📘 Official Manual 🇺🇸 US Edition v17.1

From sign-in to the Energy Win, in one page.

A complete walkthrough of Wind Tycoon: sign in, pick a mode, enter the lobby, roll dice, build wind farms, run auctions, weather card events, and reach 100 MW. Every screen, every rule, every winning play.

📖 ~12 min read 🎯 Beginner to Advanced 🔄 Continuously updated
30-Second Overview

01What is Wind Tycoon?

Wind Tycoon is a real-time multiplayer browser strategy game that fuses classic Monopoly mechanics with the development of American wind farms. As CEO of an energy company, you buy land, install turbines, and upgrade to massive Wind Farms with one goal: reach 100 MW of generation — or bankrupt every rival.

⚡ Energy Win

Supply ≥ Demand

The moment your generation (Supply MW) matches or exceeds your demand (100 MW), you win instantly.

💰 Economic Win

Last One Standing

Bankrupt every other player and remain the sole CEO on the board.

🌐 Online Multiplayer

2–4 Players

Real-time matchmaking or fill seats with AI bots. No download, no purchases — just open a browser.

💡
Default game parameters: starting cash $125M, demand 100 MW, supply 0 MW, turn timer 75 s, starting tile GO GREEN (#0). Pass or land on GO GREEN to collect $25M in federal incentives.
Sign-in Flow

02How do I sign in and start my first game?

Wind Tycoon offers three sign-in options: Google account, Email magic link (passwordless), and Guest mode. The first two save your stats and rank you on the leaderboard; Guest mode is for offline-style practice vs Bots only.

Screen 1: Sign-in modal — opens when you click "Sign in" in the top-right
× 🌬️ Welcome to Wind Tycoon Choose how to sign in Continue with Google 📧 Email magic link OR 🤖 Guest mode vs Bots only · no leaderboard Sign in to face real opponents and rank up ① One-click sign-in Recommended ② Magic link No password ③ Guest mode Practice only

① Continue with Google Recommended

The fastest option. You'll be redirected to Google's OAuth page, then bounced back to Wind Tycoon with your avatar and display name visible in the top-right. The first time you sign in, your Google display name becomes your default in-game nickname; you can change it before any game.

② Email magic link Passwordless

Enter your email and we'll send a "magic link". Click the link in the email and you're authenticated — no password needed. A player profile is created automatically on your first sign-in.

📨
Didn't get the email? Check your spam folder. The sender is Wind Tycoon 風力大亨 <aesea.kidwind@gmail.com>. The link expires in 1 hour — request a new one if it lapses.

③ Guest mode Practice only

Jump straight in without leaving an account behind. The trade-off: vs Bots only, no Quick Match, no Private Rooms, no leaderboard, and your data is wiped when you close the browser. You can upgrade to a full account from the top-right anytime.

🔒
When do I need to sign in? Any real-multiplayer mode (Quick Match, Private Room, Join with Code) requires sign-in. Bot practice works in Guest mode.
Game Modes

03Which of the four modes should I pick?

After signing in you land on the "Start Game" page with four mode cards. Each fits a different situation — here's a quick reference.

Screen 2: Start Game page — four mode cards + nickname + edition picker
GAME MODE Quick Match Auto-match real players RECOMMENDED 🔒 Sign in required 🔒 Private Room Invite friends with a link 🔒 Sign in required 🤖 vs Bot Practice against AI 🔢 Join with Code Enter a friend's room ID 🔒 Sign in required SETTINGS In-game nickname TycoonKing 10/12 Players 4 players Bot difficulty Normal EDITION 🇹🇼 Taiwan 22 sites · Offshore-heavy 🇺🇸 US Edition 22 sites · Onshore-heavy 🤖 Start vs Bots → 🇺🇸 US
ModeBest forSign-inLeaderboard
⚡ Quick MatchWant a real-player match right now without coordinating with friendsRequired✅ Counts
🔒 Private RoomPlaying with specific friends, custom player count and Bot difficultyRequired✅ Counts
🤖 vs BotSolo practice, learning the rules, experimenting with strategyOptional❌ Excluded
🔢 Join with CodeA friend sent you a Game ID and you want to join their roomRequired✅ Counts
🤖
Bot difficulty differences: Easy keeps a $30M cash reserve and rarely bids; Normal keeps $20M and buys aggressively; Hard keeps only $10M, bids fiercely, and proactively triggers auctions to grab tiles.
Lobby Phase

04How does the lobby work? How do I invite friends?

Once you create a Quick Match or Private Room, you enter the lobby and wait for opponents. The lobby shows a Game ID (room code) — share it with friends and they can join. The game starts the moment all seats are filled.

Screen 3: Lobby — share Game ID, add bots, wait for players
🎮 Game Lobby Share the ID below with friends G_LF7K2A_X9P 📋 📋 Copy invite link 📤 Share Players: 2 / 4 👤 TycoonKing HOST 👤 Sarah JOINED Empty Empty 🤖 Add Bot Player

Three ways to share your Game ID

  • 📋 Copy invite link: copies the full URL (with embedded Game ID) to your clipboard. Friends click and they're in.
  • 📤 Share (mobile only): triggers the OS native share sheet — pass it through iMessage, WhatsApp, Discord, anywhere.
  • Click the Game ID box: copies just the room code as plain text. Friends can paste it into the "Join with Code" mode.

Fill empty seats with AI bots

Don't want to wait? Click 🤖 Add Bot Player to add an AI bot. Bot names are randomized (e.g., "Grid Storm", "Green Baron") and they'll act according to the difficulty you picked earlier. Add up to 3 bots to play 1-vs-3 solo style.

⏱️
When does the game start? The moment seat count equals your chosen player count. In a 4-player game, the 4th player (or 4th bot) joining triggers the board to load instantly.
🚪
Friend bailed? During the lobby phase (pre-start), anyone can close the tab to leave; the host can keep inviting or fill with bots. Once the game starts, leaving marks you OFFLINE — your turns auto-skip until you sign back in.
Interface Tour

05What's on the game screen?

The screen splits in two: the left side is the 11×11 board (with a center status zone), and the right side is the sidebar control panel (player status, auctions, assets, player list, dice).

Screen 4: Full game view — board + jackpot/chat in center + sidebar controls
WIND TYCOON ⚡ Energy Jackpot: $45M SYSTEM LOGS & CHAT ▸ TycoonKing rolled 4+3 = 7 ▸ TycoonKing bought Roscoe Wind ($28M) ▸ 🤖 Grid Storm drew an Opportunity card ▸ Sarah: nice grab! ▸ 🤖 Grid Storm upgraded to Wind Farm 😊 Type a message... Send Console 🔊 📖 📋 YOUR STATUS $87M 42 / 100 MW 📍 At #18 Crystal Lake · 🎲 0 steps left 🏭 MY ASSETS ▪ Roscoe Wind · 2 turbines · 28MW ▪ Block Island · Wind Farm · 60MW ▪ Wild Horse · 0 turbines · 14MW 🎲 Roll Dice ⏭️ End Turn 👥 PLAYERS 🟢 TycoonKing · $87M · 42 MW 🤖 Grid Storm · $94M · 88 MW 👤 Sarah · $62M · 31 MW 💀 Mike · BANKRUPT

Left side: the board

  • 40 tiles around the perimeter: 4 corners (Start, Blackout, Windfall, Go-to-Blackout); 22 wind-farm properties; 4 Opportunity-card tiles, 4 Turbulence-card tiles, 4 Grid Fee tiles, 2 Grant tiles.
  • Click any tile to open its detail card: owner, rent, base supply, current build level, and a photo of the real wind farm.
  • Player tokens appear at the bottom of each tile. Your token has a glowing cyan border.
  • Buildings: turbine icons (1–2) for partial builds; a Wind Farm icon at max level.
  • Center area: the Energy Jackpot value, the system log feed, the chat input box, and an emoji picker.

Right side: the console

  • Status card: cash, supply/demand progress bar, current tile, remaining steps.
  • Auction House (only visible during an auction): item, current high bid, bid/pass buttons, 30-second countdown.
  • My Assets: list of your properties with turbine counts, supply, and a button to start a voluntary auction.
  • 🎲 Roll Dice button: enabled on your turn only.
  • Player list: every player's cash, supply, online state, and current-turn marker. Bankrupt players show as 💀.
  • Reaction bar (bottom): five emoji buttons that broadcast a quick reaction to all players.

Top sidebar buttons

ButtonFunction
🔊 SoundToggle sound effects (dice, purchase, alerts)
📖 ManualOpen this manual
📋 ReviewGame review: supply / cash / carbon-index charts + event timeline
🏳️ SurrenderEnd the game early (observer mode, or instant end if all opponents are bots). Bankrupt players cannot surrender further.
Turn Mechanics

06What does a single turn look like?

Players take turns in clockwise order. Each turn is capped at 75 seconds (admin-configurable). The flow is fixed: Roll → Move → Tile event → Action → End turn.

🎲 Roll 🚶 Move 📍 Land 🎯 Action ⏭️ End

① Roll & move 🎲

  • Click 🎲 Roll Dice. The system rolls 2 dice and moves you forward by the total.
  • Doubles bonus: matching values (e.g., 3+3) → take another turn after this one resolves.
  • 3 doubles in a row: grid overload → instantly sent to Blackout (#10), turn ends.
  • Passing GO GREEN: every time you pass or land on tile #0, collect $25M in federal incentives.

② Tile event 📍

The system auto-triggers an event based on the tile type (purchase prompt, rent payment, card draw, tax, grant). See "Tile Types" below.

③ Action 🎯

Depending on the event:

  • Unowned property: a buy dialog opens — choose "Buy" to purchase or "Auction" to put it up to public bidding.
  • Your own property (and you own the full color set): a build dialog — add a turbine or upgrade to a Wind Farm.
  • Card tile: 3 cards appear face-down — pick one to reveal and apply.
  • Opponent's property: rent is auto-deducted, no input needed.

④ End turn ⏭️

The system auto-ends your turn after the action resolves. If you rolled doubles, you go back to step ① for an extra roll.

⏱️
What happens if I run out of time? When the 75-second timer expires, the system auto-rolls and force-applies the default action (auto-buy / auto-pay). Two consecutive timeouts mark you OFFLINE and subsequent turns auto-skip until you sign back in.
Tile Types

07What's on the 40 tiles?

The board has 40 tiles: 4 corner specials + 22 wind-farm properties + 4 Opportunity-card tiles + 4 Turbulence-card tiles + 4 Grid Fees + 2 Grants.

TypePositionEffect
🟢 GO GREEN (Start) #0 Pass or land here → collect $25M
🏭 Wind Farm Property 22 tiles Unowned: buy or auction
Opponent's: pay rent
Yours: build / upgrade
🃏 Opportunity (OPP) 4 tiles Draw an Opportunity card — usually positive (grants, bonus supply, free moves)
🌪️ Turbulence (TURB) 4 tiles Draw a Turbulence card — usually negative (storms, fines, supply loss, forced Blackout)
💸 Grid Fee (TAX) 4 tiles Pay $10–15M to the Energy Jackpot (not to other players)
🎁 Grant (ALLOWANCE) 2 tiles Receive $20M free (DOE Grant / Green Bond)
⚡ Windfall (Energy Jackpot) #20 Collect the entire accumulated jackpot! Often $50M+
🚧 Blackout Zone #10 You're stuck — cannot move but can still collect rent. See "Blackout" section below.
⛔ Go to Blackout #30 Instantly sent to #10, turn ends

The 8 US-Edition color groups

22 wind farms split into 8 color groups of 2–3 sites each. You must own a complete group to upgrade (under default rules).

Brown
Altamont Pass (CA), San Gorgonio (CA)
$6M
Light Blue
Wild Horse (WA), Judith Gap (MT), Fowler Ridge (IN)
$10–12M
Pink
Blue Canyon (OK), Smoky Hills (KS), Cedar Point (CO)
$14–16M
Orange
Rolling Hills (IA), Top of Iowa, Crystal Lake (IA)
$18–20M
Red
Roscoe Wind (TX), Horse Hollow (TX), Capricorn Ridge (TX)
$22–24M
Yellow
Alta Wind (CA), Shepherds Flat (OR), Los Vientos (TX)
$26–28M
Green
Block Island Offshore (RI), Vineyard Wind (MA), CVOW (VA)
$30–32M
Dark Blue
Empire Wind (NY), South Fork Offshore (NY)
$35–40M
💡
Strategy hint: the Green and Dark Blue groups are offshore wind farms with massive Farm Supply (150–250 MW). One fully-upgraded property in either group can win the game.
Build & Upgrade

08How do I build turbines and upgrade to Wind Farms?

When you land on your own property, you can build — provided you (1) own the full color group, and (2) build evenly (no tile may be ahead of others in the group).

🏞️ Empty 🏭 Turbine ×1 🏭 Turbine ×2 ⚡ Wind Farm
StageSupply BonusRent
Empty landBaseSupplyBaseRent
+1 Turbine+TurbineSupply MWBaseRent + $2M
+2 Turbinesanother +TurbineSupply MWBaseRent + $4M
⚡ Wind FarmFarmSupply (huge boost)BaseRent ×5
⚖️
The "full color group" rule can be toggled by the admin. By default it's enabled (classic Monopoly behavior). When disabled, you can build on any property you own without owning the full group, and the "build evenly" rule is also lifted.

How is build cost calculated?

Each property has its own HousePrice. As a rule of thumb: low groups (Brown, Light Blue) cost ~$5M per build; mid groups (Pink, Orange, Red) ~$10M; high groups (Yellow, Green, Dark Blue) ~$20M.

Market events affect build cost

Occasionally a "market event" triggers (Steel Boom, Green Subsidy, etc.) that multiplies build costs by 0.7×–1.5× for several turns. Active market events appear at the top of the sidebar.

Card System

09Opportunity vs Turbulence — what do they do?

When you land on an Opportunity (OPP) or Turbulence (TURB) tile, the system draws 3 cards face-down and asks you to pick one. The card content is hidden (server-side, so DevTools snooping doesn't help) until you pick.

🌟 Opportunity (OPP)

Usually good

Tax credits +$30M, strong winds +20MW, federal grants, free move to any property, jackpot split, etc.

🌪️ Turbulence (TURB)

Usually bad

Hurricane repair −$25M, equipment failure −15MW, EPA fines, demand spike (harder to win), forced Blackout, forced liquidation of cheapest property.

5 card-effect categories

TypeDescription
MONEYGain or lose dollars. Negative amounts go into the Energy Jackpot at #20.
SUPPLYGain or lose generation MW.
DEMANDYour demand changes (higher = harder to reach the Energy Win).
MOVEMove forward or backward by N tiles. Destination tile events fire as normal: pay rent on others' property, buy unowned land, build on your own, tax, allowance, draw another card, etc. Forward moves crossing GO GREEN collect $25M (backward never collects).
GOTOForce-teleport to a specific tile. Destination tile events fire as normal (exception: teleporting to Blackout #10 sends you straight into Blackout and ends the turn — no further landing event).
🎴
Choosing under uncertainty: the 3 cards are face-down with only the deck label visible (Opportunity / Turbulence). Trust the law of averages — Turbulence tends to hurt, but a small −$5M draw is much better than a forced Blackout, so pick conservatively when you're cash-rich.
Auctions & Bankruptcy

10How do auctions work? When does someone go bankrupt?

Voluntary auction

Click "Auction" next to any of your properties in the sidebar's "My Assets" panel. Set a starting price; opponents have 30 seconds to bid (each bid must beat the current high). No bid → the auction fails and the property stays yours.

Bank auction (unowned land)

When you land on unowned property, the buy dialog includes "Auction" alongside "Buy" and "Pass". All players (including you) can bid. Highest bid wins.

Forced liquidation 🚨

When a player's cash hits $0 with debt remaining (rent unpaid, fine owed):

  1. The system auto-selects their lowest-cost property (turbines and farms are wiped to 0).
  2. A forced auction starts at the property's cost price.
  3. Other players can bid; the winning bid pays off the debt.
  4. If no one bids, the bank repurchases at cost and the property returns to unowned.
  5. If debt remains, the next-cheapest property is liquidated.
💀
Bankruptcy: when a player has $0 cash and no remaining property to liquidate, they're declared BANKRUPT and eliminated. Their token shows 💀 in the player list and they enter spectator mode.
💰
Strategy: keep $10M–$30M in cash reserve at all times. A single Hurricane card or rent payment to an opponent's Wind Farm can wipe out an over-leveraged player instantly.
Blackout Zone

11How do I escape the Blackout Zone?

Three things send you to Blackout (#10): (1) rolling doubles 3 times in a row, (2) landing on tile #30, or (3) a Turbulence card.

What can I do while stuck?

  • Cannot move.
  • Cannot collect rent: when opponents land on your properties, they pay no rent (you'll see "🚧 … in Blackout — … pays no rent").
  • Cannot place bids in auctions: the system blocks bidding with "Cannot act in Blackout". You may still be listed among bidders and pass, allowing the auction to resolve.
  • Can still mint carbon: carbon minting consumes supply, unrelated to Blackout. (Note: bots will not auto-mint carbon while in Blackout.)
  • On your turn, choose one of two escape methods ↓
🚧
Blackout is expensive: no movement, no rent income, no bidding. Either wait it out or pay $10M. Three consecutive doubles will throw you in — be extra careful in the late game when you own many properties.

Two ways out

MethodDetails
🎲 Roll Doubles Roll dice on your turn. If you get doubles, you're freed and move that distance. If not, your turn ends and you remain in Blackout.
💵 Pay $10M Pay $10M into the Energy Jackpot for emergency repairs. You're freed immediately and your turn ends (next turn you roll normally).
Win Conditions

12How do I win the game?

Two paths to victory; whoever gets there first wins.

⚡ Energy Win

Supply ≥ Demand

When your generation meets or beats your demand (default 100 MW), the system declares victory immediately. Usually achievable by upgrading 1–2 offshore properties to Wind Farm.

💰 Economic Win

Last One Standing

When the other three players are bankrupt, you win automatically. Slower but more reliable — perfect for cautious cash managers.

🏆
What happens on victory? A victory screen appears with your final supply, cash, and win type. Stats are auto-recorded to your leaderboard profile (wins, peak MW, win streak). Click 📋 Review to replay the entire game in chart form.
Carbon Trading System New in v17.1

13🌱 Carbon Trading System New in v17.1

Tokenize your surplus green supply into carbon credits and sell to the global carbon market — settles after 5 of your own action cycles based on the market index. An advanced come-back mechanic for trailing players.

Real-World Counterpart

The "carbon credits" in this game correspond to real-world Renewable Energy Certificates (T-REC) and the EU CBAM (Carbon Border Adjustment Mechanism). Wind power producers tokenize their surplus green energy capacity and sell it to companies needing to offset emissions, forming a global carbon market.

Core Gameplay

  1. Mint: Before rolling on your turn, invest supply (min 3, max 10% of your supply) to get a carbon contract
  2. Wait: 5 of your own action cycles later, the contract matures
  3. Settle: Returns supply based on price index at maturity. Return = invest × 1.3 × index
  4. Cooldown: 2 of your own turns before you can mint again

Key Concept: Price Index

More active carbon credits in the market = lower index (oversupply). Range 0.4 ~ 1.6, market events can push beyond to 0.2 ~ 2.5. Examples:

  • 0 per-player active → index 1.50 (invest 5 → return 9~10)
  • 5 per-player active → index 1.00 (invest 5 → return 6~7)
  • 10 per-player active → index 0.50 (invest 5 → return 3~4, loss!)

Strategy: Collective Suppression

When one player is close to winning, others can collectively mint after them to depress the index, causing them to suffer losses at maturity. This mirrors real CBAM political dynamics.

Victory Calculation

Note: Until maturity, minted supply does NOT count toward victory progress (effectiveSupply). So leading players take risk by minting — locked supply delays victory and may lose value.

Market Event Modifiers

  • 🏛️ Carbon Tax Law (CARBON_TAX_LAW): Price index ×1.5 for 2 turns (bull)
  • 📉 CBAM Delay (CBAM_DELAY): Price index ×0.6 for 2 turns (bear)

Strategy Tips

  • Watch other players' carbon badges (🌱X(Y) in p-list) to track market dynamics
  • Low active + nobody minting → time to enter
  • High active (per-player ≥ 5) → wait for maturities to clear before entering
  • Leaders should mint cautiously — risk of collective suppression
  • Trailing players can use the 1.3× multiplier to catch up

Glossary

TermDefinition
MintInvest supply to get a carbon contract
MatureContract settlement, returns supply based on current index
IndexPrice multiplier determined by supply/demand
LockedUnmatured invested supply, not counted for victory
Effective SupplySupply minus locked, used for ENERGY victory check
CooldownPeriod after settlement when minting is disabled
💡
First-time tip: Watch 2-3 games of how others mint and how the index moves with global active count. When your supply ≥ 10 and you're behind, minting is a high-probability positive-EV move.
Advanced Strategy

14Seven CEO-grade strategies

Want to graduate from "I get it" to "I usually win"? These seven principles separate the top players from the rest.

① Color groups beat property count

Don't reflexively buy every unowned tile you land on. Completing a color group doubles rent on undeveloped land AND unlocks building. Skip random Yellow tiles to lock down the full Brown group instead.

② Offshore = endgame weapon

The Green and Dark Blue groups are your fast lane to 100 MW. A single fully-upgraded Dark Blue Wind Farm (Empire Wind, South Fork) provides up to 250 MW — instant Energy Win. Play conservatively early; concentrate fire on these two groups in the mid-late game.

③ Defend your $20M+ reserve

Sinking every dollar into turbines feels productive but leaves you helpless to a Hurricane card. Maintain $20M+ in liquid cash as your "lifeline".

④ Hunt the Windfall (#20)

Grid Fees and fines all flow into the Energy Jackpot. Mid-game it stacks to $50M+. Landing on #20 is a game-changer — count squares, and don't pass up rolls that put you within range.

⑤ Use auctions as offense

If an opponent is cash-strapped, voluntarily auction one of your properties they need (e.g., the last tile in their color group). Either they overpay or you keep it cheap.

⑥ Avoid the Blackout Zone

While stuck in Blackout you cannot move, cannot collect rent, and cannot bid in auctions — pure loss (see Section 11). Be especially careful after rolling doubles twice in a row; a third doubles sends you straight in. In late game with multiple high-rent properties, even one Blackout turn costs several rent collections. If you have ≥ $10M cash, pay to escape immediately — don't wait on doubles.

⑦ Build evenly the smart way

The "build evenly" rule means levels must stay ≤ minimum. Within that constraint, prioritize the tile opponents land on most often. Tiles 6–9 spaces past the Blackout exit see the heaviest traffic (dice probabilities cluster around 7).

⑧ Carbon Trading: the come-back lever New in v17.1

When you're trailing in supply but past the 10 MW entry threshold, minting carbon is a high-EV move (1.3× base multiplier). Three core principles:

  • Time entry by per-player active: the sidebar shows "Global active" total. When per-player active < 5 AND index ≥ 1.0, it's golden entry time; when ≥ 5, the index is already depressed — wait for others' carbon to mature and exit.
  • Leaders mint cautiously: while minted, supply doesn't count toward victory (effectiveSupply). If you're < 5 MW from winning, minting delays your win, and others may collectively suppress the index to make you lose.
  • Watch market events: "🏛️ Carbon Tax Law" pushes index ×1.5 (bull) — enter aggressively. "📉 CBAM Delay" pushes index ×0.6 (bear) — avoid minting; wait for the bear cycle to end.
🧠
Probability insight: 2-dice rolls peak at 7 (16.7%), then 6 and 8 (13.9% each). The next-most-traveled landing zones are 6–9 tiles past the Blackout exit and 6–9 tiles past GO GREEN. Properties in those windows have the highest expected rent income.

Carbon math: mint 3 × 1.3 = base return 4. At index 1.5 → actual 6 (profit +3); at index 0.5 → actual 2 (loss −1). Each 0.1 swing in index ≈ 0.4 units on a 3-point mint, scaling linearly. Mint 10 → ±1.3 unit swing per 0.1 of index.
Game Review

15How do I review past games?

During or after a game, click 📋 Review in the sidebar to open the game-review panel.

Three analytical views

  • 📈 Supply chart: each player's MW over time, with the 100 MW target line. Spot who's racing ahead and who's stalled.
  • 💰 Cash chart: each player's bankroll trajectory. See bankruptcy turning points and Windfall jackpot windfalls clearly.
  • 📜 Event timeline: filterable feed of every action — purchases, auctions, card draws, rents, bankruptcies. Perfect for post-mortem.

Share your win

The victory screen offers a Share button that generates a shareable result card with your final supply, win type, and game length. Post to social media or message it to friends.

FAQ

16Frequently Asked Questions

The most-asked questions from the community (with structured-data markup for search engines).

Do I need to download or install anything?
No. Wind Tycoon runs in any modern browser (Chrome, Safari, Edge, Firefox) on desktop and mobile. Just open the URL.
Can I play solo? Do I need to sign in?
Yes — pick "vs Bot" mode. Guest mode plays solo without sign-in. To play with real opponents, save stats, and rank up, sign in with Google or Email.
How long is a game?
Typically 25–40 minutes. Each turn is capped at 75 seconds; a 4-player game runs about 50–80 turns. Bankruptcy elimination keeps things tight — no 2-hour Monopoly slogs.
Is it free? Ads or in-app purchases?
Completely free. No ads, no purchases, no premium tiers. It's an indie project celebrating renewable energy, built and maintained by Tommy Yang.
How does US Edition differ from Taiwan Edition?
Different boards entirely. US Edition highlights real American wind farms (Altamont Pass, Judith Gap, Roscoe Wind, Block Island) with onshore-heavy gameplay. Taiwan Edition centers on offshore wind (Changhua, Hai Long, Penghu). Card decks differ too, reflecting each region's energy policy.
What's the "full color group" rule?
The classic Monopoly rule: you must own every property in a color group before you can build turbines or upgrade to a Wind Farm, AND you must build evenly (no tile may be ahead of others in its group). Admins can disable this rule for a more relaxed game.
When am I sent to the Blackout Zone?
Three triggers: (1) rolling doubles 3 times in a row (grid overload), (2) landing on tile #30 "Go to Blackout", (3) a Turbulence card sending you there. Escape by rolling doubles on a future turn or paying $10M to the Energy Jackpot.
If a card moves me onto someone else's property, do I pay rent?
Yes. After a MOVE / GOTO card moves you, the destination tile's event fires as normal — exactly like a dice landing: pay rent on others' wind farms, get a buy prompt for unowned land, get a build prompt on your own property, pay tax, collect grants, etc. Forward MOVE crossing GO GREEN also collects $25M (backward never collects). The one exception: GOTO #10 Blackout sends you straight into Blackout and ends the turn, with no further landing event.
Can I chat during a game?
Yes. The chat input is in the center of the board (200-character limit per message). There's also an emoji reaction bar at the bottom of the sidebar (👍 😂 💸 🔥 ❤️) for one-click reactions.
A friend went offline mid-game — can I kick them?
Not directly, but offline players have their turns auto-skipped (after a short grace period the system marks them OFFLINE). They can rejoin and continue. If they never come back, the game continues with the remaining players.
How do I cancel an in-progress game?
Just close the browser tab — you'll be marked OFFLINE. To wipe a stuck game from the server entirely, contact the admin. Bankrupt players auto-enter spectator mode and can keep watching or close the tab.
How is the leaderboard calculated?
Three metrics: wins, peak MW (single-game highest supply), and net worth (final assets total). Available as All-Time, Monthly, and Weekly views, with separate rankings for Taiwan and US editions. Guest mode games don't count.
🌱 What is carbon trading? How do I start? v17.1
Carbon trading is the v17.1 advanced mechanic, modeled on real-world Renewable Energy Certificates (T-REC) and the EU CBAM market. Once your supply ≥ 10 MW, click the 🌱 Mint Carbon button in the sidebar (before rolling on your turn) to invest N supply for a carbon contract. After 5 of your own actions it matures and pays back according to the current "carbon price index" (base multiplier 1.3×). Full tutorial in Section 13.
🌱 Why doesn't my minted supply count toward winning? v17.1
It's the designed "opportunity cost". Once minted, those N supply are locked until the contract matures; the ENERGY victory check uses effectiveSupply (= total supply − locked). This prevents "mint then win instantly" arbitrage and adds real risk for leaders entering the market. The gray diagonal-stripe segment in the p-list progress bar represents your locked portion; hover for "X locked in carbon" tooltip.
🌱 How do I decide whether to mint carbon? v17.1
Three signals: (1) Current index (large number in sidebar) — ≥ 1.0 is bullish, < 0.8 bearish; (2) Global active (per-player ≥ 5 means index already depressed — avoid); (3) Market events (🏛️ Carbon Tax Law ×1.5 → enter; 📉 CBAM Delay ×0.6 → wait it out). The mint modal includes a "🔍 Risk simulation" expandable panel showing returns under bull / flat / bear index scenarios to help your decision.
Can I host private leagues or tournaments?
Yes. Reach out via the contact info on the homepage — the developer can set up custom league mode with bracket support and scoring.

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Last updated
April 2026
This manual reflects v17.1 ruleset. Questions or feedback? Reach out via the homepage.