Monopoly Jail Three-Doubles Exit Rule

Resolve observed Monopoly third-consecutive-double jailing versus jailed double/third-failed-attempt release; jailed doubles do not grant another roll. Fees, cards, landing effects and voluntary early payment are outside this state transition.

Description

Monopoly doubles and jail create distinct turn transitions.

Monopoly doubles and jail create distinct turn transitions. Doubles release a jailed player without awarding an extra roll.1

Enter two dice 1–6, prior doubles 0–2, failed jail rolls 0–2 and jail status. A jailed player must have zero prior doubles; a free player zero jail failures. Return movement, counters, release/payment/jail and extra-roll flags under these transitions.

When to use Monopoly Jail Three-Doubles Exit Rule

Use Monopoly Jail Three-Doubles Exit Rule when you need to evaluate the supplied records under the calculation and evidence rules below. No board position, cards, rent or property rules are processed.

Prepare the supplied game state, observations and explicit variant settings. Follow the card, board, coordinate and state conventions in the calculation rules.

How to use Monopoly Jail Three-Doubles Exit Rule and understand its results

  1. Prepare the supplied game state, observations and explicit variant settings. Follow the card, board, coordinate and state conventions in the calculation rules.
  2. Enter rolledDice, currentlyInJail, priorConsecutiveDoubles, priorFailedJailAttempts using the field table and calculation rules, then run the tool.
  3. Read mustGoToJailNow, releasedByDouble, mustPayAfterThirdFailedAttempt, moveDistanceAfterJailResolution, nextConsecutiveDoubles, nextFailedJailAttempts, entitledToAnotherRoll. The explanation below defines the units, signs, ordering and any flags or placeholder values.
  4. If the tool reports an input issue, correct the values and run it again. Apply the stated assumptions when interpreting a successfully returned result.
Input fieldMeaningValue type; see rules belowRequirement
rolledDiceRolled dicelist of numberRequired
currentlyInJailCurrently in jailbooleanRequired
priorConsecutiveDoublesPrior consecutive doublesnumberRequired
priorFailedJailAttemptsPrior failed jail attemptsnumberRequired

Enter two dice 1–6, prior doubles 0–2, failed jail rolls 0–2 and jail status. A jailed player must have zero prior doubles; a free player zero jail failures. Return movement, counters, release/payment/jail and extra-roll flags under these transitions.

free third double → jail; jailed third failed roll → pay and move

Units, indexing, boundary conditions and exceptional cases are defined in the calculation rules above.

Output fieldMeaningValue type
mustGoToJailNowMust go to jail nowboolean
releasedByDoubleReleased by doubleboolean
mustPayAfterThirdFailedAttemptMust pay after third failed attemptboolean
moveDistanceAfterJailResolutionMove distance after jail resolutionnumber
nextConsecutiveDoublesNext consecutive doublesnumber
nextFailedJailAttemptsNext failed jail attemptsnumber
entitledToAnotherRollEntitled to another rollboolean
json
{
  "input": {
    "rolledDice": [
      3,
      3
    ],
    "currentlyInJail": false,
    "priorConsecutiveDoubles": 2,
    "priorFailedJailAttempts": 0
  },
  "output": {
    "mustGoToJailNow": true,
    "releasedByDouble": false,
    "mustPayAfterThirdFailedAttempt": false,
    "moveDistanceAfterJailResolution": 0,
    "nextConsecutiveDoubles": 0,
    "nextFailedJailAttempts": 0,
    "entitledToAnotherRoll": false
  }
}

Limitations and assumptions

No board position, cards, rent or property rules are processed.

Numeric inputs, where present, must be finite. Follow the calculation-specific rules for overflow, underflow and exceptional cases. Numeric lists are limited to 10,000 entries; string lists to 128 strings of at most 128 characters each. The rules above may impose smaller limits. Missing required fields, extra fields, wrong value types and violations of the calculation rules are input errors. A successfully returned false flag is an evaluated outcome; its meaning is explained above.

Alternative or Complementary methods

Use 2048 Merge Value Sum Per Swipe: A 2048 left move compresses a row and merges equal neighbors once per move. Newly merged tiles cannot merge again immediately. For a complementary task, use Stratego Rank Resolve Lookup: Stratego combat includes attack-specific exceptions for the spy and miner. Equal ordinary ranks remove both pieces.

References

  1. Monopoly Jail Three-Doubles Exit Rule — tool.io

Similar or alternative tools

  • 2048 Merge Value Sum Per Swipe

    A 2048 left move compresses a row and merges equal neighbors once per move. Newly merged tiles cannot merge again immediately.

  • Stratego Rank Resolve Lookup

    Stratego combat includes attack-specific exceptions for the spy and miner. Equal ordinary ranks remove both pieces.

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