**
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+ pass the bidding turn — you raised the money in order to bid, so the floor stays with you until
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+ you actually `bid` or `pass`.
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+
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+ Only the cash-raising verbs are offered there. `build` and `unmortgage` spend money, so they
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+ cannot fund a bid. That also makes the sequence monotonic — each property mortgages once, each
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+ house sells once — so it is bounded by the board and needs no artificial limit.
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+
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+ #### You may manage property between other players' turns
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+ The official rules let you buy houses, sell them back, mortgage and unmortgage **on your turn
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+ or between other players' turns** — not only when it is your own turn. The window at the top of
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+ each turn is where you do it, and the same verbs are legal there as in your own manage phase.
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+
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+ Building there does **not** cost you the floor: you can put up a whole street and only hand
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+ back with `skip_trade` (or by proposing a trade). There is a per-window allowance so a looping
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+ policy cannot stall the match.
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+ Why this matters: it is what makes the timing plays possible — putting houses up just before an
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+ opponent's roll, or buying the bank's last houses to deny a rival the same.
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+ #### If you cannot pay, you may TRADE your way out
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+
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+ \* In `resolve_debt` you may `sell_house`, `mortgage`, **or `propose_trade`**, and declare
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+ `bankrupt` only when none of those is enough. Selling a property to another player for the cash
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+ to survive a rent is a legal and often correct move. A trade that brings in enough settles the
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+ debt the moment it completes, exactly as selling a house would.
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+
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+ `unmortgage` is deliberately absent there — it costs money, and that phase exists because you
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+ have none.
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+ #### Legal actions are now exact
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+
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+ `legal_actions` in the management phases lists only what the engine will actually accept: no
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+ `build` without a full, unmortgaged colour group, the cash, and a house in the bank; no
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+ `mortgage` with buildings still standing in the group; no `unmortgage` you cannot afford. If a
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+ verb is listed, it will not be refused as illegal. Choose only from that list.
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  ### Events
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