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Project 4: Monopoly X RPG
A. Introduction
" Monopoly is a board game currently published by Hasbro. In the game, players roll two sixsided
dice to move around the game board, buying and trading properties, and developing them
with houses and hotels. Players collect rent from their opponents, with the goal being to drive
them into bankruptcy."
- Monopoly (game) (Wikipedia)
" A role-playing game (sometimes spelled roleplaying game; abbreviated RPG) is a game in
which players assume the roles of characters in a fictional setting. Players take responsibility for
acting out these roles within a narrative, either through literal acting, or through a process of
structured decision-making regarding character development."
- Role-playing game (Wikipedia)
Emma and Ryan are boy-girl twins, both of them are your best friends. As their best
friend, you know that Emma is a board game enthusiast while Ryan loves to play role-playing
video games. Their birthday is on 7th January and you have decided to present a gift to them.
However, purchasing a board game and a video game as gifts will cost you an arm and leg.
While you are worrying about the gift, an idea comes to your mind — create a whole new game
by fusing the element of board game and RPG. Therefore, you would like to develop a game by
using the programming skill you have learnt, but keep in mind that there are only a few months
away from their next year birthday. Good luck!
B. Problem Statement
You are required to create a brand new Board Game mixed with the element of RPG system in
CLI using Java programming language.
A 9 x 9 grid with total 32 tiles surrounded.
(Sample output)
Type of
of Tiles Description
Starting tile of every player. When player passes over this tile (finish a
circle), his Level will increase by 1.
When player lands on this tile, he can buy items, sell items and upgrade
his weapon using Gold.
When player lands on this tile, he can open a treasure chests and obtain
amount of Gold or item.
When player lands on this tile, he can heal himself using items or do
SIN-M 12 When player lands on this tile, he will encounter one monster and trigger
a battle.
When player lands on this tile, he will encounter two monsters and
trigger a battle.
When player lands on this tile, he will encounter three monsters and
trigger a battle.
Player's basic statistic
Stats Initial Value
(suggested) Description
Level 1
Represents how powerful a player is, higher the level, higher the
other stats such as HP, Strength, Defence and Agility.
HP 25 Represents the amount of damage a player can take, a player
lose the game when his HP reaches 0.
Strength 5 Determines the amount of damage inflicts on the enemy.
Defence 5 Determines the amount of damage receives from the enemy.
Agility 5
Represents how agile a player is, determine the chance of fleeing
from battle and the chance of evading an attack.
A measurement required to increase the Level by 1 when
reaching certain limit.
Gold 200 Represents in-game money use to buy items or upgrade weapon
from shop.
Game rules/mechanics:
1. Number of players: 2 - 4
2. An unbiased six-sided dice is used.
3. Every player begins with same stats.
4. Starting by every player rolls the dice, highest number go first while lowest number go last.
5. Number of steps taken by player is determined by the dice, one roll per player's turn, no
special move or 'roll the dice twice'.
6. Battle (read Battle system section for more details):
a. Battle against monsters occurs when a player lands on SIN-M, DUO-M or TRI-M tile
b. Battle against player occurs when 2 and only 2 players land on same tile. If another
player lands at that same tile again (3 players on same tile), no battle is triggered.
c. No battle occurs at START, CHEST and SHOP tiles.
7. End game conditions:
a. Only one player left in the game
b. All players decide to quit the game, the player with highest Level followed by amount
of Gold will be the winner.
C. Basic requirement
1. Game interface
• Game board
o An area to show the entire game board, including tiles and players' position
• Prompt message
o An output text area to display instructions, action taken by players, enemies state
• Command
o An output text area to display available option for player to perform an action
• Current player statistic
o An output text area or option to display current player's stats
(The sample output is just for reference, you can design your game interface)
2. OOP concept
• Create a Java abstract class named "Role" with relevant data fields and abstract
methods declared. The relevant data fields and abstract methods are related to stats
mentioned in Player's basic statistic and Battle system sections. This abstract class
must be extended by 2 or more Java classes. (Figure it yourself!)
3. Battle system
• Uses turn-based system, e.g. Player 1 -> Monster 1 -> Monster 2 -> Player 1 -> …
• One action per battle turn.
• Basic action options in battle:
1. Attack - Deals damage to enemy
2. Item - Let player uses his items
3. Flee - Escapes from battle
• Monsters have their own stats such as Level, HP, Strength, Defence and Agility.
• Formulae:
o Damage formula - To calculate amount of damage inflicts based on player's
Strength and target's Defence
E.g. Damage = Strength * (X / (Y + Defence)) where X and Y are constant values
o Other formulae to make the battle unpredictable, read Probabilities section.
• Battle against monsters
o Player always takes the first turn in this battle.
o Battle ends when:
▪ all encountered monsters are defeated
▪ player flee from battle
▪ player's HP reach 0
o Rewards for the player succeeded in this battle are Gold, EXP and drop item.
• Battle against player
o Higher priority than Battle against monsters - When Player A lands on a SIN-M
tile, Player A will have battle against monsters first. On the next turn (after Player
A finish the battle), Player B rolls and lands on the same tile as Player A, battle
against monsters will not trigger, instead battle against player will start
immediately. Player B will take the first turn in this battle.
o Both players must have reached at least minimum Level 5 in order to trigger this
o The only way a player can flee from this battle is using "Smoke bomb" item (no
flee action option)
o Battle ends when one of the players:
▪ defeated (HP reaches 0)
▪ flee from battle (no reward for both of the players)
o Rewards for the winner are Gold and EXP.
4. Level-up system
• EXP threshold increases for each subsequence Level.
Level Required EXP
2 100
3 150
4 280
• When player levelling up, some of his stats values must have some increment.
5. Various items, weapons and monsters
• Sets some purchasable items such as "Potion", "Hi-Potion" (healing item), "Smoke
bomb" etc. Furthermore, set some rare items which can only obtain from treasure chest.
• Other than upgrading default weapon which is Sword, player can buy different types of
weapons for instance Hammer, Spear, War Axe, etc. which give extra value to player's
stats (with trade-offs) or special ability.
• Players are able to deal with different type of monsters (some monsters will have higher
HP, while others may have higher Strength or Agility).
• You can search for yourself or design your own items, weapons and monsters.
6. Probabilities
• Accuracy/Evasion
o Create a formula to determine the accuracy or evasion of an attack, use player's
stats and enemies' stats as variables for this formula.
• Flee
o The probability of escaping a battle against monsters depends on player's Agility
value and monsters' Agility value.
o Using "Smoke Bomb" item will guarantee 100% of chance for escaping any battle.
• Item drop system
o Integrate an algorithm to calculate the probabilities of getting an item after
defeating the monsters.
7. Apply and implement given game rules
• Build your own codes which satisfy all the game rules stated above. Try to avoid
repetitive code segments.
D. Additional Challenges
Extra Features
1. GUI
Make the game more attractive, try to implement graphical user interface to provide visual
impact. You can put some animations and sound effects into your game. (Tips: JavaFX)
2. Online multiplayer
Cloud base service? Socket programming? Explore it yourself!
3. Bot
If cannot make the game into online, try implement a game bot so you can play alone. 😢
4. Save & Load system
Player can save the game and resume it later. Uses Java IO knowledge you have learnt in
lectures to accomplish this features. File encryption is another extra point, you can
implement it to protect your saved files.
5. Random arrangement
The arrangement of tiles in game board is generated randomly for every new game.
6. Packaging your game
Learn how to deploy your product, make your game into a runnable application. (Tips: jar,
jlink, JDK 14 jpackage, Launch4j)
7. Any other extra features that can impress us or make the game more thrilling.

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