Skip to content

Board And Tiles

The board contains 40 tiles and follows a Monopoly-style progression loop.

Main Tile Types

  • Start
  • Property
  • Railroad
  • Service
  • Event
  • CommunityChest
  • Toll
  • Guardhouse
  • Jail
  • Town

Ownership Rules

  • Unowned properties can be purchased
  • Owned properties collect rent
  • Full district ownership unlocks upgrades
  • Owner frames update to the owning player color

Editing Tile Values

Each board tile has a Tile component.

The main editable values are:

  • type
  • price
  • rent
  • district
  • upgradeCost
  • level

In practice, if you want to rebalance the board, select the tile object and edit these values directly in the Inspector.

How Tile Logic Works

Tile behavior is resolved through the Resolve() method in:

  • Assets/PixitGames/PixitMultiplayerOligopoly/Scripts/Tile.cs

That method uses a switch (type) block to decide what happens when a pawn lands on a tile.

Current examples:

  • Event draws a Chance card
  • CommunityChest draws a Community Chest card
  • Toll charges tax
  • Jail sends the player to guardhouse
  • Property, Railroad, and Service use ownable flow

Adding A New Tile Type

If you want to add a completely new tile type:

  1. Add a new value to the TileType enum in Tile.cs
  2. Add a new case inside Resolve()
  3. Implement the desired behavior there
  4. Set the tile's type in the Inspector

Example use cases:

  • bonus tile
  • teleport tile
  • heal tile
  • custom tax tile

Property Slots Vs Special Slots

As a practical rule in this board setup:

  • tiles with an owner frame are intended for ownable spaces
  • tiles without an owner frame are intended for special logic tiles

If you repurpose a tile, check both:

  • the Tile.type
  • the visual slot / owner frame setup