Board And Tiles¶
The board contains 40 tiles and follows a Monopoly-style progression loop.
Main Tile Types¶
StartPropertyRailroadServiceEventCommunityChestTollGuardhouseJailTown
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:
typepricerentdistrictupgradeCostlevel
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:
Eventdraws a Chance cardCommunityChestdraws a Community Chest cardTollcharges taxJailsends the player to guardhouseProperty,Railroad, andServiceuse ownable flow
Adding A New Tile Type¶
If you want to add a completely new tile type:
- Add a new value to the
TileTypeenum inTile.cs - Add a new
caseinsideResolve() - Implement the desired behavior there
- Set the tile's
typein 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