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
- Prepare the supplied game state, observations and explicit variant settings. Follow the card, board, coordinate and state conventions in the calculation rules.
- Enter rolledDice, currentlyInJail, priorConsecutiveDoubles, priorFailedJailAttempts using the field table and calculation rules, then run the tool.
- Read mustGoToJailNow, releasedByDouble, mustPayAfterThirdFailedAttempt, moveDistanceAfterJailResolution, nextConsecutiveDoubles, nextFailedJailAttempts, entitledToAnotherRoll. The explanation below defines the units, signs, ordering and any flags or placeholder values.
- 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 field | Meaning | Value type; see rules below | Requirement |
|---|---|---|---|
| rolledDice | Rolled dice | list of number | Required |
| currentlyInJail | Currently in jail | boolean | Required |
| priorConsecutiveDoubles | Prior consecutive doubles | number | Required |
| priorFailedJailAttempts | Prior failed jail attempts | number | Required |
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 field | Meaning | Value type |
|---|---|---|
| mustGoToJailNow | Must go to jail now | boolean |
| releasedByDouble | Released by double | boolean |
| mustPayAfterThirdFailedAttempt | Must pay after third failed attempt | boolean |
| moveDistanceAfterJailResolution | Move distance after jail resolution | number |
| nextConsecutiveDoubles | Next consecutive doubles | number |
| nextFailedJailAttempts | Next failed jail attempts | number |
| entitledToAnotherRoll | Entitled to another roll | boolean |
{
"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
-
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.