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Asset Server 'utility' title deed card.
Miramare title deed card.


A classic game of capitalism and empire building. Buy up historic Second Life regions, but don't get sent to the Cornfield in the process! Bankrupt the competition to win!


To purchase any K.R. Engineering product, simply visit our virtual store in Second Life.

Click here to visit our store.

Some of our products can also be purchased through the web at the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. (See the ADMINISTRATION section in the documentation for your game) If a new update is available, then following the updating instructions for your game will result in it self-destructing, a new one of the most recent version being sent to you by the update server. This process is not automatic, you must tell the game to update itself.

If you are having problems with your game, please send email to for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible.

DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for new versions before upgrading by visiting the K.R. Engineering Support Wiki at By continuing with the update you are agreeing to accept any and all changes that have been imposed on the updated version of the game.

Bug Bounties

If you think you've found a bug in a K.R. Engineering game, you could earn a bounty by reporting it! Follow these steps to report the bug and you could earn an L$500 gift card good towards anything at K.R. Engineering! All of the criteria below must be met before you are awarded a bounty on your bug.

  1. The game with the bug must be a Gaming.SL compatible game (have the Gaming.SL logo present on the game itself).
    • If you find a bug in something other than a game, you can still report it. For example, if you find a bug in an accessory such as a scorekeeper or a prize server, you can report which game you were using it with when you encountered the bug, as long as the game you are using it with meets the above criteria.
  2. Verify that the bug exists on the latest version of the game. Click here to find the latest version numbers for all Gaming.SL games.
  3. Verify that the bug has not already been reported by another player. Click here to see bugs reported for all Gaming.SL games.
  4. Verify that the problem you are reporting is actually a bug. Not everything is a bug! It is at our discretion whether to award a bug bounty or not. There are some pretty common-sense things that will not earn you a bounty.
    • If you find a typo in the game documentation, website or the game itself, we would love to hear about it so we can correct it, but a typo is not a bug.
    • If the game behaves in a way that you think it should not, it is not necessarily a bug.
      • For example, a customer was once very cross with us because Spades progressed counter-clockwise around the table, instead of clockwise. This is not a bug, it is a design decision that you disagree with, and will not earn you a bounty.
      • Another example is that for a long time, Greedy Greedy did not allow four-of-a-kind plus two-of-a-kind (e.g. 222244) to count as three pairs when scoring. This was later added as an optional house rule, but it is not a bug, it was an intentional part of the scoring system.
      • Sometimes there are bugs that we are not able to fix because they are problems with Second Life as a whole, not with our products. One example of this is that older versions of our games sometimes display ??? in place of player names. This is a problem with Second Life giving our games bad information, not our games working incorrectly. We worked around this by reverting to old style names if we detect Second Life giving us bad information, but this is not a bug with our games.
    • Fundamentally, a bug is any feature that does not work as intended, rather than a feature that does not work as desired. You are always welcome to discuss how something works with us and offer suggestions for things like optional house rules, but there is no bounty for suggesting new functionality, only for reporting broken existing functionality. If you're not sure whether something is really a bug or not, feel free to report it anyway, and we'll follow up with you.
  5. Send an email to or instant message to Karsten Rutledge about the bug. Do not send a notecard.
    • Obviously, you must tell us the game that has the bug.
    • You must also tell us how you found the bug, and what it does. If we are not able to reproduce the same bug with the same results on a table of the same version, then we can't fix the bug, and you won't get credit for it. You should tell us things like:
      • What options were enabled on your table?
      • What steps did you take to get the bug to happen (e.g. "I clicked roll, and then clicked the second dice, and then I played Sweet Home Alabama on my banjo for my pet rhesus monkey, and then I clicked roll again...")
      • What happened, versus what you expected to happen.
  6. If it turns out to be a new bug that we were previously unaware of, and we can reproduce it, then we will fix it and you will get a free L$500 gift card!
    • All of our games use common core components. For example, the script that connects the game to the Gaming.SL website is identical in all of our games. If a bug is found in this script, for example, then it is considered discovered for all games that share that identical script. You cannot report a bug as new by reporting the same bug for each game it effects, since it is the same bug and has the same effect for all of them.

How To Change Theme

To modify the theme of the table, owners may click on the Color button on the game table at any time and choose MODIFY.

To change the theme of the table (between post-modern or classical wooden, or other add-on themes), owners may click on the Color button and choose SWITCH.

Joining The Game

Game Tables

For games that are attached to a full-sized gaming table with seats around it, simply right-click on the table and choose Play from the menu.

Pocket Games

For games that are smaller and are not on a table and have no chairs, you can join the game by clicking on the Play button that is present on the game board.

Once you have joined a Pocket game, you can leave at any time by clicking the Play button again, and choosing Leave Game.

Players of a Pocket game may also choose Play at any time and select Sweep to instruct the game to scan for all players and remove any that are no longer in range of the game.

Owners of Pocket games will have additional menu options on the Play menu:

  • Sweep ON: Enable AutoSweep. The game will automatically scan for absent players and eject them from the game every couple of minutes. Absent means they are farther away from the game than the set sweep range.
  • Sweep OFF: Disable AutoSweep. Manual sweeping can still be done at any time by pressing the Sweep button.
  • Range: Set the desired Sweep range for the game. Players farther than this will not be allowed to join, and players who wander away after joining are subject to sweeping.

Game Play


The object of the game is to become the wealthiest player through buying, renting and selling property. Starting with player 1, the players touch the dice to roll each turn. Their tokens will automatically advance the number of spaces indicated by the dice. According to the space which the token lands on, a player may be entitled to buy real estate, or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, go to the Cornfield (jail), etc.


If a player throws doubles, they automatically get another turn immediately following their current turn. If they throw doubles 3 times in a row, they must go straight to the Cornfield. See the section marked CORNFIELD.

Orientation Island

Each time a player lands on or passes Orientation Island, they immediately collect $200.

Buying Property

Whenever a player lands on an unowned property, they may buy that property from the bank at its printed price. They will receive the Title Deed card showing ownership.

Paying Rent

When a player lands on property owned by another player the owner collects from them in accordance with the list printed on the Title Deed card applying to it. If the properting is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card will be face down on the table.

It is an advantage to hold all the Title Deeds in a color-group because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged properties even if another property in that color-group is mortgaged. It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.

Karma and Encounter

When a player lands on either of these spaces they take the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck. The 'Escape the Cornfield, FREE' cards are held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it they may sell it, at any time, to another player at a price agreeable to both.


You can trade property or cash with another player, in exchange for different property or cash. When trading you will first be asked to select which player you wish to trade with, before being presented with the OFFERING stage.

The OFFERING stage is where you decide what your side of the trade will be. Are you going to give the other person property? Or cash? Or nothing? It is possible to give nothing in exchange for something, or to give something in exchange for nothing. Once you have finished selecting what it is you wish to offer in trade, press the DONE button.

Next you will be taken to the REQUESTING stage. The REQUESTING window will look nearly identical to the OFFERING window except that it will say "REQUESTING STAGE" at the top instead of "OFFERING STAGE." On the REQUESTING window you can choose from among your trade partner's properties and cash, to indicate what it is you expect them to give you (what you are requesting that they trade to you in exchange for your offering). Like the OFFERING stage, this can be left empty ($0 and no property) if you simply wish to give them something for nothing in return. Once you have chosen what it is you would like to receive from your trade partner, click DONE again.

After completing the OFFERING and REQUESTING windows, the trade will be presented to your trade partner for approval with an Accept/Decline window. If they decline, the trade is abandoned. If they accept, property and cash change hands as you specified and the trading is complete.

Land Tier

When a player lands on Land Tier they have two options: They may estimate their tier fees at $200 and pay the Bank, or they may pay 10% of their total worth to the Bank. Your total worth is all cash on hand, printed prices of mortgaged and unmortgaged properties and cost of all buildings owned. The player must decide which option to take BEFORE calculating up their value. (in other words, the game will not tell you if 10% is less or greater than $200. That's up to you.)

The Cornfield

A player lands themselves in the Cornfield when (1.) their token lands on the space marked 'Go to the Cornfield'; (2.) they draw a card marked 'Go to the Cornfield'; (3.) they throw doubles three times in a row on the same turn. When a player is sent to the Cornfield they cannot collect $200 stipend in that move since, regardless of their token is on the board, they must move directly to the Cornfield, not around the board. A player's turn ends when they are sent to jail.

If a player is not 'sent to the Cornfield' but in the ordinary course of play lands on that space, they are 'just visiting' and incur no penalty, and move ahead as usual on the next turn.

If you are actually in the Cornfield are your turn, you can escape by way of clicking the dice to begin your turn as usual. You will be presented with a menu of options for escaping. You can either PAY $50 to immediately escape, attempt to ROLL doubles and escape for free, or use a Chance or Community Chest card if you have them. If you fail to roll doubles for three turns, you MUST pay to get out on the next turn.

Players in the Cornfield can still buy and sell property from other players (but can not initiate the transaction) and still collect rent on all their property as per the normal rules.

Public Sandbox

A player landing on this space does not receive any money, property or reward of any kind. This is a completely free spot. No rent is owed.


When a player owns all of the properties in a color-group they may buy houses for those properties. The price paid for each house is indicated on the accompanying Title Deed card. All the deeds within a particular color-group have the same cost for houses, but may collect varying amounts of rent based on how many they have. The owner can still collect double rent on properties in the color-group that do not have houses. Color-groups must be developed evenly (and the game will take care of this for you). You can not have 4 houses on one property and none on the others, for example. They must also be sold off evenly.


Hotels are the equivalent of 5 houses. Properties with 4 houses are automatically upgraded to hotels when a fifth house is purchased.

Selling Property

Unimproved properties, telehubs and utilities may be sold to any player as a private transaction for any amount that is agreed upon. Property can NOT be sold if there are houses or hotels on any property in that color group, the houses and hotels must first be sold back to the bank. Houses and hotels can be sold back to the bank at any time for HALF of the orginal purchase price. Hotels are automatically downgraded to 4 houses when 1 'house' is sold off.


Unimproved properties can be mortgaged through the bank at any time. Before an improved property can be mortgaged all the buildings on it must be sold back to the bank. The mortgage value is printed on the Title Deed card associated with that property. No rent can be collected on mortgaged properties or utilities, but rent can be collected on unmortgaged properties in the same color-group.

In order to lift the mortgage, the owner must pay the bank the amount of the mortgage PLUS 10% interest. When all the properties of a color-group are no longer mortgaged the owner may begin to buy back houses at full price.

The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price.


A player is bankrupt when they owe more than they can pay either to another player or t the bank. If the debt is to another player, he must turn over to that player all that he has of value and retire from the game. All houses or hotels on developed properties will be sold back to the bank at half-price before the properties are transfered. The proceeds of these sales will be included with the transfer. The last player on the board wins the game!

Title Deeds

Anyone may touch any title deed card on the table to magnify it for easier reading. After a couple minutes it will automatically unmagnify if you ignore it. You may also touch a magnified card when you are done reading it to force it to shrink back down.

Abandoning the Game

If you stand up during the game, you will be skipped the next time your turn comes around. If it is your turn when you stand up, the turn will immediately advance to the next player. You can not stand up during your turn to avoid paying debts. Your debt will be paid automatically for you, and if you do not have enough cash to pay the debt you will immediately go bankrupt.

Player Substitutions

New players may not join during the middle of a game, but if a player vacates their seat they may be replaced by another person, or return at a later time.

Please Wait

If the game responds to an action with 'Please wait.' it is currently busy trying to calculate parameters for the last play, and you should wait a second and try again. This shouldn't ever persist for more than a couple seconds at most.

Player Experience


At K.R. Engineering, we believe that playing games in Second Life is about more than just the game. It is about socializing and enjoying the game the way you like it. To that end, our game tables incorporate features that go beyond game mechanics. Once you are seated at one of our game tables, a number of options become available to customize your experience.


Players may press the POSE button on the table top to change the current sitting animation for their avatar. This includes animations for:

  • Couples, allowing one person to sit in the lap of an adjacent player
  • Dom/sub (or master/slave) poses where one person can kneel beside the chair of an adjacent player instead of being seated
  • and a variety of singles poses.

Not all poses may be available for all games, depending on the theme that the table is currently using.

Camera View

Players may press the POSE button on the table top and select the CAMERA option from the menu to change their camera view between Birdseye, First-Person, Third-Person and Disabled. When on Disabled, the game does not override the default Second Life camera. On the other three camera options, players may also use the same menu to adjust their zoom level, bringing the camera closer to the table, or farther away as desired.

Gaming.SL Integration

Gaming.SL is a new broadened gaming experience for players in Second Life. Gaming.SL provides a web-based connection to participating games for the purpose of storing persistent leaderboards that are searchable by region, parcel, winner, and many other options. The leaderboards can be viewed either through objects in Second Life, such as the included Scorekeepers and Gamekeepers, or by visiting the Gaming.SL website at http://Gaming.SL.

Gaming.SL also provides ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the website at http://Gaming.SL to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.

Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked.

Many more features are coming to Gaming.SL, visit the website to stay up to date on the latest.

Players can access information about the game and their own achievements and scores on Gaming.SL by either visiting the website or by clicking the Gaming.SL logo on the table.

See the Gaming.SL page for more details.

Ejecting/Forfeiting Players

By clicking on any player's player indicator (the 'Player X' in front of their seat), administrative users (including the game owner automatically) may forcefully cause a player to be ejected from the table, or force them to forfeit the game. This can be useful for players who abandon the game. Ejected players will merely be skipped each round, but if it's desired that their property return to play, they can be forfeited.


To access the game's administrative menu, simply click and hold your mouse button down on the table for 2 seconds, a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.) You can access this menu by clicking on any part of the table that is not a game element (buttons, dice, etc). You can click on the chairs or the shadow as well.

Some elements of the administration menu are accessible only by the owner of the game, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

Owner-Only Options

  • Rem Admin: Select this option to remove a game administrator. You will be prompted to say their name.
  • Add Admin: Select this option to add a new administrative user to the game, allowing them to force resets and change game options on the table (not the admin menu, only options on the board). You will be prompted for their name. They must be within 50m of the game for this to work.
  • Admins: Select this option to see a list of current administrative users on this table.
  • Update: Select this option to make the game check for available updates and automatically upgrade if available.
  • Branding: Access the table Branding menu.
  • Phantom: Turn the table phantom (non-physical) so that you can not collide with it. (default mode)
  • Physical: Turn the table physical so that avatars will collide with it.
  • G.Admin On: Off by default, this enables the Group Admin feature. When on, all members of the table's group are considered administrative users, whether they've been explicitly added as an administrative user or not.
  • G.Admin Off: Disables the Group Admin feature.

Administrative User Options

  • Timeout: Select this button to change the number of seconds the table waits before resetting the game after it has been abandoned (use 0 to disable).
  • Game Time: Select this button to change the duration of games. After this time period, the game will automatically end, with the wealthiest player winning (Use 0 for unlimited duration).
  • Start Funds: Select this button to change the amount of (fake) money each player starts with.
  • Kitty On: Turn on the 'kitty' house rule. All fines paid will go into the kitty. Anyone landing on public sandbox collects the money from the kitty.
  • Kitty Off: Disable the 'kitty' house rule.
  • Deeds On: Enable the 'initial deeds' house rule. Players will be dealt two random deeds each at the start of the game.
  • Deeds Off: Disable the 'initial deeds' house rule.
  • Dash On: Enable Dash for Cash house rule. Players will receive twice as much for landing on Orientation Island as for passing over it.
  • Dash Off: Disable Dash for Cash house rule.
  • Sights On: Enable Sightseeing house rule. Players must complete a full trip around the board before buying property.
  • Sights Off: Disable Sightseeing house rule.
  • Frozen On: Enable Frozen Assets house rule. Players will be unable to collect rent from Jail.
  • Frozen Off: Disable Frozen Assets house rule.
  • G.Play On: Off by default, this enables the Group Play feature. When enabled, only members of the same group may play on the table. The group of a game is the group you had active when you first rezzed it. You can change the table's group by editing it and clicking "Set.." next to Group on the General tab of the editor. Group members must have their group tag active in order to be recognized as group members by the table.
  • G.Play Off: Turn off the Group Play feature.
  • Prizes: Access the internal prize server menu. See Prizes section below.
  • Tournaments: A menu for managing the game's participation in tournaments on Gaming.SL.


New K.R. Engineering games now support single and multi-table tournaments, managed through the new Tournaments button in the administration menu.

Starting A New Tournament

To start a new tournament, simply select the START option from the tournament submenu. You will be prompted for a unique ID for this tournament. Once an ID has been used, it can never be re-used again for a future tournament. If you plan to have regular tournaments, you should consider delineating them such as "kre01" and "kre02" and so on. The Tournament ID must be between 5 and 50 characters and must be alpha-numeric (only letters and numbers).

After entering the ID for the new tournament, you will be prompted for a password. This password will be required to join any additional tables to the tournament. The password must be between 5 and 50 characters in length.

After entering the password, you will be prompted for a title for your tournament. Unlike the ID, the Title does not have to be unique and can be the same as a previous tournament if you wish. The title must be between 5 and 50 characters in length.

The rules for the tournament will be sent to the server automatically based on the current rule settings of the game. Future tables joining this tournament will be forced to have the same ruleset.

After entering the appropriate information, the server will attempt to create a new tournament for you. As long as you have followed the guidelines regarding uniqueness, character length and soforth, this should be successful. If not, the table will respond with an error message. If the tournament is successfully created, the table you started it on will be automatically joined to the tournament as the first game. When a game joins a tournament, it will reset automatically, evicting any current players.

Joining An Existing Tournament

If there is already a tournament that is ongoing, you may join extra tables to it for a multi-table tournament. To do so, simply select the JOIN option from the tournament submenu.

You will be prompted for the unique ID of the tournament you wish to join. If you are not sure what the ID is, you can find out by going to the tournaments page on http://Gaming.SL/.

After entering the ID of the tournament you wish to join, you will be prompted for the tournament's password. If you do not know the tournament's password, you will not be able to join your table to it. The tournament password is set by the tournament host, who is listed on the Gaming.SL tournaments page as well.

If you've entered the correct ID and password for a tournament, your table will be joined to it by the server if the tournament is not full or finished already.

Upon joining the tournament, your game will automatically take on the same ruleset as the game that started the tournament. This ruleset includes adjusting the options for any game variants that the game supports.

Leaving A Tournament

Leaving a tournament should only be done if you wish to withdraw a table completely form the tournament. The table will leave the tournament automatically after it is finished. Manually forcing a withdraw will erase all standings for this table from the tournament.

To leave a tournament prematurely, simply select the LEAVE option from the tournament submenu. If the table was the only table in the tournament, the entire tournament will be deleted and removed from the website.

Addon Themes

New K.R. Engineering games now support addon themes. Addon themes do not require updating the table, you merely buy the new theme and then install it into your game and you can instantly switch between the builtin two themes (Classic and Postmodern) and the new themes you have purchased.


Addon theme support requires a recent version of your table that supports Gaming.SL. If you do not see a Gaming.SL logo on your game, then buying an addon theme will not work for you.


Addon themes only have to be purchased once to work with all compatible tables. If you have two or more Gaming.SL enabled tables from K.R. Engineering that both support addons, then you only have to buy a theme once and it will install onto both tables.


After purchasing an addon theme from the K.R. Engineering store, you can install it onto any compatible table by touching the Gaming.SL logo and selecting the "G.SL Sync" button.

  • The table will do this automatically once every 12 hours if you do not do it manually, so if it has been a long time since you purchase the theme this may have already happened.
  • The table will inform you that it has installed new themes after syncing (if it has not already installed them).
  • Now simply access your theme menu (usually the "Color" or "Appearance" buttons on the table top) and select "Switch" to switch to the newly installed theme.
  • After switching, access the theme menu again and choose "Modify" to edit the customization options available for your new theme. Most new themes will include multiple color and texture options. Some themes may also include particles or other effects.


Would you like to have your own logo or picture on the game table? If so, click and hold your mouse button down on the black octagon in the center of the game table for 2 seconds. The ADMINISTRATION menu will pop up, choose Branding to change the centerboard texture to any texture or snapshot that you have full permissions on. Simply click 'Custom' on the menu and follow the instructions in chat, or choose one of the built-in centerboard textures.

The Branding menu also allows you to turn shiny off/on, full bright (lit in the dark) off/on or tint your textures using a selection of preset colors.

Warning: Do not use textures that have alpha layers, or it will conflict with the game elements (dice, buttons, cards, etc) on the game table surface.

Scorekeepers & Gamekeepers

K.R. Engineering games that are connected to Gaming.SL and have a scoring system as part of their normal gameplay may have optional scorekeepers and gamekeepers included with them. These devices allow you to view the top leaderboards for the game with varying levels of resolution.


Scorekeepers display the current top scores for the game. Depending on the game, this may either be low scores (e.g. Aught) or high scores (e.g. Greedy Greedy).

Scorekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the scorekeeper.

Scorekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The scorekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the scorekeeper. (In practice, at least. What this actually does is causes the scorekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the scorekeeper to only showing games that were completed on the same parcel that the scorekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the scorekeeper to show information on all games completed in the same region as the scorekeeper, regardless of parcel lines.
  • Unique OFF: By default, the scorekeeper will only show one entry per player, their highest score.
  • Unique ON: This will make the scorekeeper show the "true" top scores for a game, which may include the same player more than once if they occupy multiple slots.
  • Solo OFF: Tells the scorekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the scorekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the scorekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the scorekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the scorekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the scorekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the scorekeeper back to showing information for all games on the parcel/region.


Gamekeepers display the current top wins for the game. Unlike top scores, these are not specific high scores, but rather cumulative number of wins. In other words, who has won the most number of games.

Like the scorekeepers, gamekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the gamekeeper.

Gamekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The gamekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the gamekeeper. (In practice, at least. What this actually does is causes the gamekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the gamekeeper to only showing games that were completed on the same parcel that the gamekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the gamekeeper to show information on all games completed in the same region as the gamekeeper, regardless of parcel lines.
  • Solo OFF: Tells the gamekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the gamekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the gamekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the gamekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the gamekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the gamekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the gamekeeper back to showing information for all games on the parcel/region.


As of September 1st, 2014, it is a violation of the Second Life Terms of Service for this game to have betting or buy-in options. The Internal Prize Server menu now consists only of the option to enable/disable the External API and links to the Linden Lab policy and FAQ. For more information, please read the Skill Gaming page. The menu itself was left in to spread awareness of the policy change. This game no longer requires debit permissions from its owner, nor does it have the option to pay money to the winner of the game under any circumstances.

Frequently Asked Questions (FAQ)


Wiki FAQ Q Icon.png Do you offer upgrades on my version of Simopolis?

  • Yes, upgrades are available for ALL versions.

Wiki FAQ Q Icon.png Can I upgrade my old SLopoly table to a Simopolis table?

  • Yes. In fact, it is encouraged. Simply follow the standard update procedure for your SLopoly table, and the update server will send you Simopolis instead.

Wiki FAQ Q Icon.png How do I get my table upgraded?

  • If your table is v1.2 or newer, click and hold your mouse button on part of the table for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.
  • If your table is v1.11 or older, touch the table so that it says 'Listening for owner commands.' and then say 'slopoly update' without the quotes.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.

Wiki FAQ Q Icon.png Why a corn field?

Wiki FAQ Q Icon.png Will you make me a custom themed Simopolis board with my own region names?

  • No, sorry.


Wiki FAQ Q Icon.png Will you bring your games over to InWorldz/other OpenSim-based grids?

  • Short answer: Not for the foreseeable future, no.
  • Longer multi-part answer:
    • Most money made in Second Life comes from volume sales, it's the reason you can buy a shirt for L$200, which is the equivalent of $0.80 USD. They're called micro-transactions because despite the big numbers we throw around in Second Life (ooh, "thousands"), they're really, really tiny amounts. My games range between L$295 and L$1995, that's about $1.18 to $8.00 USD, or what you'd expect to pay for a good phone/tablet app on iPhone or Android these days. This works because like Android/iPhone app developers, Second Life developers hope to sell not merely hundreds, but thousands of copies of whatever they make, otherwise it simply is not worthwhile. This means to make developing worthwhile, you need to have a large market to sell to, because if you're lucky, 1 in 100 people will buy your product. If there's 1000 people, you might sell 10. If there's 10,000 people, you might sell 100, if there's 100,000 people, maybe you'll break the 1000 barrier. It's simple economics. Not everyone is interested in everything, so not everyone is going to buy your product. The biggest problem with InWorldz (and other even smaller grids) is that it is VERY, VERY SMALL. As of this writing, there are 2000x fewer people connected to it than Second Life. That means you can roughly expect to sell 2000x fewer of your product on InWorldz than Second Life. In order for that to be worthwhile, you'd have to sell it for 2000x the cost, but nobody would buy it for 2000x the cost. That would make Greedy Greedy $16,000 USD on InWorldz. If it were as simple as picking up my games, walking over to InWorldz and rezzing them, I might consider it, but there is a considerable time and resource investment into bringing a product like my games over to another grid, and all indications say "You will never make that money back." It's simply more worthwhile for me to develop new products for Second Life than to port old ones to a nearly empty grid.
    • Some people might argue that this is a chicken and egg problem, or more succinctly, "if you build it, they will come." InWorldz is small because of lack of content, but it has a lack of content because it is small, it's a vicious cycle! That may be true, but unfortunately doesn't change economics. I've logged into InWorldz periodically over the last few years (my name is Karsten Rutledge there also) and what I see is not a world suffering from lack of content, it's a world suffering from a poor business plan. InWorldz looks like Second Life from 4 years ago, and performs even worse. The ONLY reason anybody at all is on InWorldz is because they offered super cheap regions compared to Second Life, and then on top of that, offered 45,000 prims per region instead of 15,000. Sounds too good to be true! That's because it is.
      • Second Life regions aren't limited to 15,000 prims out of spite, they're limited that way in an effort to offer both resources and performance at a balance. This doesn't always work because people who use the regions don't understand region performance is a finite resource, but you know what works even less? Tripling the load on the regions. This doesn't just triple the load on the regions, it also triples the load on all of the viewers trying to look at that region. Instead of having to download 15,000 prims from the internet, your computer now has to download 45,000 prims from the internet, and your computer has to render those 45,000 prims on your screen. Sounds good on paper, in practice, people who run Second Life slowly run InWorldz EVEN SLOWER, if they can run it at all.
      • This 'super cheap gimmicky regions' philosophy has led to one readily foreseeable and obvious result: It's a wasteland. While I'm writing this, there are enough people connected to have 1 person for every 6 sims. Vast expanses of land with nobody in them.
      • OpenSim is a remarkable effort, but it never was up to the performance of Second Life and probably never will be. I've been standing in a nearly empty InWorldz sim just waiting for a single airplane to fully rez, and half an hour later, it still hasn't, it's just a distorted cluster of half-rezzed sculpts. This happens in every region I go to. InWorldz simply can't deliver what it promises.
    • (Update) I'm told InWorldz has Mesh now, at least in beta. Which just further illustrates that InWorldz is just treading water to keep up with Second Life, it's not offering anything new or innovative. Second Life has had mesh for years, and InWorldz is just now getting around to catching up.
    • Scripting support lags behind. For something like skins, this hardly matters, but if Second Life adds a new LSL function and InWorldz doesn't, your scripted content probably doesn't work on InWorldz anymore.
    • If you think 'copybotting' is a problem in Second Life, wait until you see OpenSims. The 'open' being the key part. Once you upload your content to an OpenSim grid, it's now "in the wild" so to speak. The one last bastion of security in Second Life is that scripts are still not accessible to copybots. If you're a skin designer, your skin is no more at risk on an OpenSim than it is in Second Life, to see a skin or other texture your computer has to download it (although new server-side avatar baking is making this much harder, thankfully, something else I believe InWorldz/OpenSim doesn't do, meaning your skins are now less safe in OpenSim than Second Life), so you are essentially passing out copies to anyone who even sees an avatar wearing your skin, much less buying it. You only see the EFFECTS of scripts though, not the scripts themselves. Therefore porting scripted content to an OpenSim grid carries a huge additional risk, because now you are making your scripts available to a much wider group of people, namely whoever has administrative access to that OpenSim grid.
    • All in all, I believe competition for Second Life is healthy and good, but InWorldz and other OpenSim grids aren't competition, they're poorly made ripoffs trying to lure people in with cheap gimmicks, and that's probably all they will ever be. If one of them manages to achieve any significant market size or, shockingly, innovates on Virtual Worlds somehow, I'll probably be keenly interested. Until then, it's not worth the time or effort.

Wiki FAQ Q Icon.png I (or someone else) does not appear on scorekeepers or gamekeepers, or on the Gaming.SL website!

  • This is because you (or they) specifically requested NOT to appear on scoreboards. You did this by touching the Gaming.SL logo on a game table and selecting the 'Opt Out' button. See the Gaming.SL page for more details about this. You can fix this by touching the Gaming.SL logo on a game table, and pressing the 'Opt Out' button AGAIN.
  • On newer game tables, this button is marked as "Opt Out|In" and spawns a warning dialog box asking ARE YOU SURE you want to do this. On older tables, it will simply tell you in local chat what it is you have done after you click on it.
  • NOTE: Opting out also prevents you from earning achievements and participating in grid-wide jackpots.

Wiki FAQ Q Icon.png Are you going to convert your games into mesh?

  • Yes, I am working on it. Unfortunately because of the limitations that Linden Lab placed on mesh in Second Life (namely that you can't change a mesh shape with a script like you can sculpt and regular prims), I can't use the existing theme system to build mesh tables. So instead, I'm going to be rebuilding all my stuff from scratch to use a completely different theme system, which also requires building the web server code that runs outside of Second Life. It is a big project, but I am moving towards that goal because I can't stand to build with sculpts anymore.

Wiki FAQ Q Icon.png I saw a game table I want to buy, but it looks different from the ones in the store. Where is the other one?

  • Our tables come with 2 basic themes or "skins" they can use. A wooden classic octagon table and a post-modern futuristic shiny table. Newer tables also can have new themes added on to them after purchase by visiting the theme showcase in our store. New themes are released regularly and cover a wide range of styles and genres. After buying the table, you can change which theme is in use at any time.
    • For newer games, that is games that show the Gaming.SL logo on the table top, this can be done by accessing the Color/Appearance menu on the table and choosing the Switch option.
    • For older games, this can be done by pressing the New Style or Old Style buttons in the game's Admin Menu.

Wiki FAQ Q Icon.png My game has been updating for a long time, it says to contact you if it persists, what do I do?

  • This happens to very old games when the Second Life network is losing packets under a heavy load. Send the game to Karsten Rutledge in a folder with your name on the folder.

Wiki FAQ Q Icon.png Where can I find/do you have a table with multiple games on one table?

  • No. I would like to do something like this, but it isn't practical in SL for many reasons, including prim limits, scripting issues, security issues and permission issues.


Wiki FAQ Q Icon.png How do I get rid of the annoying info box that pops up when I mouse over your table?

  • This is actually something your viewer is doing. The table cannot produce this info box and also cannot get rid of it. You can disable it in your viewer's preferences (usually labeled as "Hover Tips"), but it will disable it for all objects, not just the table. In most viewers, you can toggle this feature on or off by pressing CTRL+SHIFT+T on your keyboard.

Wiki FAQ Q Icon.png I think my table is broken, it wants me to pay to play, but the Pay... window is completely blank!

  • This a bug in some very old versions of a modular script that really old tables used that will cause it to blank the pay dialog if the table is picked up and rezzed again. You should really update your table.

Wiki FAQ Q Icon.png Why do I only see candles on the table?

  • On very, very old versions of the game tables you could touch the base of the table (the flat round part at the bottom) to 'hide' the game. You probably touched it by accident. Just touch it again to bring the game back. Or better yet, update it, because your table was around to see the Pharaohs.

Wiki FAQ Q Icon.png I lost the instructions card that came with my game, can I get a replacement?

  • The instructions notecard is the same card you get by pressing the HELP button on the game. Simply click it for a new card.

Wiki FAQ Q Icon.png Some of the buttons on my game don't work, what do I do?

  • Often this is because someone's invisible attachment is covering the button, such as shields and other things. To check, open the View menu and turn on 'Highlight Transparent.'

Wiki FAQ Q Icon.png My game doesn't work at all, NONE of the buttons work, what do I do?

  • First verify that you are not in a no-scripts zone.
  • Next, you should verify that the table is not obstructed. Often this issue arises because there is an invisible prim over the table, frequently from nearby foliage. Press Ctrl+Alt+T on your keyboard and this will activate "Highlight Transparent" mode on your viewer. Any prims that have alpha (transparent) will be turned red. Make sure there are no red prims covering the table that you are accidentally clicking on instead of the actual table. Press Ctrl+Alt+T again to turn off the highlighting.
  • If you're not in a no-scripts zone, then right-click on your game and choose 'Open', if there is nothing in the contents then you must have removed all the scripts from it, apparently without realizing it. There is no way to fix this, the game will have to be replaced. Send it to Karsten Rutledge in a folder with your name on it.
  • If there are scripts inside the game when you open it, the problem may be that the scripts got deactivated, possibly by the estate tools. You may have a jerk for a sim administrator. The game will have to be replaced if this is the case. Send it to Karsten Rutledge in a folder with your name on it.

Wiki FAQ Q Icon.png My game paid the winner twice (or more times), and now I lost money, what do I do?

  • As of September 1st, 2014, gambling on K.R. Engineering tables is against the Second Life Terms of Service. You should update your table to a compliant version immediately.
  • More than likely, this means you have more than one Prize Server rezzed in the same region (sim). One server works for every game in the same sim, unless you tell the prize server to only listen to a single table. See the Prize Server page for more info.

Wiki FAQ Q Icon.png My game is running very slowly, what is wrong with it?

  • The speed of objects in Second Life is based on the speed of the simulator they are rezzed in. If the simulator is running very slowly, which happens when it is overloaded, then everything in the sim will also run slowly. Void/Homestead/Openspace sims are always going to be much slower than full simulators even if they are relatively empty.

Wiki FAQ Q Icon.png My game got deeded to a group, and now I can't do anything with it, what do I do?

  • Presumably, since the table got deeded to the group that means you are either a group officer or a group owner. As such, you can simply set the table for sale for 0L and buy it back from the group. To do this:
    1. Right-click on the table and choose 'Edit...'
    2. If you have not used the building interface before, you may need to click the 'More' button to expand the window.
    3. Go to the 'General' tab on the left of the window and check "For Sale."
    4. Be sure to set the price next to this to 0.
    5. Below the For Sale box it should say 'Original', 'Copy' and 'Contents', make sure that Original is the button that is marked.
    6. Now right-click on the table again and choose 'Buy.' The table will still remain rezzed, but you should now be the owner again.

Wiki FAQ Q Icon.png Your game has texture fighting problems on the table, can you fix this?

  • Unfortunately, no. If you are seeing texture fighting (usually the black backboard and the wooden game table surface are most commonly noticeable), then you are probably at a really high altitude, such as greater than 1000 meters up. This happens because of rounding errors (such as 1.06 getting rounded to 1.0, loss of precision) in the math that the Second Life viewer does when calculating where to display each part of the game. The math gets less and less accurate the higher up you go. Before a couple years ago, we were limited to building up to 768m high for that reason, they only recently raised the cap to 4096m, but the problem is still there. For some things it doesn't matter, like nobody cares if their couch cushions aren't quite where they should be, but in the case of the games, the black backboard and the wooden table surface are both parallel and fairly close together, so the rounding error shows up on it in a big way. At that altitude, Second Life thinks that prims that were separated by a small amount are no longer separated at all, and draws them in the exact same position even though they are not. The only solution is to use the table at a lower altitude, generally less than 1000 meters, although your mileage may vary depending on your graphics settings. You can see this for yourself if you move the table down to lower altitudes. At ground level you will see the table most correctly, but the flickering will stop well before then. The only way I could "fix" this issue is by separating all the game elements much farther away from the table surface, but this would cause the game to look strange at normal altitudes instead of looking strange at high altitudes, a trade-off that's not really practical or desirable.

Wiki FAQ Q Icon.png Whenever I brand my table, some or all of the dice disappear, what am I doing wrong?

  • This happens whenever you use a texture that has an alpha layer (transparency) on the backboard. The dice are partially transparent, so you end up with the well-known issue of "texture fighting" on your board, where the viewer isn't sure whether to display the dice on top or the backboard on top. Even if your texture does not have any visible areas that are transparent, it can still have an alpha layer. If you are the original creator of the texture, try uploading it again without an alpha layer. The easiest way to do this is to save it as a .jpg (Jpeg) or a .bmp (Bitmap) file before upload. .png (Portable Network Graphics) will also work, as long as you know how to save it specifically as a 24-bit .png file (minus the 8-bit alpha layer that a 32-bit .png file has).

Wiki FAQ Q Icon.png Since I upgraded my table, I can't choose specific seats to sit at anymore, why?

  • You still can, actually. Newer tables have a new theme system that allows them to have cushions on the seats, but the cushions are not part of the seats, so if you try to sit on the cushions it is no different than trying to sit on the table itself. In these cases, Second Life will simply seat you at the next available seat in order. To choose a specific seat, try right-clicking on the chair back instead of the chair seat and choosing Play. Some themes may drastically alter the shape of the chairs, but you can always still choose a specific seat by right-clicking the correct prim.


Wiki FAQ Q Icon.png Will you create a custom game for me/my business?

  • At this time we do not offer custom games. The tables have the ability to change their centerboard texture if you wish to brand them for your establishment or replace with a picture, etc.
  • Additionally, newer game tables have the ability to add entire new themes to them. We do not do custom themes, but we do take suggestions for future themes you would like to see available as options.
  • Perhaps most importantly, adding any amount of customization to a game, be it aesthetic or functional changes, automatically terminates the update path for that game. The updater will not be able to send you newer versions of your specifically customized game in the future, thus cutting you off from bug fixes and new features.

Wiki FAQ Q Icon.png This game is a lot of prims, will you tweak it for me to be less prims?

  • This falls under custom games also, and likewise, no. I do my best to create games with as few prims as possible. If I could reasonably reduce the prim count further I would have already done it.

Wiki FAQ Q Icon.png Can I buy a copyable version of your games?

  • No, sorry, I do not sell copyable games.

Wiki FAQ Q Icon.png Can I buy a modifiable version of your games?

  • Likewise, no, I do not sell modifiable games. The reason is because any game that is modifiable opens it up to potential abuse by the owner of the table, including manipulating the outcome of the game by inserting extra scripts into the game contents. This is bad both for my business and for anyone who owns one or more of my games. If even the possibility of a game table being rigged exists, then it damages the credibility of every one of my games in Second Life. If a dispute arises, I can say "No, the game tables can not be rigged by unscrupulous hosts." because it is true. I need that deniability and so does every honest game host on the grid. It is important that people trust the outcome of a game to be fair and based only on legitimate game actions.

Wiki FAQ Q Icon.png Can I put your games into a temp-rezzing system?

  • No, for two reasons. A temp-rezzer works by deleting and re-rezzing the object every 1 to 2 minutes. On top of being incredibly hard on the simulator (causes a LOT of lag), this means that everyone playing the game would be evicted and the game 'reset' every 1 to 2 minutes. Makes for a very unplayable game. The other reason is that the games are no-copy/transfer, and they would have to be copy/no-transfer for this to be doable.

Wiki FAQ Q Icon.png Can your games be put into a rezzing system of any kind?

  • No. Again, the games would have to be copy/no-transfer for this to work.


Wiki FAQ Q Icon.png Can I gamble on this game?

  • No, you cannot. Gambling is currently a violation of the Second Life terms of service. Please see the Skill Gaming page for more information.
  • If you have an older game, it may have the option to gamble on it, but you absolutely should not. You should, in fact, update your table immediately, as you can get in trouble for having a game with payout options, even if you don't use them. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png I only want to play the game with my friends, we don't want to have to pay it, can I do that?

  • Yes, in fact, this is the only way you can play it. It is a violation of the Second Life terms of service to play a game that has betting options on it, even if you don't use those options. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png Why is my game asking to take money from me? Is it trying to steal my money? I don't understand!

  • If your game is doing this, you should update it immediately! Please see the Skill Gaming page for more information.
  • If you have an old table, debit permissions are needed for the Pay-to-Play feature to work correctly. This is because Pay-to-Play is basically a vendor, a vendor that sells a service (playing the game) rather than a product. All games in Second Life that can be bet on work this way, because it is the only option. Objects can not hold money, so money paid to a game goes to its owner instead. In order for the game to pay back to the winner, it must have permission to take the money out of the owner's account. You can safely deny this if you are feeling particularly paranoid about it. It will not break the game, it will only prevent the Pay-to-Play feature from working, which is not an issue if you intend the game to be free-to-play anyway. If you accept the debit permissions, it will never pay out more money than was taken in during a game, so you cannot lose money by enabling it.

Purchases & Replacements

Wiki FAQ Q Icon.png My object got returned, and now it is gone, it never came back! Can I get a replacement?

  • Your object is probably not actually lost, just hidden! This is a feature of Second Life. When more than one object gets returned from a parcel at the same time, then Second Life does not send them back to your inventory as individual objects. Instead, it will bundle them all together into a single package. This package/bundle will appear in your Lost and Found folder as one inventory item, even if there are 5, 10 or 100 objects actually inside of it. The bundle/package will only show the name of the FIRST item in the bundle while it is in your inventory. To see what else is inside this bundle you will have to rez it. We recommend finding a sandbox to do this in to be sure that there are enough prims available for whatever happens to be inside the bundle. Some additional things to look out for:
    • Because bundles only show the name of the FIRST item in the bundle and nothing else, this means that the inventory search bar at the top of your inventory window will not help you, as it cannot search inside of bundles.
    • Bundles should have a different icon next to them than single objects do. This is often represented as a stack of smaller boxes, rather than a single large box.
    • If you can't find your missing objects, you should try clearing your inventory cache in your viewer preferences. This is usually under the "Network & Files" or "Network & Cache" tabs in most viewers. Look for the "Clear Inventory Cache" button, not the standard "Clear Cache" button as that only clears texture caches. You will have to close and restart Second Life after clearing your inventory cache.
    • Returned objects NEVER go back to their creator, they only go back to their OWNER. This is a false rumor. Second Life simply does not work that way, nor has it ever.
    • As a general rule, you should never return anything that you want to keep. Return is for taking out the trash, it's like a bulldozer clearing a lot for new construction. It is not a tool of finesse, and is known to eat objects. Always remember to properly TAKE things that you care about, and only RETURN if you have other copies of the object or don't care if you lose it.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png I found someone reselling your products, is that allowed?

  • I do not have a reseller program at this time. However, many of my products are transferable and this allows anyone to resell that game to someone else, much as you would at a garage sale or flea market. Unfortunately, often times these tables are counterfeit and I cannot guarantee the same level of support on a used table as I can on a new table. You automatically assume some risk when purchasing used. For example, if there is a failed delivery, it will be up to you to resolve it with the used reseller, I won't be able to help you since it wasn't purchased from me. Likewise, old tables that are purchased used may not be able to be updated to newer versions. There's also the possibility it is a straight up scam, and you will receive nothing for your money. I cannot guarantee the legitimacy of "used" products that are sold by a third party, as I have no affiliation with them. Buyer beware.

Wiki FAQ Q Icon.png Can I get a discount if I buy a lot of something?

  • Possibly. There is a bulk vendor for games in the store that will give you a discount if you buy through that vendor rather than the individual vendors. For other products, you will have to contact me.
    • I'm just kidding, I don't have any other products.

Wiki FAQ Q Icon.png I bought something and everything is in the folder except for the actual product!

  • This can actually never happen, but there are many common reasons it might APPEAR to be that way! Here some of the most common reasons:
    1. If this is a newer version of a game you previously owned and updated, you may be looking in an old folder or box from your previous table, make sure that you don't have multiple folders/boxes and verify that you are looking in the most recent one.
    2. If you are using the search bar at the top of your inventory window, you will need to search by the product's name, not our company name. For example if you purchased Greedy Greedy, try searching for Greedy, do not search for K.R. Engineering because the object name is "Greedy Greedy Table vx.xx", there's no "K.R. Engineering" in the name of the game table like there is in the name of other things in the folder.
    3. Do not use the "Recent" tab on your inventory window. The ways of the Recent tab are mysterious and shadowy, it does not always show you everything that's been added to your inventory recently. Look for the folder in your normal Inventory tab.
    4. You may have gotten the item and then subsequently misplaced it unknowingly. This is a "feature" of Second Life. It occurs whenever you attempt to rez a folder full of objects all at once in some Second Life Viewers, by dragging the folder out of your inventory instead of individual items. When this happens, Second Life interprets this as "put this folder of stuff INSIDE whatever I dropped it on." In this case, you have everything except the game/product because it is transfer-only, and everything else in the folder is copyable. Your game/product is inside whatever prim you dropped it on, probably your floor or rug, for example.
      • This can also occur if you press the CTRL button on your keyboard when dragging and dropping just the table by itself.
      • There may be other ways to do this that are not listed here, depending on the viewer you are using, but the end result is the same.
      • Also keep in mind, it is inside the PRIM you dropped it on, not the OBJECT you dropped it on, even if you dropped it on a prim that is in a linked object. You will probably have to enable "Edit Linked Parts" in your build window to look in individual prims, rather than whole objects.
      • It is possible you put the game/product inside an object that you don't own, for example if it is a group owned object or if you have modify rights on someone else's objects (such as your significant other). If this is the case, you don't own it anymore as ownership is transferred to the person who owns the object it is inside of. You may have to ask them to retrieve it for you and return it to you.
      • If you are unable to locate the item, or are unsure how to look for it, please let us know and we will be happy to help you look for it. If we also can't find it then we can usually replace the lost table.


  • Version 1.0 [Unknown 2007]:
    • Initial release.
  • Version 1.01 [Unknown 2007]:
    • Fixed a bug where if you ignore the trading menu the game gets stuck saying 'Please wait.'
    • Fixed a bug where standing up doesn't auto-advance to the next turn, as a result of an anti-cheat check that was installed.
  • Version 1.02 [Unknown 2007]:
    • Fixed a memory leak in the trading script that would sometimes cause the script to shut down.
  • Version 1.03 [September 2007]:
    • Fixed a bug where bankrupting would sometimes cause the game to advance turns twice, skipping the player immediately after the person going bankrupt.
    • Fixed a bug where deeds appeared to unmortgage when transferred to another player during bankrupt/forfeit.
  • Version 1.1 [October 2007]:
    • Rebuilt money handling in the game to use new K.R. Engineering Game Prize API. Read more about it in the PAY TO PLAY section above.
    • The previously incorporated 'payout' option has been moved to the 'prize server' discussed in the PAY TO PLAY section.
    • Added 'kitty.' This is a popular house rule, whereby all taxes and fees go into a pool in the center of the board, and anyone who lands on Public Sandbox (Free Parking) collects it all.
  • Version 1.11 [November 2007]:
    • Fixed inaccurate settings info on 'slopoly settings' command.
    • Fixed bug where eliminated players weren't counted in total players playing sent via the game API.
  • Version 1.2 [October 2008]:
    • All scripts recompiled for the new MONO scripting engine. This should improve performance in slow simulators.
    • Improved camera system for game players. When seated, pressing left/right changes camera view, and pressing forward or back zooms in and out.
    • Custom gameplay poses. When seated, pressing page up or page down will allow the player to change their pose. Poses include generic male/female sits, slave sits allowing them to kneel beside their master/mistress, and couples poses.
    • Takes advantage of new scripting functions to reduce primcount (combining buttons into single prims).
    • Removed 'dining table' feature, as it added unnecessary prims and scripts, and most people somehow managed to trigger it accidentally and then IM me in a fit/panic instead of reading the instructions.
    • Totally redesigned administrative system for owner to change game options. Now in an easy to access, easy to use, hopefully non-confusing menu.
    • New sculpted table and chairs.
    • Reduced entire game by 9 prims.
    • Added ability for administrative users (and owner) to forcefully eject or forfeit a player.
    • Fixed a bug where you couldn't sell houses on color groups that had a mortgaged property.
    • Added the ability to click on title deed cards to magnify them.
  • Version 1.21 [November 2008]:
    • Added option to admin menu to switch table between old style and new style. Purely aesthetic, no gameplay changes. Prim count unchanged.
  • Version 1.22 [February 2009]:
    • Fixed a bug where the camera perspective of players was not properly updated when one player stood up. This is a compensation for a bug in the Second Life camera system that incorrectly affects all seated avatars' cameras.
  • Version 1.23 [June 2010]:
    • Fixed a typo on the admin menu.
    • Drastic script reduction and performance improvements thanks to new scripting functions added to Second Life by server version 1.38. Game now uses about 1/3rd of the script time of previous versions when idle.
    • Moved Branding menu to Admin Menu to avoid customer support problems. Admin menu now appears regardless of where you click and hold on the table, instead of a different menu coming up on the centerboard.
    • By popular demand, added an option to toggle phantom on/off on the table.
    • Prize Server API now sends an update whenever a player's score changes.
    • Added a beautiful gothic black wood option by popular request.
    • Reduced prim count by an earth-shattering 2 prims.
  • Version 1.24 [January 2011]:
    • Fixed a bug where title deed cards would not return to their proper place when magnified.
  • Version 1.3 [September 2011]:
    • Admin users can now access the administrative menu, but do not have all the options that owners do.
    • Added new Group Admin option, defaults to off, allowing anyone in the same group as the table to be considered admins without having to be added manually.
    • Updated to support the Display Names feature on newer Second Life viewers.
    • Game now has OPTIONAL internal prize server with buyin and betting options that give games more control over how these events occur. External prize servers are still fully functional and now receive more information than before. Internal prize server now responsible for communicating with external prize servers. External API can be enabled/disabled independently of internal prize server features.
    • 5 new poses in each seat.
    • Compensated for a bug in SL where when you sit down, SL sends random keystrokes to the game, even if you pressed nothing. This was relatively harmless, but resulted in the animation menu randomly coming up, or your camera view not defaulting to birdseye when it should.
    • Changed the "tintable" branding preset to something less hideous.
    • Added option to put table into Group Play mode, where only members of the same group as the table are allowed to play it. Must have group tag active to work.
    • Reduced prim count on Table game by 5 prims, down to 87 from 92.
    • Added support for permanent, searchable leaderboards on http://Gaming.SL/. Leaderboards can be viewed by table, region or grid wide, with criteria on winner, date, number of players, game options used.
    • Added support for achievements on http://Gaming.SL/. Performing certain miraculous feats during gameplay will net you achievements. Some hard, some easy, some really hard.
    • Added support for jackpots on http://Gaming.SL/. Placing high on leaderboards can net you L$ prizes. Play frequently to win frequently.
    • Game owner now gets notified when they play the game if there are any new News posts on Gaming.SL about their specific game.
    • Added support for addons to be installed into the game after purchase.
    • Old Style/New Style buttons in admin menu considered deprecated, and removed. Theme switching occurs in the color menu now as part of a brand new theme engine.
    • Used new Gaming.SL addon support to create installable themes for the game that are universal for all compatible tables (n/a for Pocket game) (buy a theme once, use it with all compatible tables).
    • Added toggle button for fullbright in branding menu.
    • Slightly increased the distance of the centerboard off of the table to make the games more resistant to high altitude rounding errors in drawing geometry.
    • Added single and multi table tournament support on http://Gaming.SL/.
    • Added display to game board to show how much is in the "kitty" when the Kitty house rule is enabled.
    • Standing up when Land Tier menu is up will now result in automatically picking the $200 option.
    • Fixed problem with turning pages in trading menu not working in some cases.
    • Property that has already been added for trading no longer shows up in available properties to add.
    • Fixed a bug where you could trade negative cash amounts with another player.
    • Added Quiet option to reduce some of the chat from the game.
  • Version 1.31 [September 2011]:
    • Fixed "SLopoly" choice in the branding menu.
  • Version 1.4 [September 2011]:
    • Name of game changed from "SLopoly" to "Simopolis" as Linden Lab has decided that "SLopoly" does not fit within their new trademark guidelines.
    • Chance cards are now known as Karma cards.
    • Community Chest cards are now known as Encounter cards.
    • New game board texture to reflect the above changes.
  • Version 1.41 [November 2011]:
    • Split the Achievements script into 2 scripts to prevent the script from running out of memory on some games.
    • Fixed a bug where magnified cards would disappear when they auto-demagnified after a 2 minute timeout.
    • Auto-demagnify period for cards reduced from 2 minutes to 30 seconds.
    • Updated scorekeepers and gamekeepers to version 2.11. This update only adds the ability to determine whether single-player games show up.
  • Version 1.42 [October 2012]:
    • Added an invisible feature that should help with the Official viewer recently deciding not to show deed cards moving around.
    • Changed the table to be "Convex Hull" physics shape instead of prim, resulting in the table dropping from 87 prims to 53 PE.
  • Version 1.43 [November 2013]:
    • Cleaned up additional instances of table not defaulting back to Legacy Names when Display Names return ???. (Internal prize server)
    • Opt Out button in Gaming.SL menu is now Opt Out|In for clarity. Also spawns an ARE YOU SURE confirmation dialog with more information.
    • Added ambient sound support to Gaming.SL addon themes. When a theme has an active sound, a Sound ON|OFF button appears in the Modify submenu.
    • Table owners can now set the color and/or texture of seats individually on their table. This is retroactive for all themes.
    • Table owners can now set the color and/or texture of other parts of the table more discretely where they were not able to before, such as cushions/lights/other accents.
    • Changed theme menu to (almost) always have a Close button present, instead of having to click Back multiple times to return to the parent menu before closing. More user friendly.
    • Added new admin menu option to change starting funds to $1000, $1500, $2000, $2500 or $3000.
  • Version 1.44 [January 2014]:
    • Fixed a bug where the game can ask for buyins twice when they are enabled on the internal prize server.
  • Version 1.5 [July 2014]:
    • Table reduced from 53 PE to 51 PE.
    • Fixed bug with timed games not working correctly.
    • Color button added in Admin Menu that brings up the same menu as pressing Color on the table top.
    • Chairs should no longer get messed up if you rotate the table while it is in the process of changing themes.
    • Theme engine updated to allow themes to adjust the physics shape of individual pieces, on a per-theme basis. This may cause minor fluctuations in prim count when changing themes.
    • Script count reduced by 7 on the Table version, now only 30 scripts for entire game.
    • ALL PRIZE FUNCTIONS HAVE BEEN REMOVED to comply with the new Skill Gaming policy from Linden Lab. As a result, table no longer requests debit permissions on rez.
    • Changed the way games fetch addons from the server to reduce the number of HTTP requests being made, since LL is throttling them.
    • Added new option for themes to specify whether they are normal sitting, ground sitting or laying down themes, and added 4 new poses.
    • Updated Prize Server and Jackpot Prize Server for the new Skill Gaming Policy. Advanced Prize Server is not legal under the new policy and will not be included.
    • Game will now attempt to restore previous settings on new table from before an update.
    • Changed "Appearance" button to say "Color" so it is consistent with all the other games.
    • Pressing Reset during a game will now require a second confirmation press to actually reset.
  • Version 1.51 [July 2014]:
    • Fixed a bug that would cause an agent permission error when 3 or more people were playing and someone stood up.
  • Version 1.52 [July 2014]:
    • Fixed a bug in the new Branding Controller script that caused brand settings not to be restored properly after update.
  • Version 1.53 [August 2014]:
    • Updated Scorekeepers and Gamekeepers to the new all-mesh designs for reduced PE count.
    • Changed "Click reset again to reset" message to be a whisper instead of dialog.
    • Updated main game script to use Display Names instead of Legacy names.
  • Version 1.54 [December 2014]:
    • Fixed a bug where the Start Funds submenu would appear, then disappear a few seconds later without pressing anything.
    • Fixed a typo where Game Time was being reported incorrectly at the start of the game.
    • Game Time and Game Timeout can no longer be changed while a game is active.
    • Put "Simopolis" option back in Branding menu, to return to the default brand for the game.
  • Version 1.6 [January 2015]:
    • Added support for specular and normal maps to theme engine. Also includes alpha mode support.
    • Themes that include specular information will now use this for Shiny On/Off options in themes, instead of old style shiny.
    • New Theme Engine is backwards compatible with non-materials addons. Material addons are not backwards compatible with old tables.
    • Added the ability for table owners to save new default camera settings from the Pose/Camera menus.
  • Version 1.61 [January 2015]:
    • Fixed a bug with the new Default Camera settings not being restored after an update.
  • Version 1.62 [April 2015]:
    • Fixed a bug where Simopolis always reported games as being solo games, because the game ends with only 1 player remaining at the table.
  • Version 1.63 [April 2015]:
    • Converted most of the game elements to Mesh, reducing the table from 52 PE to 41 PE!
    • Removed the need for a strict link order. The mechanism behind this is a step towards enabling new game boards in future versions.
    • Reduced script count from 30 scripts to 20 scripts.
    • Fixed a bug that allowed the game to start with no players seated.
  • Version 1.64 [June 2015]:
    • Fixed a bug with properly restoring default camera settings from some prior versions.
    • Fixed a bug where resetting the table would cause all of the player indicators to say "Player 8."
  • Version 1.7 [February 2016]:
    • Updated Gaming.SL API code to latest version.
  • Version 1.8 [May 2017]:
    • Added a new Frozen Assets house rule. When enabled, players cannot collect rent from jail.
    • Added a new Dash for Cash house rule. When enabled, players receive $400 instead of $200 if they LAND on Orientation Island and not merely pass over it.
    • Added a new Sightseeing house rule. When enabled, players must complete a full trip around the board before they can begin buying property.
    • Fixed a bug where the "pay money to all players" card was debiting the card recipient but not crediting everyone else their due.
  • Version 1.81 [May 2017]:
    • Fixed a bug introduced by the Frozen Assets house rule in v1.8 that caused deed ownership to not properly reset for a new game.
  • Version 1.82 [May 2017]:
    • Cleaning up some legacy code resulted in rent transfers not working. Fixed.