Blindfold Oppoly is a fully accessible property buying and renting game inspired by Monopoly, for both sighted and visually impaired people, designed for rapid audio play.
You control this game using iPhone gestures.
First, in the main menu, select Standard Game.
To explore the board, flick left and right.
To get more details on any square you land on, tap with 2 fingers. That will pop-up a voice-over enabled screen with lots of property information.
To buy an open property without using the property info screen, tap with 3 fingers.
To spin the dice, swipe down with 3 fingers.
To view your properties, cards and cash, swipe up with 2 fingers.
To view all player’s properties, exposed cards and cash, swipe down with 2 fingers.
To hear your cash balance, swipe left with 2 fingers.
To end your turn, and let the next player go, swipe down with 3 fingers.
To hear everyone’s position and other status information, swipe left with 3 fingers.
Prior to rolling the dice, you can move left or right to examine any property on the board by tapping twice.
The screen shows you the property information, including it’s cost, it’s mortgage value, cost of houses, and how much rent you will get if you own it, and someone else lands on it. The more houses you own, the more rent you get.
If you own a property, you can mortgage it to get cash.
If you own all the properties in a color group, you can buy houses on it.
If you already have houses on a property, you can sell the houses to get cash.
You can also see your properties or cards by swiping up with 3 fingers.
After you roll the dice, you token moves to the appropriate square.
You can get details on the square by tapping with 2 fingers.
If the square is a property, and it is not owned by anyone, you can buy it.
If you chose to not buy it, it remains available for someone else to land on that square and they can buy it.
Normally, your opponents are randomly selected from the following categories: Greedy, Scrooge, Collector, Evil, Determined and Wise.
Greedy will buy everything that he can afford.
Frugal will use up to two thirds of his cash to buy everything.
Collector will attempt to buy all properties in two color groups.
Evil will attempt to stop other players from completing their color groups.
Fussy will attempt to buy all properties in only valuable color groups.
Smart will show a combination of Evil, Collector and Fussy, with varying emphasis on the following attributes:
How much cash to keep for emergencies, how much cash to keep for buying more properties, how much emphasis is placed on being Evil, how much cash to keep around for buying houses, whether to buy houses first for cheap properties versus expensive properties.
Game Types and Variations
There are several types of games included in Oppoly, but some of them require an in-app upgrade.
By default, you are playing the Timed Short Game.
In the Timed Short Game, 2 properties are given to each player, and the player must immediately pay for those two properties, and you can play against 1, 2 or 3 opponents.
Only 3 houses are needed to get a hotel, and the mortgage price of a hotel is 4 houses, not 5 houses.
The game is over after 30 minutes.
The player with the most cash and property wins the game.
Properties, houses and hotels are valued at their purchase price; mortgaged properties are priced at half of the purchase price.
If you leave the game and come back, the only time that counts is the time while the game is activey being played.
Variations include Free Parking Cash, Bank Repossession, Start at Corners and Uneven Building, and these require the variations upgrade.
Details for both are included in the Games guide.
Running out of money
In this game, when you have to pay more money than you have, your cash will be negative.
You cannot spin the dice until you’ve paid back the cash, by mortgaging properties and selling houses.
If you cannot raise enough cash by doing that, you’ve lost the game.
Your computer opponents do not keep playing after you’ve lost.
Likewise, if your opponent cannot raise enough cash prior to spinning the dice, that opponent is out of the game.
If you are playing with multiple opponents, you now have one less opponent.
Any properties owned by this losing computer player are given to the player that the caused the bankruptcy, or to back to the bank, if the it was paying taxes or other fees that caused the bankruptcy.
Winning the game
In the timed short game, the winner is the player with the most cash, properties and houses, based on the original purchase price of the properties and houses.
In the short and long games, the winner is the remaining player after the other players went bankrupt.
To hear how much time is left in a timed game, swipe down with 1 finger.
To hear the scores again after any game is over, swipe down with 1 finger.
Sometimes you may want to trade some of your properties with the properties owned by one of the computer players.
You will want to do this if you can do a trade that completes a color group.
In general, the computer players will not trade with you unless you offer to help them complete a color group, so they are not interested in trading railroads or utilities.
If your color group is more expensive than their color group, they will ask for additional money.
Sometimes you’ll have to give up 2 properties to get one property that completes your color group.
To ask for a trade, find the property you want to get, and press the TRADE button.
You will be shown a list of trades that the computer player will agree to.
If you like one of those trades, select that trade.
If you attempt a trade and you don’t have enough money, you’ll be told the trade can’t be performed.
Finding a property
There are several ways to find a property.
Prior to spinning the dice, you can move left or right, and then tap on the square with 2 fingers.
Or, you can bring up the list of players, by swiping down with 2 fingers, and then select a player.
Then you can move through the list of that player’s properties.
To ask for a trade or find more information about that player’s properties, tap on the property in the list.
Getting out of jail
There are several ways to get out of jail: rolling doubles, using a get out of jail card, or paying $50.
To pay $50, swipe up with 2 fingers to see your properties and cards, and one of the options on the cards tab is paying $50 to get out of jail.
All players start with their token on the Go square, and receive $1500 in cash.
Players alternate turns by rolling two dice, and moving the number of squares indicated by the dice.
If you land on an unowned property, you may buy it for the price listed in that property’s detail screen.
Properties include land, utilities and railroad.
If you land on an unmortgaged property owned by another player, you pay rent to that person, as specified on the property’s detail screen.
If you land on your own property, or on property which is owned by another player but currently mortgaged, nothing happens.
If you land on Luxury Tax,, you must pay the Bank $75.
If you land on Income Tax, you must pay the Bank either $200 or 10% of your total assets (cash on hand, property, houses and hotels).
If you land on a Chance or Community Chest, you are given a card from the top of the respective pack and performs the instruction given on the card.
If you land on the Jail space, you are “Just Visiting” and nothing else happens.
If you land on the Go to Jail square, your token is moved directly to Jail.
If you land on or pass Go in the course of your turn, you receive $200 from the Bank.
When you roll doubles, you can take another turn. If you roll doubles three times in a row, you go to jail.
Properties, Rents, and Construction
Properties are arranged in “color groups” of two or three properties.
Once you own all properties of a color group , the rent is now doubled on all unimproved lots of that color group, even if some of the properties are mortgaged to the Bank.
You may purchase up to four houses or one hotel per property, which raise the rents that must be paid when other players land on the property.
The properties in a color group must be developed evenly, i.e. each house that is built must go on a property in the group with the fewest number of houses on it so far.
If any properties in a color group are mortgaged, you cannot buy any houses until you unmortgage those properties.
A hotel may be built on a color group only after all properties in the group have four houses.
A you can purchase a hotel by paying the price of an additional house, and returning the four houses on that property to the Bank in exchange for a hotel.
If there are not enough houses in the Bank for you to build four houses on each property before building a hotel, you may not skip directly to buying a hotel by paying the full price at one go.
At any time a player may, to raise cash, sell hotels and houses back to the Bank for half of the purchase price of the houses.
Also, properties with no houses or hotels may be mortgaged for half of the property price.
A property does not collect rent while mortgaged and may not be developed.
To de-mortgage a property a player must pay interest of 10% in addition to the mortgage price.
The rent you owe for landing on a railroad varies with the number of railroads that are owned by the other player. The rent is as follows: $25 if one owned, $50 if two owned, $100 if three owned, $200 if all owned.
After a player lands a utility owned by another player , the rent is 10 times the amount rolled if the both utilties are owned, or 4 times if not. One player does not have to own both utilities for the rent to be 10 times the amount.
There are three ways that you could wind up in Jail.
By rolling three doubles in a row.
Landing on the Go To Jail space on the Board.
Drawing a Change or Community Chest card that says Go To Jail.
When one of the above three things happens you must go directly to jail, you do not pass Go and you definitely don’t collect your $200.
If you land on the actually Jail space on the board (not the Go To Jail space), there’s no penalty or fee to pay, your piece is parked in the Just Visiting section of the space and proceed as usual on your next turn.
Some people think that when you’re in jail that you can’t collect rent. That’s not true. You can collect rent and buy and sell hotels and houses while in jail.
How To Get Out Of Jail
There are several ways to get out of jail.
Using a Get Out of Jail Free card.
If none of the above by the third roll of the dice, you must pay $50 prior to the next roll.
When you roll doubles to get out of jail, you do not get to roll again.
If your opponent has a property you want, you may be able to trade one or two of your properties for your opponent’s properties.
Sometimes, your opponent may ask for cash in addition to the properties.
Usually trades are only made if both parties end up with all the properties in their color group.
In this guide, owning a color group means owning owning all two or three properties of the same color.
Buy as much property as you can early on, even Baltic or Mediterranean. Your two goals early are (1) get a color group as quickly as possible and (2) own at least one property from every color group to have full control over every possible color group.
Even if you have Baltic and Mediterranean, you will very gradually bleed the other person dry… but it will be a long, slow, boring death. Like, if you decided to kill someone by planting a tree in their yard, waiting until it grew taller than their house, then chopping it down so it lands on them. That’s victory via Baltic.
Do not buy the utilities. Electric Company and Water Works are basically useless and just like setting money on fire early. Like the railroads, they don’t lead to a color group ; but at least the railroads have a chance to take a few hundred dollars from someone on all four sides of the board. Plus people actually want the railroads in trades and look at them on nearly the same level as real properties — the utilities are on the same level as throwing in a Get Out of Jail Free card or an offer to be the person who gets up to go to the kitchen.
There are only two utilities, and they only have a one-in-36 chance of bringing you $120 if someone lands there. More likely it will be $70 — or $28 if you only own one. That amount of money can’t win a game; you’re better off investing the $300 it would cost to buy them into a real property or a hotel.
Get out of jail as quickly as possible until a color group has been completed. You don’t have time to be in jail when everyone’s making the initial land rush. It’s fine to be in jail after you’ve built some houses through a flurry of questionable mortgages and ill-gotten tax gains. (Officially, you can still collect money while you’re in jail.)
Never make a trade until one player has a color group (and never make a trade that gives someone a color group without you getting one in return). There are two phases of the game: Before someone has a color group and after the first color group is made. Don’t make a trade in the first phase unless someone is giving you a color group without you giving them one back in return. Your goal is to be the first and only person on the board with a color group.
Once you have a color group, mortgage EVERYTHING. Now that you have a color group, you win the game by punishing people for landing on it. And as people in real life will tell you, mortgages are awesome. So mortgage everything you’ve got (except the two or three properties in your color group) and build as many houses/hotels as possible as quickly as possible. Your mortgaged properties are still blocking other people from getting color groups, meanwhile you’re using the cash from them to build on your good properties. And, really, there’s no reason to ever unmortgage them — collecting anywhere from $4 to $50 isn’t going to make a difference when the properties in your color group are collecting hundreds or thousands.
Do keep a few hundred bucks on hand though. It’s disappointing when you’re fully mortgaged, have houses on all your properties… then you get elected Chairman of the Board or you land on, like, Marvin Gardens and you have to sell back a house. Try to keep your bank supply around $300 or so, which is enough to weather anything except someone else’s housed-up color group. Not being able to come up with $45 s arguably more embarrassing and shows less financial acumen than not being able to come up with $45 in real life.
Get to three houses per property as quickly as possible. If you look at the pay schedule on any property, you see that one house doesn’t get you that much money. Two houses is a decent bump, but still not a killer. But once you make the jump to three houses there’s a massive price difference. Your goal for every color group is to get three houses on your two or three properties because that’s the best value for your money. No reason to make that push to four houses or a hotel right away; as long as you’re at three, you’re doing fine. Then once people land on them a few times you’ll have enough to buy hotels.
Much of winning is based on the roll of the dice – which property you purchase, who you have to pay rent to, who lands on you. One of the only things players have control over is the trades they make, so having a good trading strategy is the basis of being a good player.
The first rule in trading is not to trade too soon! Beginning players are often tempted to trade before the majority of property is sold, which means they often incorrectly estimate the way the game is going. If you make a trade before all the property is sold, you risk your opponent gaining unexpected color groups, or giving away property that could have led to you getting a color group yourself. The property needs to be distributed in order to correctly assess the trade.
Secondly, do not trade for anything less than a color group! Sometimes, players will attempt to give you utilities or railroads for properties which will give them color groups. Even money is also offered, this is rarely worthwhile. If someone is gaining a color group, you need to gain one as well. The one exception to this is if you already have at least one color group, but are unable to build due to lack of funds.
In this case, it may be wise to trade one of your properties to a player it will give a color group to, but only for a large sum of money – large enough to prevent your opponent from building on the color group they just acquired. In this case, you will have capital to invest in houses and hotels, and will be able to earn enough money to build further and to pay rent by the time your opponent builds on his own property.
Finally, be careful about which color groups you acquire through trading. This is something you will learn on a case-by-case basis. In general, you do not want to give your opponent a color group which produces vastly higher rents than the one you are receiving does. It is not always a mistake to trade for a purple or light blue color group, but you shouldn’t be giving your opponent Boardwalk for it!
At the same time, do not accept green or dark blue color groups unless you also have a lot of cash to build with; your color group is no use if you can’t build, and if your opponent does have the money to build, you will be setting yourself up to lose. In general, the best properties are the pinks, oranges, yellows, and reds, which have high rents once built on, without extremely expensive houses. If you can, it is great to get two color groups located next to each other on the board, so that your opponents will have a high probability of landing on you when passing that side of the board.
Ultimately, make your decision based on where you are in the game at the time. The best trading strategy will depend on what is happening in the game you are playing: how much money you have in comparison to your opponents, what properties your opponents have, and what other color groups and properties you have. These guidelines will help you determine the best move given the current conditions.