Oofopoly 2 is a property trading game where the objective is to make everyone else run out of money.
The numbers described can be changed in a room by the host, but the defaults will be described in the rules.
How to start a game
Games can be started by filling a room, creating a room and starting, or joining another person’s room and waiting for them to start.
Start of the game
At the start of the game, every player is given 1500 cash. All players start at the position of the first go on the board, or position 1. Each player will take their turn in a random order. On each turn the player will roll the dice, moving forward by the amount specified by the 2 dice. If both dice have the same value (doubles), the player will be able to roll again; however, if the player has rolled doubles 3 times in a row, they will be sent to jail (if there is a jail). At the end of the roll, the tile which the player landed on will take its effect.
Tile types
There are 40 tiles on the board, and all can be any of the following.
Properties
When landed on the property can be purchased if no one owns the property. If the player has enough money to purchase the property and chooses to purchase the property, they will gain ownership of the property. If the property wasn’t purchased, it will be put up for auction (described later) and will be given to the highest bidder. If the property is owned by another player and isn’t mortgaged (described later), rent will be charged on the player and given to the owner. The amount of rent is unique to each property, although factors like houses or hotels (described later) will influence the rent. If the property is in a grouping (described later) and the owner owns every property in the grouping and the property has no houses or hotels, the rent is doubled. This rule applies even if another property in the grouping is mortgaged.
Railroads
When landed on the railroad can be purchased if no one owns the railroad. If the player has enough money to purchase the railroad and chooses to purchase the railroad, the will gain ownership of the railroad. If the railroad wasn’t purchased, it will be put up for auction and will be given to the highest bidder. If the railroad is owned by another player and isn’t mortgaged, rent will be charged on the player and given to the owner. The amount of rent doubles for every railroad the owner has (mortgaged railroads do count), 1 railroad is 25 cash rent, 2 railroads is 50 cash rent, 3 railroads is 100 cash rent, etc.
Tax
Removes the specified amount of cash.
Go
Passing or landing on this tile gives the player 200 cash.
Jail
Landing on this tile does nothing.
Cards
Chooses a card from the group which this tile is pointing to (if any). If the index which the tile points to is 0, this tile does nothing.
Free parking
This tile does nothing.
Go to jail
Sends the player to jail (described later), if there is one.
Utility
When landed on the utility can be purchased if no one owns the utility. If the player has enough money to purchase the utility and chooses to purchase the utility, they will gain ownership of the utility. If the utility wasn’t purchased, it will be put up for auction and will be given to the highest bidder. If the utility is owned by another player and isn’t mortgaged, rent will be charged on the player and given to the owner. The amount of rent is 4 times the amount moved, with the multiplier increasing by 6 for every extra utility owned by the owner (mortgaged utilities do count). 1 utility is 4 times moved, 2 utilities is 10 times moved, 3 utilities is 16 times moved, etc.
Free money
Gives the player the specified amount of cash. This tile isn’t used in the default board.
Get out of jail free cards
Gives the player the specified amount of get out of jail free cards. This tile isn’t used in the default board.
Card groups
Card groups are a list of cards. At the start, all card groups are shuffled. The order of cards are consistent throughout a game, going through the list and wrapping around when it reaches the end. Every time a card is drawn, the effect of the card is applied onto the player who drew it.
Card Types
Every card has an action associated with it, which can be positive or negative. They can be any of the following.
Give cash
Gives the specified amount of cash.
Remove cash
Removes the specified amount of cash.
Get out of jail free card
Gives the specified amount of get out of jail free cards.
Go to jail
Sends the player to jail, if there is one.
Buildings fee
Removes the specified amount of cash for each hotel and for each house.
Take from every player
Take the specified amount of cash from every other player.
Give to every player
Give the specified amount of cash to every player.
Goto
Go to the specified location on the board. If the piece moved, the action of the tile which was moved to will be applied. The path will always be the quickest path, even if that means moving backwards.
Goto nearest type
Go to the nearest tile with the specified type, if there is one. If the piece moved, the action of the tile which was moved to will be applied. The path will always be the quickest path, even if that means moving backwards.
Go back spaces
Move backwards the specified amount of spaces. The action of the tile which was moved to will be applied.
Go forward spaces
Move forwards the specified amount of spaces. The action of the tile which was moved to will be applied. This card type isn’t used in the default board.
Groupings
Properties can be in groupings, which restricts building houses and hotels until the entire grouping is owned by one player. Properties in property groupings without houses or hotels will have double rent when the grouping is owned by one player.
Railroads and utilities can be in groupings, which makes owning them only affect the rents of other railroad or utilities in the same grouping. Railroads and utilities not in groupings don’t affect the rent of those which are in groupings.
Houses
Houses can be erected on properties when they’re either not in a grouping, or when the owner owns all properties in the grouping. Houses can’t be built when a property in the grouping is mortgaged, of if the property itself is mortgaged. Other properties in the grouping which don’t have houses or hotels will still have double rent due to the grouping being owned. Houses increase rent on the properties. There are a maximum of 32 houses on the board at any time, and each property can have 4 houses at most. Selling a house gives 70% of the original value back to the owner. Houses must be built and sold evenly in property groupings, to build a house all other properties in the grouping must have equal to or more houses compared to the property with the house being built. To sell a house all other properties in the grouping must less than or equal to houses compared to the property with the house being sold (and they can’t have a hotel).
Hotels
Hotels can be erected on properties when they have 4 houses. The houses will be removed and replaced by a hotel. Houses further increase rent compared to 4 houses. There are a maximum of 12 hotels on the board at any time, and each property can have 1 hotel at most. Selling a hotel gives 70% of the original value back to the owner, and replaces it with the 4 houses. If adding 4 houses would exceed the limit of 32 houses, the hotel can’t be sold. Hotels must be built evenly in property groupings, to build a hotel every property in the grouping must have a hotel or 4 houses.
Auctions
Auctions are initiated when a player declines purchasing a property/railroad/utility, or they can’t afford the property/railroad/utility. Auctions can be started at any price. If no one bids within 10 seconds, the auction ends and no one gains ownership of the property/railroad/utility. If no one outbids to highest bid for 10 seconds, the auction ends and the highest bidder buys the property for the amount they bid. If the highest bidder leaves the game, their bid is removed and the 10 second counter is reset, effectively restarting the auction. If the highest bidder goes below the amount of cash they bid, their bid is set to the maximum amount they can currently bid and the 10 second timer is reset.
Jail
Players can end up in jail by rolling doubles 3 times in a row, landing on a go to jail spot, or getting a go to jail card. The jail a player goes to is the closest jail to their piece. While in jail, rolling will not move the player forward, unless they get out on their turn. To get out of jail, a player can either roll doubles in the first 3 turns, use a get out of jail free card, or pay bail. If on the third turn the player attempts to roll doubles and they fail, they will pay bail. Rolling doubles will not result in another roll. The price for bail is 50 cash.
Mortgages
Mortgaging a property gives 70% of the value back to the owner, and sells all houses and hotels on the property as well as any houses or hotels on other properties in the grouping it’s in (if it’s in a grouping). Rent can’t be collected on mortgaged properties. Mortgaged properties are still owned, so landing on a mortgaged property does nothing. Mortgages can be lifted for the amount of cash gained from the mortgage plus 10% interest.
Trading
Cash, get out of jail free cards, and properties can be traded. If the trade results in a property group with houses or hotels having split ownership, the houses and/or hotels are sold to the owners of each property which they’re on.
Bankruptcy
When a player goes below 0 cash, they must attempt to get above 0 cash. If the player is unable to get above 0 cash, they lose and all properties owned by the player are lost and can be purchased again.