First, in random order, all Evil Twins join a randomly selected Gang. (All of them are currently in the Blue Gang, and thus the whole Gang system is currently rather useless.)
Next, from now on, Evil Twins may be in a building. This takes up one unit of capacity, and while they are in it they are not considered to be on a square. If a Evil Twin in a building would attempt to take a turn, it exits the building first. Also, in certain cases Evil Twins may now be on the A-Board.
Create these new buildings:
Recruitment Arcade Construction cost: $1000 Destruction cost: $550 Capacity: None Additional properties: The Gang of the same color as the square that this building is on is referred to as the Patron Gang
If a Evil Twin that is not part of the Patron Gang lands on the same square as this building, and the Patron Gang has more than $200, then the Patron Gang pays $200. After that, if the Evil Twin is part of a Gang, it leaves it, and if it isn't, then it joins the Patron Gang.
If the Patron Gang would gain any money, the owner of this building first receives a share equal to the amount of money divided by the number of squares with the Patron Gang's color.
Police Station Construction cost: $2500 Destruction cost: $1000 Capacity: 5 Additional Properties: When this building is first built, a Police Car is created outside. If the Police Car is destroyed, it regenerates in front of this building three days later. If this building is destroyed, the Police Car is destroyed as well.
And these new Gang-only buildings:
Slum Construction cost: N/A Destruction cost: N/A Capacity: None Additional Properties: This is a Gang-only building. This building can only be created, owned, or used by a Gang. Every three days, the gang that owns this building gains $200
Hideout Construction cost: N/A Destruction cost: N/A Capacity: 50 Additional Properties: This is a Gang-only building. This building can only be created, owned, or used by a Gang. It also has many other special properties.
Vandalism:
If a Gang member lands on a building, and that building is not a Gang-only building, or Recruitment Arcade whose Patron Gang is the one that the Gang member belongs to, it will issue a Threat to the owner of the building. If the building is a Police Station, the Gang member just vandalizes it instead. If it issues a Threat, it does not take any turns until either its gang is payed or it vandalizes the building it is on. If it is moved off, the Threat is cancelled.
A player who is issued a Threat may pay $100 to the Gang whose member issued the Threat. If he does not do so within 48 of the Threat being made, the Gang member who issued the Threat vandalizes the building that it made the Threat on.
A building may be vandalized up to 5 times. After that, the building is taken over by the Gang who just vandalized it. To prevent this, any player on the same square as a building that had been vandalized may pay $200 to clean up one instance of vandalism.
Gang-only Buildings:
When a Gang takes over a building, and it has no other buildings, it becomes a Hideout. Otherwise, it becomes a Slum. Any items that that building held are taken to that Gang's Hideout.
A Hideout has many effects. First, if a Gang member is defeated in a fight, it runs back to its gang's Hideout and hides in there, instead of what would normally happen to a defeated Gang member. A Gang's Leader is always hiding in its Gang's Hideout. And second, the Gang members of a Gang with a Hideout become bold enough to venture out on the A-Board. Should a Gang member in such a gang rolls doubles while taking a turn, it teleports to the its square's sibling after moving. Should a Evil Twin ever be on the A-Board without being in a Gang with a Hideout, it flees back to a random M-Board Square.
Police Forces:
Because of the increased gang activity, the Nomopoly V Police Department (NVPD) has allowed players to build Police Stations, and thus Police Cars. Each Police Car can "see" every square directly north, west, east, or south. Each day, each Police Car moves to a random square it can see. If a Gang Fight or an act of vandalism occurs within sight of a Police Car, it immediately moves to the square where it occured. If it would make it's daily movement and it can see a Hideout or a Wanted Gang member, it moves there instead.
If a Police Car is ever on the same square as a Gang Member, a Gang Fight occurs between them. Police Cars are considered to have a Mojo permanently fixed at 3, and a number of other gang members equal to the number of Police Stations. If a Police Car wins against a Gang member, the Gang member is arrested and brought to the Police Station that the Police Car belongs to, and the Police Car returns to it as well. If a Gang member wins against a Police Car, the Police Car is destroyed.
Arrested Gang members must stay in their Police Station. If an arrested Gang member would take a turn, and the Gang it is in has more than $200, then it posts a $200 bail to the owner of the Police station, leaves it, takes a turn, and then promptly escapes and becomes Wanted. Wanted Gang members who are arrested again may not do this. If a Gang member stays in a Police Station for more than a week, then it ceases to be Wanted, Arrested, or a Gang Member and is dumped outside. Should a Police Station be taken over, all Gang members inside join the Gang that just took it over.
Sieges:
Should a Police Car or rival Gang member be outside a Hideout, it starts a Siege. While the Siege is going, no Gang member inside a Hideout may leave it. Any Police Cars or rival Gang members outside a Sieged Hideout do not make their normal movements, as they are too busy with the Siege. If there are no rival Gang members or Police Cars outside a Sieged Hideout, the Siege ends. If a week passes and the Siege is still going, then the effects of a Hideout are temporarily cancelled and the Gang members in the Hideout make a last ditch effort to escape. Starting with the one with the least Mojo, each Gang member fights with random Police Cars or rival Gang members until either the Gang member loses or there are no more rival Gang members or Police Cars. If Gang members in the Hideout succeed in removing all Police Cars and rival Gang members, then the Siege ends and the Hideout returns to normal. If the Leader loses, then the Hideout and all other building belonging to that Gang are destroyed.
First, all Evil Twins join a randomly selected Gang. (All of them are currently in the Blue Gang, and thus the whole Gang system is currently rather useless.)
Create these new buildings:
Recruitment Arcade Construction cost: $1000 Destruction cost: $550 Capacity: None Additional properties: The Gang of the same color as the square that this building is on is referred to as the Patron Gang
If a Evil Twin that is not part of the Patron Gang lands on the same square as this building, and the Patron Gang has more than $200, then the Patron Gang pays $200. After that, if the Evil Twin is part of a Gang, it leaves it, and if it isn't, then it joins the Patron Gang.
If the Patron Gang would gain any money, the owner of this building first receives a share equal to the amount of money divided by the number of squares with the Patron Gang's color.
Police Station Construction cost: $2500 Destruction cost: $1000 Capacity: 5 Additional Properties: When this building is first built, a Police Car is created outside. If the Police Car is destroyed, it regenerates in front of this building three days later. If this building is destroyed, the Police Car is destroyed as well.
And these new Gang-only buildings:
Slum Construction cost: N/A Destruction cost: N/A Capacity: None Additional Properties: This is a Gang-only building. This building can only be created, owned, or used by a Gang. Every three days, the gang that owns this building gains $200
Hideout Construction cost: N/A Destruction cost: N/A Capacity: 50 Additional Properties: This is a Gang-only building. This building can only be created, owned, or used by a Gang. It also has many other special properties.
Vandalism:
If a Gang member is on the same square as a building, and that building is not a Gang-only building, or Recruitment Arcade whose Patron Gang is the one that the Gang member belongs to, it will issue a Threat to the owner of the building. If the building is a Police Station, the Gang member just vandalizes it instead. If it issues a Threat, it does not take any turns until either its gang is payed or it vandalizes the building it is on. If it is moved off, the Threat is cancelled.
A player who is issued a Threat may pay $100 to the Gang whose member issued the Threat. If he does not do so within 48 of the Threat being made, the Gang member who issued the Threat vandalizes the building that it made the Threat on.
A building may be vandalized up to 5 times. After that, the building is taken over by the Gang who just vandalized it. To prevent this, any player on the same square as a building that had been vandalized may pay $200 to clean up one instance of vandalism.
Gang-only Buildings:
When a Gang takes over a building, and it has no other buildings, it becomes a Hideout. Otherwise, it becomes a Slum. Any items that that building held are taken to that Gang's Hideout.
A Hideout has many effects. First, if a Gang member is defeated in a fight, it runs back to its gang's Hideout and hides in there, instead of what would normally happen to a defeated Gang member. This takes up one unit of Capacity. A Gang's Leader is always hiding in its Gang's Hideout. Second, any Gang members in a Hideout cannot be involved in a fight. A Gang member normally leaves hiding when it takes a turn, but it will not do so if there is a Siege going on outside. And third, the Gang members of a Gang with a Hideout become bold enough to venture out on the A-Board. Should a Gang member in such a gang rolls doubles while taking a turn, it teleports to the its square's sibling after moving. Should a Evil Twin ever be on the A-Board without being in a Gang with a Hideout, it flees back to a random M-Board Square.
Police Forces:
Because of the increased gang activity, the Nomopoly V Police Department (NVPD) has allowed players to build Police Stations, and thus Police Cars. Each Police Car can "see" every square directly north, west, east, or south. Each day, each Police Car moves to a random square it can see. If a Gang Fight or an act of vandalism occurs within sight of a Police Car, it immediately moves to the square where it occured. If it would make it's daily movement and it can see a Hideout or a Wanted Gang member, it moves there instead.
If a Police Car is ever on the same square as a Gang Member, a Gang Fight occurs between them. Police Cars are considered to have a Mojo permanently fixed at 3, and a number of other gang members equal to the number of Police Stations. If a Police Car wins against a Gang member, the Gang member is arrested and brought to the Police Station that the Police Car belongs to, and the Police Car returns to it as well. If a Gang member wins against a Police Car, the Police Car is destroyed.
Arrested Gang members must stay in their Police Station. This uses up a unit of Capacity. If an arrested Gang member would take a turn, and the Gang it is in has more than $200, then it posts a $200 bail to the owner of the Police station, leaves it, takes a turn, and then promptly escapes and becomes Wanted. Wanted Gang members who are arrested again may not do this. If a Gang member stays in a Police Station for more than a week, then it ceases to be Wanted, Arrested, or a Gang Member and is dumped outside. Should a Police Station be taken over, all Gang members inside join the Gang that just took it over.
Sieges:
Should a Police Car or rival Gang member be outside a Hideout, it starts a Siege. While the Siege is going, no Gang member inside a Hideout may leave it. Any Police Cars or rival Gang members outside a Sieged Hideout do not make their normal movements, as they are too busy with the Siege. If there are no rival Gang members or Police Cars outside a Sieged Hideout, the Siege ends. If a week passes and the Siege is still going, then the effects of a Hideout are temporarily cancelled and the Gang members in the Hideout make a last ditch effort to escape. Starting with the one with the least Mojo, each Gang member fights with random Police Cars or rival Gang members until either the Gang member loses or there are no more rival Gang members or Police Cars. If Gang members in the Hideout succeed in removing all Police Cars and rival Gang members, then the Siege ends and the Hideout returns to normal. If the Leader loses, then the Hideout and all other building belonging to that Gang are destroyed.
Move the Light Paradiso Oven to a randomly selected square on the A-board with a number less than or equal to 36. Move the Dark Inferno Oven to the sibling square of the Light Paradiso Oven. Move the Fishing Hole to a randomly selected square on the A-board with a number less than or equal to 36. Move the Bank to a randomly selected square on the M-board with a number less than or equal to 36. Add to the rules: If a player lands on Square #50, that player wins Nomopoly V.
If at any time there are more than 50 squares on either board, then Nomopoly V will be attacked by Mutated Aliens from Uranus. This has the following effects, in this order:
- If there is a snowblasted square, the snow immediately melts into a dirty square. - While there are more than 36 squares on either board, randomly select one square and destroy it. This is considered to be something that "strikes a square from above" and thus can trigger the effects of a Deflect-o-matic Umbrella on the selected square. - All squares on each board will be re-numbered. On each board, in ascending order of old square number, the squares will be given numbers from 1 to 36. - All players who are not on the Null Space gain 2 Honor for surviving such a tragic series of events.
When a square is re-numbered, all occupants and properties of the square remains the same, except for properties that are inherent to the square number as specified in the rules.
Example: Square #21 is re-numbered to Square #18. Everything that was on Square #21, except for the Hospital, will stay on that square, and the square number will change to 18. The Hospital will be on the new Square #21 (since the Hospital is specified in the rules as being on Square #21)
If this proposal is accepted, the Mutated Aliens from Uranus will not attack until one week after this proposal is implemented (to give everyone a chance to prepare for the impending doom).
This proposal takes precedence over the rule IX - 3 that states "No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future."
When a new player joins the game, he will start on the first square on the A-board, and his evil twin will start on the first square on the M-board.
A new building type now exists:
Plastic House --------------------- Cost: 100 + (4 x square number) Monopoly Dollars Effect: When a player other than the Plastic House's owner occupies a square containing a Plastic House, he must pay the owner half the Plastic House's purchase price in Monopoly Dollars, plus (square number) Nomopoly Dollars.
If a player ever has to pay another player more Monopoly Dollars than he has left, he must immediately sell (for half the purchase price) sufficient Plastic Houses that he owns (if any), starting with houses on lower-numbered squares first, until he is either able to pay the amount that he owes without his Monopoly Dollar balance becoming negative, or he runs out of Plastic Houses to sell. Plastic Houses may only be sold to generate funds to pay Monopoly Dollar debts. Sold Plastic Houses are destroyed. If a player needs to sell a Plastic House, and the lowest-numbered square containing a Plastic House that he owns is the same on both the A- and M-boards, then the player shall sell the one on the A-board first. A player with no Plastic Houses to sell will still finish paying off his debt, despite his Monopoly Dollar balance going negative.
A player with a negative Monopoly Dollar balance is penalized by moving at half the speed he would otherwise move when taking a turn (divide the total number of spaces he would otherwise move when taking a turn by 2, and round up any fractions).
Each player receives a grant of $1 in Monopoly money every hour.
Whenever a player lands on a square he is moved to the square with reversed digits. All numbers of squares are filled with leading zeros, so that they have the same number of digits as the highestnumbered square without leading zeros. If the target square does not exist, the player instead moves to the sibling of the square he landed on.
Whenever any player attempts to cut down a tree, there is a 5% chance that a Tree Spirit will interrupt them. If they are interrupted, the player gains 1 Log as usual, but the tree they attempted to cut down remains alive.
When any player attempts to cut down a tree, there is a 5% chance that the Spirit of the Tree will interrupt them. If it does, that player gains 1 Log, but the tree they attempted to get down remains.
Each player recieves Monopoly money. Each player recieves two $500-two $100-two $50-six $20-5 $10-five $5-five $1.00 The Monopoly Bank has unlimited amount of Monopoly money.
Every time a player passes the very first square on either A-board or the M-board, the player recieves $200.
First square is 2A and 2M, if these get distroyed, the next squares that will be considered as passing will be 3A and 3M. It'll keep moving if the boards keep on getting destroyed.
All players must at all times abide by the rules that they are subject to. No player may ever perform any action that violates any rule in the current set of rules that they are subject to.
//Creation of Rulesets.
A Ruleset is a set of rules. Any player that is said to be subject of a Ruleset must abide by all rules within that set. A player may be subject to any number of Rulesets, but if a player manages to be subject to 0 Rulesets at any time, that player wins Nomopoly V. Initially the following Rulesets exist:
The Alpha Ruleset. The Alpha Ruleset contains all proposals and rules active when this proposal is accepted. All players are at all times subject to the Alpha Ruleset. The Alpha Ruleset will at all times be on public display.
The Destruction Ruleset. All players who may cast Destruction spells and are not located in the null space are subject to this Ruleset.
The Creation Ruleset. All players who may cast Creation spells and are not located in the null space are subject to this Ruleset.
The Travel Ruleset. All players who may cast Travel spells and are not located in the null space are subject to this Ruleset.
The A-Board Ruleset. All players on the A-Board are subject to this Ruleset.
The M-Board Ruleset. All players on the M-Board are subject to this Ruleset.
With the exception of the Alpha Ruleset, all Rulesets are initially empty. With the exception of the Alpha Ruleset, the rules within a Ruleset may only be viewed by players who are subject to that Ruleset. Whenever a player makes a proposal, that player must choose a Ruleset that that proposal is for. A player may only submit proposals for Rulesets that that player is subject to. A player may only view and vote for proposals that that player is subject to. If a player has cast votes for a proposal that is in voting status for a Ruleset but stops being subject to that Ruleset before the proposal leaves voting status, the votes are removed. If the player has submitted a proposal for a Ruleset but stops being subject to that Ruleset before the proposal leaves voting status, the proposal is automatically retracted. Rules may not affect players that are not subject to the Ruleset the rule is in. It is up to Admin?s discretion as to if a proposal could potentially effect a player not subject to the Ruleset it is being proposed to.
All players must at all times abide by the rules that they are subject to. No player may ever perform any action that violates any rule in the current set of rules that they are subject to.
//Creation of Rulesets.
A Ruleset is a set of rules. Any player that is said to be subject of a Ruleset must abide by all rules within that set. A player may be subject to any number of Rulesets, but if a player manages to be subject to 0 Rulesets at any time, that player wins Nomopoly V. Initially the following Rulesets exist:
The Alpha Ruleset. The Alpha Ruleset contains all proposals and rules active when this proposal is accepted. All players are at all times subject to the Alpha Ruleset. The Alpha Ruleset will at all times be on public display.
The Destruction Ruleset. All players who may cast Destruction spells are subject to this Ruleset.
The Creation Ruleset. All players who may cast Creation spells are subject to this Ruleset.
The Travel Ruleset. All players who may cast Travel spells are subject to this Ruleset.
The A-Board Ruleset. All players on the A-Board are subject to this Ruleset.
The M-Board Ruleset. All players on the M-Board are subject to this Ruleset.
With the exception of the Alpha Ruleset, all Rulesets are initially empty. With the exception of the Alpha Ruleset, the rules within a Ruleset may only be viewed by players who are subject to that Ruleset. Whenever a player makes a proposal, that player must choose a Ruleset that that proposal is for. A player may only submit proposals for Rulesets that that player is subject to. A player may only view and vote for proposals that that player is subject to. If a player has cast votes for a proposal for a Ruleset but stops being subject to that Ruleset, the votes are removed. If the player has submitted a proposal for a Ruleset but stops being subject to that Ruleset before it leaves Voting status, the proposal is automatically retracted. Rules may not affect players that are not subject to the Ruleset the rule is in. It is up to Admin?s discretion as to if a proposal could potentially effect a player not subject to the Ruleset it is being proposed to.
New Item: Bit of Gold Tradeable?: Yes Cannot be used.
A bit of gold can be sold in a store in exactly the same manner as a Chunk of Gold. However, it is sold for $150. The owner of the store receives $30.
Spell: Unearthing Cost: 250 ME Requirements: The player must be on a space containing Gold. Target: The player's square. Effect: One of two effects may occur, with each being equally likely to occur. Either a Chunk of Gold is played on the square containing gold, or a Bit of Gold is placed on all 4 bordering squares relative to that square. If there are less than 4 bordering squares, Bits of Gold are only placed on those present.
Whenever a player occupies a square on the top row of the Board they are on, they are said to be on the Home Straight. If a player on the Home Straight takes a turn and is still on the Home Straight, he receives a Token. This Token is not Rare and cannot be bought at Stores; it can, however, be traded to other players. If, at any time, a player who has three or more Tokens is on the Home Straight, three Tokens are taken from that player and destroyed, the player recieves $1000, and the player is moved so that they are occupying the square with the highest number on the board they are on that can they can occupy without being on the Home Straight. A player may not walk so that, after walking, he is on the Home Straight when he was not on the Home Straight before.
Fixes to Square Numbering problems ---------------------------------------
The successor of the highest numbered square on a board is the lowest numbered square on the same board.
A new player upon joining the game will start on the lowest numbered square of the A-board.
A player's "direction of travel" is the direction the player has most recently travelled in order to arrive at his current square, if the Admin is able to easily determine that said direction is clearly one of the four ordinal directions (up, down, left, or right). Otherwise, the player's "direction of travel" is defined to be one of four ordinal directions, selected at random with equal probability.
Whenever a player passes the first square on the board, he must roll a 6-sided die. If the roll is 1, 2, or 3, the player loses $500, which is placed on the first suqre on the board. If the roll is 4, 5, or 6, the player receives a Mining Pick from a magic cloud.
Whenever a player lands on the first square on the board, he receives the money that is on the first square on the board.
If at any time a square is destroyed, snowblasted, or otherwise made completely inaccessible to players, and that square is referred to explicitly by number in one or more rules, then those rules are immediately changed to refer to a different square, if possible. The square to which the rules are changed to refer is found by looking at the subsequent successor squares, in order, until one is found which is not referred to explicity by any existing rule. If no suitable square is found (due to all accessible squares on the same board being referred to explicitly by number by at least one rule), then a new square and its sibling are added, and the rule(s) is/are changed to refer to the newly-created square.
Gang Changes -----------------------------
If a gang member lands on a square containing exactly one other member of the same gang, and the square is a different color than his or her gang, and there are at least 3 members in his or her gang, and there are currently no members of the gang whose color matches the current square, then there is a 10% chance that both of the aforementioned gang members will decide to "defect", and join the gang whose color matches the square.
The defecting gang members will take a fraction equal to 2/n (where "n" is the number of members in their gang just prior to their defection) of their former gang's money with them to their new gang when they defect. (So, if their former gang had contained 10 members, they will take 2/10 of its money with them when they defect.)
Gangs may possess items, but the items may not be used by the gangs or gang members, nor do they have any effect, unless explicitly stated in the rules. The items possessed by the gang are simply part of that gang's possessions, along with any money possessed by the gang.
When a player lands on a square containing at least one gang member, but less than ten, there is a (N x 10%) chance, where N is the number of gang members present, that the player will be mugged. If 10 or more gang members are present on the square, then the player definitely will be mugged.
If the player is mugged, then the player will fight each gang member on the square, one at a time, until the player either dies or has fought each of the gang members on the square.
Player vs. Gang Member fights are handled as follows:
1) The Player rolls one 6-sided die, plus additional dice as though the player were in an ax duel, and totals their value. 2) The Gang Member rolls one twelve-sided die, plus an additional six-sided die for every mojo point above zero the gang member possesses, minus an additional six-sided die for every mojo point below zero the gang member possesses, plus an additional six-sided die if the gang member is a gang leader, plus any gang-fight bonuses due to graffiti, and totals their value. (i.e.: 1d12 + [mojo]d6 + possible gang leader d6 + graffiti bonuses) 3) If the Gang Member is the Player's evil twin, then the gang member's total is doubled, as an "Evil Twin Super Bonus". 4) The highest total wins, with the Player winning any ties. 5) If the Player wins, the Gang Member's mojo is decreased by one, and "mugging spoils" are transferred from the Gang Member's Gang to the Player. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo decreases by two, and "mugging spoils" are given twice). 6) If the Gang Member wins, the Gang Member's mojo is increased by one, the Player receives a wound, and "mugging spoils" are transferred from the Player to the Gang Member's Gang. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo increases by two, the player receives two wounds, and "mugging spoils" are given twice). 7) Wounds due to muggings are identical to wounds received by Ax duels, and are handled identically.
"mugging spoils" transferred from X to Y are determined as follows:
1) Take all of X's money, and divide it into 0 to 10 piles, as evenly as possible, with not less than $100 in any pile except for one, and the maximum possible number of piles. So, for example, if X has $765, there will be 8 piles: 7 with $100, and one with $65. If X has more than $1000, there will be 10 piles, each with approximately one-tenth of the total. 2) Consider each item that X possesses to be an additional pile. 3) Randomly choose two separate piles, with equal probability, and transfer them from X to Y. 4) If there are not enough piles to choose 2, then transfer whatever money and/or items X possesses (if any) to Y.
Upon implementation of this proposal, the Nomopoly V Fantasy Rules Committee (NVFRC) will come into being, with the following NVFRC Regular Ordinances, and with RocketRick as the Judge of Round 1:
Regular Ordinances of the Nomopoly V Fantasy Rules Committee (NVFRC)
1. Ordinances. There shall be two types of ordinances: regular ordinances and fantasy rules. Fantasy rules shall have no effect on play except as provided for in the regular ordinances.
2. Membership. All players of Nomopoly V are members of the NVFRC.
3. Starting a Round and posting Rules. Whenever a round of play ends, a new round should begin as soon as possible thereafter. The (new) Judge shall determine the exact time of the start of the round, and may also suggest a theme for the round, if a theme has not been already been suggested by the player with the most style points from the previous round. All members are eligible as if they had posted a valid fantasy rule at the start of the round. Only those persons eligible to play may post fantasy rules. The Judge is not eligible.
4. Eligibility to play. Each valid fantasy rule makes its author eligible to play. This eligibility period lasts for fourteen (14) days from the time of the rule's posting minus two (2) days for each invalid fantasy rule posted by the same person after the valid fantasy rule.
5. End of Game. If at any time after the fourteenth day of a round, there is only one person eligible to play, then
* (a) all current fantasy rules are repealed * (b) the round ends * (c) the sole remaining player is declared winner of the just ended round and becomes Judge. * (d) the winner of the just ended round is awarded $500 in Nomopoly V.
6. Judge. The Judge is responsible for interpreting the ordinances and determining the validity of fantasy rules. If a fantasy rule is inconsistent with itself, previously posted valid fantasy rules, or the regular ordinances, then the Judge shall declare that rule invalid or unsuccesful, otherwise e shall declare it valid.
7. Resignation. The Judge may resign if e appoints a successor who agrees to serve as Judge until the end of the round.
8. A fantasy rule can only be declared unsuccesful if the only rule or rules it is inconsistent with are other fantasy rules for which it is reasonable to assume that the poster of the rule had not seen them before e posted the rule.
9. Style Points. For each fantasy rule posted, the Judge shall award X Style Points, where -3<=X<=3. The Judge may use any criteria e sees fit for such awards. At the end of a Round the Player who has collected the most Style Points may suggest a theme for the next Round. Also, at the end of a Round, each player will be awarded, in Nomopoly V, $100 times the number of Style Points e has collected, and the Judge will be awarded, in Nomopoly V, $50 per valid rule in the current round.
10. Restrictions on Judge's Power. The decision of the Judge may be changed if a proposal is made to do so and that proposal receives a two-thirds affirmative vote of the members voting on that proposal within six (6) days after the posting of that proposal.
11. Default. If the Judge does not declare judgment of a fantasy rule within six (6) days after its posting, e shall be considered then to have decided and declared that rule valid.
12. Amendment. The regular ordinances may be amended if a proposal is posted to do so and said proposal receives a two-thirds (2/3) affirmative vote of the members voting on that proposal within seven (7) days after the posting of that proposal.
13. Overrule. The regular ordinances may be overruled for a single round if a proposal is posted to do so and said proposal receives a two-thirds (2/3) affirmative vote of the members voting on that proposal within three (3) days after the posting of that proposal.
14. Where to Do Things. All actions under these rules must be accomplished by a public posting in the Nomopoly V forum, with the text string "NVFRC" and a reference to the current round number in the subject of the posting.
If proposal #103 was not accepted, this proposal has no effect. Otherwise:
[Part 1 - Delete the mining picks]
At the time this proposal is implemented, each player loses all of eir mining picks and gains $500 for each mining pick e had. [Since there are currently no mining picks and no way to get them, I don't expect this paragraph to have any actual effect.]
The mining pick item is deleted.
[Part 2 - Create the mining cards]
Two new instruction card types are created: "Mining card": If the Robot's current square contains gold, the gold is removed and a Chunk of Gold is placed there. "Vein mining card": While the Robot's current square contains gold, the gold is removed, a Chunk of Gold is placed there, and the Robot moves forward one square.
20 Mining cards and 5 Vein mining cards are shuffled into the deck.
Whenever a square contains a Chunk of Gold, any player occupying the square may take it.
[Part 3 - Robot destruction handling]
If the square containing the robot is destroyed or snowblasted, the robot stops performing any instructions it was performing and is sent to the Null Space, where it reboots for a period of 24 hours without moving. Once it is done rebooting, the robot moves to a randomly selected square on the board it was most recently on and resumes moving.
The Null Space may not contain an instruction card. In the event that it does, that card is immediately moved to the discard pile.
[Part 4 - Robotic chain reactions]
Change the rule(s) governing the robot's movement from:
Every 2 hours, the Robot will do the following: - Move forward one square - If there is an instruction card on his current square, follow the instructions on that card
to:
Every 2 hours, the Robot will move forward one square. Whenever the Robot moves to a square with an instruction card, it will follow the instructions on that card. If the Robot's movement happens as the result of following the instructions on another card, it will complete the instructions on the new card before resuming the instructions on the previous card (i.e. the new card's instructions will be followed as a subroutine of the previous card).
If proposal #103 was not accepted, this proposal has no effect. Otherwise:
At the time this proposal is implemented, each player loses all of eir mining picks and gains $500 for each mining pick e had. [Since there are currently no mining picks and no way to get them, I don't expect this paragraph to have any actual effect.]
The mining pick item is deleted.
Two new instruction card types are created: "Mining card": If the Robot's current square contains gold, the gold is removed and a Chunk of Gold is placed there. "Vein mining card": While the Robot's current square contains gold, the gold is removed, a Chunk of Gold is placed there, and the Robot moves forward one square.
20 Mining cards and 2 Vein mining cards are shuffled into the deck.
Any current and future squares that get/got blown up, they will be gone for a full 7 days (168 hours). After 7 days, they will be brought back to the board on the Magic Cloud.
If this gets accepted, any current square(s) that are gone, they will come back 7 days after this rule goes into affect.
Any current and future squares that get/got blown up, they will be gone for a full 7 days (168 hours). Sfter 7 days, they will be brought back onto the board by the Magic Cloud.
If this gets voted in, any squares that are currently gone, that square will take a week (from the exact moment this rule gets accepted) to come back.
At the implementing of this rule, the Arcade will be created on the M-board on a random square that does not have a building on it. A building cannot be built on the square with the Arcade on it.
When a player lands on the Arcade, they may exhange $50 for a Game Token. If a player uses a Game Token while on the same space on the Arcade, the player will lose the Game Token, and the player will randomly recieve 0-7 Tickets. While the player is on the same space as the Arcade, they may exhance the Tickets they win for $15 per ticket.
New Item: Pizza. May be bought from the Arcade for $100. When used, player loses all wounds, but cannot fight in Ax Duels for 24 hours.
New Item: Soda. May be bought from the arcade for $100. If a player uses this while waiting for a turn, the wait time is decreased by 12 hours.
A train may occupy a square on the train track. Every hour on the hour, there is a 10% chance that the train will move to the next existing square on the train track, as defined by the order of numbers above. If the train is on the last square of the track (12), then the "next square" on the track is the first existing square of the track (1).
If at any time a player occupies the same square as a train, that player will be run over by the train. A player who is run over by a train receives 1 wound and is placed on the predecessor of his current square, and there is a 50% chance that the train's current square will be painted Red.
This proposal creates a train track on each board, and two trains, the A-train and the M-train, which will initially be on Square #1 and Square #1 (M) respectively.
A train may occupy a square on the train track. Every hour on the hour, there is a 10% chance that the train will move to the next square on the train track, as defined by the order of numbers above. If the train is on the last square of the track (12), then the "next square" on the track is the first square of the track (1).
If at any time a player occupies the same square as a train, that player will be run over by the train. A player who is run over by a train receives 1 wound and is placed on the predecessor of his current square, and there is a 50% chance that the train's current square will be painted Red.
This proposal creates a train track on each board, and two trains, the A-train and the M-train, which will initially be on Square #1 and Square #1 (M) respectively.
At the implementation of this rule, an Ominous Cloud will hover over a random square on the A-board. Also, the A-board will have wind. At the implentation of this rule, the wind will either be blowing forwards or backwards.
Every 24 hours, the Ominous Cloud will move 1 space in the direction of the wind. For example, if the wind was blowing forward, the cloud would move 1 space forward.
Every 12 hours, there is a 50% chance of the wind reversing direction.
If a player lands on the same space as the Ominous Cloud, they lose any rare items they may have. If the player does not have a rare item, the player loses an Ax. If the player does not have a rare item or an Ax, the player loses $750.
If the square containing the Ominous Cloud is destroyed, the cloud jumps to a random location on the A-board.
New Item: Wind Orb Rare Item. When used, the wind reverses direction.
New Item: Cloud Orb Rare Item. When used, the Ominous Cloud jumps to a random space on the A-board.
New Item: Fake Rare Item Cost: $750 Can be bought at stores. Cannot be used. If you land on the same space as the Ominous Cloud while holding this, you lose this instead of losing a rare item/an ax/money.
Square #50 (A) is the Fishing Hole. Any player who occupies the Fishing Hole may choose to Go Fishing. To do so, they must pay $200 towards rod hire. They may also buy some Good Bait for an extra $100.
Then, they fish. There is a base 50% chance that they will catch a fish, which they must immediately sell for $400. This chance increases by 20% for every Good Bait they buy, up to a maximum of 90%.
Once a player has finished fishing, they return their rod. On leaving the square, they always leave the fishing clubhouse in a Right State. This results in the clubhouse owner's wife getting in a strop for three days whilst she cleans it. Any player occupying the Fishing Hole while the owner's wife is in a strop gains 1 Wound and is pushed onto the successor of Square #50 (A). They may not Go Fishing.
Square #50 (A) is the Fishing Hole. Any player who occupies the Fishing Hole may choose to Go Fishing. To do so, they must pay $200 towards rod hire. They may also buy some Good Bait for an extra $100.
Then, they fish. There is a base 50% chance that they will catch a fish, which they must immediately sell for $400. This chance increases by 20% for every Good Bait they buy, up to a maximum of 90%.
Once a player has finished fishing, they return their rod. On leaving the square, they always leave the fishing clubhouse in a Right State. This results in the clubhouse owner's wife getting in a strop for three days whilst she cleans it. Any player occupying the Fishing Hole while the owner's wife is in a strop gains 1 Wound and is pushed onto Square #51. They may not Go Fishing.
All players are part of the mafia. The player, whose evil twin is the leader of a gang is the Don of this gang. If at any time only one gang exists the Don of this gang is declared the winner. If at any time no gang exist all players lose.
=== Fixes to current rules ===
Reduce the number of gangs. From now on, there will only be a blue and a red gang. If there are evil twins, who are member of another gang, they will cease to be member of any gang. Modify the rules about gangs, so that they apply only to the red and the blue gang (ie only moving on red or blue squares cause them to join a gang if they aren't in a gang yet). All squares on the M-Board coloured otherwise (neither red nor blue) or uncoloured will from now on be called neutral teretory. Change initiation of a gang member, so that it only applies, if the evil twin was not member of a gang before joining. If at any time the gang has less than a quarter of all gang members, there will be a traitor. The traitor will be a randomly selected member of the gang with more than three quarter of all gang members. The traitor joines the other gang and takes with him a share of money from his former gang as if the money would be equally divided between all gang members. Then the traitor is teleported to a random field on the M-Board, on which no member of his former gang is. If this is not possible the Don of his former gang wins the game. Every gang has a unique leader. If two members of the same gang have the same highest mojo score within this gang, they instantaneously fight (without necessarily beeing on the same square and with no action concerning changing the gang afterwards taking place). Evil twins don't take turns radonmly anymore. To allow players more influence on their evil twins, they are once every three days allowed to move their evil twin any number of squares forward or backward, which would be possible for themselfes with their next turn.
=== New aspects ===
The Don of each gang is allowed to see the votes of all other gang members of his gang (which they make during his reign). However they have the option to try to spoof the Don. If they do so they choose their actual vote and their spoof vote. The actual vote is, what counts for the voting on the proposal. Now there is a 25% chance that the Don will see their spoof vote, a 25% chance that he will see their actual vote and a 50% chance that he will see their actual vote and be notified of their attempt of spoofing. The vote of each Don is doubled within the voting process. The Don has a regular income from the black market of 10$*#members (where #members is the number of members of the Don's gang), which he receives every midnight GMT.
All players are part of the mafia. The player, whose evil twin is the leader of a gang is the Don of this gang. If at any time only one gang exists the Don of this gang is declared the winner. If at any time no gang exist all players lose.
=== Fixes to current rules ===
Reduce the number of gangs. From now on, there will only be a blue and a red gang. If there are evil twins, who are member of another gang, they will instead cease to be member of any gang. Modify the rules about gangs, so that they apply only to the red and the blue gang (ie only moving on red or blue squares cause them to join a gang if they aren't in a gang yet). All squares on the M-Board coloured otherwise or uncoloured will from now on be called neutral teretory. Change initiation of a gang member, so that it only applies, if the evil twin was not member of a gang before joining his current gang. If at any time the gang X has less than a quarter of all gang members, there will be a traitor. The traitor will be a randomly selected member of the other gang Y. The traitor joines the other gang Y, simeltaneously the traitor's share of his former gang's (X's) money is transferred to his new gang Y. Then the traitor is teleported to a random field on the M-Board, on which no member of his former gang (X) is. If this is not possible the Don of his former gang (X) wins the game. Every gang has a unique leader. If two members of the same gang have the same highest mojo score, they instantaneously fight a normal fight (without necessarily beeing on the same square and with no action concerning changing the gang afterwards). Evil twins don't take turns radonmly anymore. To allow players more influence on their evil twins, they are once every three days allowed move their evil twins any number of squares forward or backward, which would be possible for themselfes with their next turn.
=== New aspects ===
The Don of each gang is allowed to see the votes of all other gang members of his gang. However they have the option to try to spoof the Don. If they do so they choose their actual vote and their spoof vote. The actual vote is, what counts for the voting on the proposal. Now there is a 25% chance that the Don will see their spoof vote, a 25% chance that he will see their actual vote and a 50% chance that he will see their actual vote and be notified of their attempt of spoofing. The vote of each Don is doubled within the voting process.
Square #23 is the Fishing Hole. Any player who occupies the Fishing Hole may choose to Go Fishing. To do so, they must pay $200 towards rod hire. They may also buy Good Bait for an extra $100.
Then, they fish. There is a base 50% chance that they will catch a fish, which they must immediately sell for $400. This chance increases by 20% for every Good Bait they buy, up to a maximum of 90%.
Once a player has finished fishing, they return their rod. They always, however, leave the fishing clubhouse in a Right State. This results in the clubhouse owner's wife getting in a strop for three days whilst she cleans it. Any player occupying the Fishing Hole while the owner's wife is in a strop gains 1 Wound and is pushed onto the next square.
Offices are a new object. Offices may have any attribute they are given. Players may have Offices, and are said to be holding them when they are. Each Office may only have one player holding it at a time. Each Office has a voting blank, in which a player may set eir votes for any player for that Office. Each player may change eir votes for any office at any time. At midnight on any Saturday, the votes are tallied for each Office and the player with the most votes for an office is given that office. If two or more players tie in having the largest number of votes for an office, the office is assigned randomly to one of those players.
All players have a new attribute called ?Citizenship.? This Attribute may be either A-board, M-board, or None. When this proposal is accepted, every player?s citizenship is set to None. Each Saturday at midnight, if a player?s citizenship is None and this proposal was accepted at least 14 days ago, they are sent to the null space.
The following Offices exist:
The Office of the Judiciary.
The Office of Fine Polishing.
The Office of Tax Collection.
The Office of the A-Board President.
The Office of the M-Board President.
The Office of Universal Repair.
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If at any time a player sees an action as being against the spirit of the rules and the game as a whole, the player may publicly submit a legality dispute. The player holding the Office of the Judiciary will be required to rule on the action by either stating that no action is warranted, or by submitting a Judicial Override, which is a short rule amendment that changes the rules involving the action in question and may address undoing effects caused by the action. This ruling is publicly announced, and if a Judicial Override was presented, it is placed as a proposal proposed by the Office of the Judiciary in voting status. Proposals of the Office of the Judiciary are only in voting status for three days. Once three days have passed since the proposal was created by the Office of the Judiciary, if it has at least twice as many Yes votes than No votes, the proposal is accepted and moved into ?Pending? status. Players may not vote ?Gamble? on proposals made by the Office of the Judiciary. /*this gives the judge power to rule on things that are technically legal, but people may believe shouldn?t be legal. Any rule-changes made by the Judiciary require a 2/3rds vote by the players, but only spend 3 days in proposal instead of 5. Players are encouraged to vote against Judicial proposals that attempt to create new features rather then simply repair damaged ones.*/
Whenever a proposal is accepted, it moves to legislation. The player holding the Office of Fine Polishing has the option to either ?leave as is? or ?polish? any proposal in legislation. If the player states e is choosing the ?leave as is?, the proposal immediately moves to pending status. If e chooses to ?polish? the proposal, e may change the text of the proposal in anyway staying within the main spirit of the initial text. This version, called the proposal?s revision, then goes into a publicly viewable holding status for three days. While a revision is in holding, any player may state objection with the revision. If three or more players state objection with the revision of the proposal, it is moved out of holding status immediately and the original proposal text is put back into legislation. Once three days have passed with a revision in holding, if it has does not have three or more objections, it is moved into pending status. /* note: the polishing is mostly to allow minor defects discovered in a good proposal just before it gets through voting status to be corrected without having to redo the entire voting process. Most cases, the revision will probably be agreed to in the message board before voting even finishes. Yes, the player in this position could block a new rule, but the position is re-elected weekly, so it?s not that much of a threat to well-liked proposals.*/
The Office of Tax Collection maintains the list of allowed taxes. The list of allowed taxes lists actions which are allowed to be taxed. These actions must be voluntary. When this proposal is initially accepted, the list of allowed taxes is empty. The holder of the Office of Tax Collection may once per week create a new allowed tax. This tax method may be vetoed by the Admin. The list of allowed taxes is only viewable by the holder of the Office of Tax Collection, the Office of the A-Board President, and the Office of the M-Board President.
The Office of the A-Board President, The Office of the M-Board President, and The Office of Universal Repair have money values. This money is separate from the holder?s money, and the holder may not do anything with this money except in the ways specified.
The holder of the Office of the A-Board President may grant citizenship to any player who requests it, which sets the player?s citizenship to ?A-Board?. The holder may also revoke A-Board citizenship; however, when this is done the player is notified of the revocation but continues to be a citizen for 3 days. Once those 3 days have passed, if the player has not gained citizenship in any way since then, their citizenship is set to None. The holder of this Office may also create, change, and revoke taxes on an action. Taxes are an amount of money to be taxed for an action. The president may only tax actions the list of allowed taxes. Anytime a player who is a citizen of this board and currently on this board performs a taxed action, the money amount is deducted form the player and given the Office of the A-Board. The holder of the Office of the A-Board President may have any positive amount of money that the Office of the A-Board President has transferred to the Office of Universal Repair.
The holder of the Office of the M-Board President has the same powers to the holder of the Office of the A-Board President; however, e grants and revokes M-Board Citizenship, and create, change, and modify taxes that effect citizens of the M-Board who are on the M-Board, and may transfer money amounts only out of the Office of the M-Board President to the Office of Universal Repair.
The Office of Universal Repair may loses $10 each week on Saturday at midnight for each square in existence. On Wednesday at midnight, if the Office of Universal Repair has less then -500 Nomopoly dollars, a square at random other then the null space is destroyed and the Office of Universal Repair is given 500 Nomopoly dollars. If the Office of Universal Repair still has less then -500 dollars, this process is repeated until the Office of Universal Repair has more then -500 dollars or the game ends. At any time that the Office of Universal Repair has more then 0 dollars, the holder may create a new square, but this will cause the Office of Universal Repair to lose 750 dollars.
Offices are a new object. Offices may have any attribute they are given. Players may have Offices, and are said to be holding them when they are. Each Office may only have one player holding it at a time. Each Office has a voting blank, in which a player may set eir votes for any player for that Office. Each player may change eir votes for any office at any time. At midnight on any Saturday, the votes are tallied for each Office and the player with the most votes for an office is given that office. If two or more players tie in having the largest number of votes for an office, the office is assigned randomly to one of those players.
All players have a new attribute called ?Citizenship.? This Atribute may be either A-board, M-board, or None. When this proposal is accepted, every player?s citizenship is set to None. Each Saturday at midnight, if a player?s citizenship is None and this proposal was accepted at least 14 days ago, they are sent to the null space.
The following Offices exist:
The Office of the Judiciary.
The Office of Fine Polishing.
The Office of Weights and Balances.
The Office of the A-Board President.
The Office of the M-Board President.
The Office of Universal Repair.
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If at any time a player sees an action as being against the rules, the player may submit a legality dispute. The player holding the Office of the Judiciary will be required to rule on the action. Once the ruling has been made public, the ruling as to that action may be changed by the holder of the Office of the Judiciary in the next 14 days. If the ruling is not changed in that time, it becomes as true as if it were proposed, and the action will be undone if it was ruled it should be so.
Whenever a proposal is accepted, it moves to legislation. The player holding the Office of Fine Polishing has the option to either ?leave as is? or ?polish? any proposal in legislation. If the player states e is choosing the ?leave as is?, the proposal immediately moves to pending status. If e chooses to ?polish? the proposal, e may change the text of the proposal in anyway staying within the main spirit of the initial text. This version then goes to pending status, but the proposal may then be revoked at anytime in the next 14 days by the holder of the Office of the Fine Polishing, returning the proposal to legislation status and undoing any actions caused by the proposal.
The holder of the Office of Weights and Balances may modify any numerical value in the rules by up to 10% in any direction. Each value may only be affected once per week this way.
The Office of the A-Board President, The Office of the M-Board President, and The Office of Universal Repair have money values. This money is separate from the holder?s money, and the holder may not do anything with this money except in the ways specified.
The holder of the Office of the A-Board President may grant citizenship to any player who requests it, which sets the player?s citizenship to ?A-Board?. The holder may also revoke A-Board citizenship; however, when this is done the player is notified of the revocation but continues to be a citizen for 3 days. Once those 3 days have passed, if the player has not gained citizenship in any way since then, their citizenship is set to None. The holder of this Office may also set a money amount to be taxed on any voluntary action. Anytime a player who is a citizen of this board and currently on this board performs a taxed action, the money amount is deducted form the player and given the Office of the A-Board. The holder of the Office of the A-Board President may have the money of the Office of the A-Board President transferred to the Office of Universal Repair.
The holder of the Office of the M-Board President has the same powers to the holder of the Office of the A-Board President; however, e grants and revokes M-Board Citizenship, and sets taxes that effect citizens of the M-Board who are on the M-Board, and may transfer money only out of the Office of the M-Board President to the Office of Universal Repair.
The Office of Universal Repair may loses $10 each week on Saturday at midnight for each square in existence. On Wednesday at midnight, if the Office of Universal Repair has less then -500 Nomopoly dollars, a square at random is destroyed and the Office of Universal Repair is given 500 Nomopoly dollars. If the Office of Universal Repair still has less then -500 dollars, this process is repeated until the Office of Universal Repair has more then -500 dollars or the game ends. At any time that the Office of Universal Repair has more then 0 dollars, the holder may create a new square, but this will cause the Office of Universal Repair to lose 750 dollars.
Gangs may possess items, but the items may not be used by the gangs or gang members, nor do they have any effect, unless explicitly stated in the rules. The items possessed by the gang are simply part of that gang's possessions, along with any money possessed by the gang.
Any player may cast spells that are not specific to particular realms of study.
Players whose realm of study is Barbarism may not cast spells that are specific to particular realms of study, but may cast spells that are not specific to particular realms of study (such as the Spell of Return) for twice the usual cost in mana energy.
Players whose realm of study is Omniscience may cast any spells. If a player whose realm of study is Omniscience dies, e immediately loses 500 points of Mana Energy (or more, if necessary to reduce the player's total Mana Energy to a maximum of 1500), and changes realm of study to Barbarism.
If a player's Mana Energy total ever becomes negative, it is immediately reset to zero.
When a player lands on a square containing at least one gang member, but less than ten, there is a (N x 10%) chance, where N is the number of gang members present, that the player will be mugged. If 10 or more gang members are present on the square, then the player definitely will be mugged.
If the player is mugged, then the player will fight each gang member on the square, one at a time, until the player either dies or has fought each of the gang members on the square.
Player vs. Gang Member fights are handled as follows:
1) The Player rolls one 6-sided die, plus additional dice as though the player were in an ax duel, and totals their value. 2) The Gang Member rolls one twelve-sided die, plus an additional six-sided die for every mojo point above zero the gang member possesses, minus an additional six-sided die for every mojo point below zero the gang member possesses, plus any gang-fight bonuses due to graffiti, and totals their value. (i.e.: 1d12 + [mojo]d6 + graffiti bonuses) 3) If the Gang Member is the Player's evil twin, then the gang member's total is doubled, as an "Evil Twin Super Bonus". 4) The highest total wins, with the Player winning any ties. 5) If the Player wins, the Gang Member's mojo is decreased by one, and "mugging spoils" are transferred from the Gang Member's Gang to the Player. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo decreases by two, and "mugging spoils" are given twice). 6) If the Gang Member wins, the Gang Member's mojo is increased by one, the Player receives a wound, and "mugging spoils" are transferred from the Player to the Gang Member's Gang. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo increases by two, the player receives two wounds, and "mugging spoils" are given twice). 7) Wounds due to muggings are identical to wounds received by Ax duels, and are handled identically.
"mugging spoils" transferred from X to Y are determined as follows:
1) Take all of X's money, and divide it into 0 to 10 piles, as evenly as possible, with not less than $100 in any pile except for one, and the maximum possible number of piles. So, for example, if X has $765, there will be 8 piles: 7 with $100, and one with $65. If X has more than $1000, there will be 10 piles, each with approximately one-tenth of the total. 2) Consider each item that X possesses to be an additional pile. 3) Randomly choose two separate piles, with equal probability, and transfer them from X to Y. 4) If there are not enough piles to choose 2, then transfer whatever money and/or items X possesses (if any) to Y.
Name: Orb of Travel Effect: A player with this item may cast travel spells. -- Name: Orb of Creation Effect: A player with this item may cast creation spells. -- Name: Orb of Destruction Effect: A player with this item may cast destruction spells. -- Name: Orb of Empty-Mindedness Effect: A player with this item may not cast any spells. -- Name: Orb of Powerful Greed Effect: A player with this item may cast travel, creation, and destruction spells, but gain 1 wound whenever they cast a spell. -- Name: Orb of Orb Summoning Effect: When this item is used, the player chooses a rare item whose name starts with the word ?Orb?. The player loses this item and gains that item.
The following spells exist:
Name: Minor Wounding Cost: 200 ME Requirement: Ability to cast Destruction spells. Effect: The target gains 1 wound. Target: Any player on the caster?s current board.
Name: Minor Curing Cost: 150 ME Requirement: Ability to cast Creation spells. Effect: The target loses 1 wound. If they have no wounds, this spell has no effect. Target: Any player on the caster?s current board.
Name: Minor Displacement Cost: 200 ME Requirement: Ability to cast Travel spells. Effect: Caster jumps to the target space. Target: Any square on the caster?s current board whose number is within 3 of the caster?s current square?s number.
Name: Cleansing Wave Cost: 500 ME Requirement: Ability to cast Destruction spells and Creation spells. Effect: The target square is destroyed and then a new square is created in the same place with the same number as the target. Anything (including players, evil twins, and bipolar psychopaths) that was sent to the null space because of this spell is automatically returned to its former board. Target: Any square bordering the caster?s current square.
Name: Summon Greater Shrubbery Cost: 300 ME Requirement: Ability to cast Creation and Travel spells. Effect: A tree is created on the target square. Target: Any square on the caster?s current board that does not currently have a tree.
Name: Spatial Rip Cost: 600 ME Upkeep: .4 ME Requirement: Ability to cast Destruction and Travel spells. Effect: This spell is continuous. While this spell is in effect, Any player, evil twin, or Dr Jekyll/Mr Hyde on the target square undergo the following effect in order: First they have a 10% chance of being sent to the null space. If they do not get sent to the null space, they jump to a random square on a random board. If the space they land on is targeted by a Spacial Rip spell, the being gets sent instantly to the null space. When this spell ends in any way, the targeted square gets destroyed. Target: Any square on the caster?s current board.
----------------- Section XI, Rule 1 is appended to state "The game will immediately end without a winner if the Admin is ever on the receiving end of a lawsuit from any board game manufacturer, video game producer or developer, or any major coorperation."
Alter the wait time for chopping down a tree. The wait time will be equal to 24 minus the number of additional axes the wielder holds, excluding the ax used to perform the tree chopping. The wait time is added to the player's current wait time as per the current rules.
If a player ever wields 24 or more axes, there is no additional wait time after cutting down a tree.
The successor of a square is the square on the same board which has the lowest number greater than the number of the square in question. The successor of the highest numbered square on a board is the lowest numbered square on the same board. A square is said to be the predecessor of its successor.
The square above a particular square is defined to be the first square you would encounter if you moved upward on the board from that particular square, skipping over any empty spaces, and wrapping around from the top of the board to the bottom, if necessary.
The square below a particular square is defined to be the first square you would encounter if you moved downward on the board from that particular square, skipping over any empty spaces, and wrapping around from the bottom of the board to the top, if necessary.
The square to the left of a particular square is defined to be the first square you would encounter if you moved left on the board from that particular square, skipping over any empty spaces, and wrapping around from the left of the board to the right, if necessary.
The square to the right of a particular square is defined to be the first square you would encounter if you moved right on the board from that particular square, skipping over any empty spaces, and wrapping around from the right of the board to the left, if necessary.
The squares bordering a particular square are defined to be the squares to the right, left, above, and below that particular square, according to the definitions above.
Note: if enough empty spaces exist, it is perfectly possible that a square may border itself on one or more sides.
If paint thinner is applied to a square that contains graffiti, then the graffiti on that square is removed. If paint thinner is applied to a square that doesn't contain graffiti, then all color is removed from that square, leaving it uncolored. If paint thinner is applied to an uncolored square, then it sits on that square in a puddle. There may be more than one puddle of paint thinner on a square.
A puddle of paint thinner on a square has the effect of reacting with the next application of paint or graffiti to that square, preventing that paint or graffiti from having any effect, and using itself and the paint or graffiti up in the process (they both disappear from the game). Only one puddle of paint thinner will react with any one application of paint or graffiti.
A square with 4 or more puddles of paint thinner is considered "toxic". Anyone landing on a toxic square will "run away" by moving up, down, left, or right to a randomly selected square which borders the current square.
Uncolored squares have a color property of "uncolored".
When a player lands on an uncolored square, gaining the color property "uncolored", there is no corresponding effect that takes place due to that color property.
Yellow paint may be obtained or used in all of the same ways that any other color of paint may be obtained or used. However, yellow paint is not colorfast, disappearing exactly one week after application, as though paint thinner had been applied to it.
Instead of a star causing a temporary change to the color property of various squares, the square containing the star, as well as squares bordering it, are painted yellow.
The rule that specifies "The color order of the squares on the M-board is reversed, after all other effects determining the colors of those squares have been applied." is hereby revoked and removed from the rules.
Immediately after each player takes a turn, a "paint ball from space" will hit a randomly selected square on the M-board. The paint ball from space will contain either a particular paint color, or paint thinner, with equal probability among all possible choices. When the paint ball from space hits a square, it will "splash" onto that square and all bordering squares, having exactly the same effects as any other application of paint or paint thinner to those squares.
Whenever a player is in a square with no graffiti, he may use paint to create graffiti of any available type there. The color of the graffiti is the color of the paint used to create it, and it may not be the same color as the square itself. If the square's color subsequently becomes the same as the color of the graffiti, the graffiti is obscured and hence destroyed. Using paint remover removes all paint from the square, including graffiti.
Each graffito gives a bonus to the gang that shares its color, the nature of which depends on the type of graffiti. The available types of graffiti and their effects are:
Shark: The gang receives a bonus of +1 per matching shark graffito in all gang fights. Jet: Each graffito adjacent to a jet graffito and matching it in color has twice its normal effect. A graffito adjacent to matching jet graffiti on both sides has four times its normal effect. Panther: The gang receives a bonus of +2 per matching panther graffito in gang fights that occur in squares with trees. Elephant: The gang receives a bonus of +3 per matching elephant graffito in gang fights that occur in squares without trees.
Name: Car Cost: $1000 Cannot be used. Can only own one.
Name: Car Insurance Cost: $500 Cannot be used.
Name: Car Tools Cost: $200 These can be used to fix your car when it is damaged, but the tools go away after use.
Players can buy a car, car insurance and car tools at a store.
When a player rolls the dice when they have a car, they go ahead 3 spaces more than what they rolled.
If a player owning a car lands on a space occupied by another player who owns a car, there is a 20% chance of a car wreck. When a car wreck occurs, both players lose their car, unless a player owns car insurance. If a player owns car insurance, they keep their car, but pay $300 in fines and the car is damaged.
When a car is damaged, it only goes ahead 1 extra space instead of 3. If a damaged car gets into a car wreck, it is destroyed, regardless if the player owns car insurance or not. A car can be fixed using tools.
If a player is sent to the Null Space, they lose their car.
Should a player roll doubles on a turn (i.e.: 3-3, 6-6, 1-1), he/she must pay $6 per player upon landing on a red space or recieve $6 from each player upon landing on a blue space.
Should an evil twin or Dr. Jekyll/Mr. Hyde roll doubles on a turn, he/she must go ahead 3 times the number on one die. For example, if 3-3 is rolled, he/she would go ahead 9 spaces (3*3=9).
Each player is given a new attribute, called Realm of Study. When this proposal passes, each player may pick eir Realm of Study from the available realms. Anytime a new player enters the game, e chooses eir Realm of Study. [Sorcery Expansion]
The following Realms of Study exist:
1. Chaos Effect: May cast chaos spells.
2. Travel Effect: May cast travel spells. Movement distance from taking a turn increased by 15% rounded down.
3. Creation Effect: May cast creation spells.
4. Destruction Effect: May cast destruction spells.
5. Omniscience Effect: May cast chaos, travel, creation, and destruction spells. ME gain is reduced by 0.5
The following spells exist:
Name: Changing Mindset Cost: 150 ME Effect: The caster chooses a Realm of Study. Eir realm of Study changes to that one. Target: Self -------------------------------------------- Name: Psychedelic Mayhem Cost: 250 ME Requirement: Ability to cast chaos spells, Psychedelic Mayhem not already active by any player. Upkeep: 0.3 ME Effect: This spell is continuous. When this spell is cast, a token is created for each square on every board (Null Space not counted in this). Each square is randomly dealt a single one of these tokens. Each square is now acting as if it was the actual (or painted) color of its token?s square. Attempting to apply paint to a square will apply it to its token?s square. Anytime a square is created or destroyed, or one changes color, the process of giving out tokens is redone. Players are not shown tokens, but are shown the color a square is acting like. If this spell ends, all tokens are destroyed. [in plain English: the colors of the spaces are moved around randomly, but the ratio stays. They randomize location anytime the board size changes or any colors change. I couldn't think of any better way to efficiently work it into a law.] Target: This game of Nomopoly 5 ------------------------------------------- Name: Stunning Lights Cost: 500 ME Requirement: Ability to cast chaos spells. Effect: The player casting this spell is destroyed and sent to the null space. All players have 50 hours added to the amount of time they must wait before taking a turn. Any player who did not need to wait any amount of time before their next turn must wait 50 hours. For the next 50 hours, no ME is gained, and no upkeep costs need to be paid. Also, during that time no items may be used or spells cast. Target: This game of Nomopoly 5 --------------------------------------------- Name: Path Finding Cost: 200 ME Requirement: Ability to cast travel spells. Effect: Target player rolls one extra die on eir next turn. Target: Any player on the same board who has not had Path Finding cast on em since eir last turn. ---------------------------------------------- Name: Mastery of the Shifting Forest Cost: 600 ME Requirement: Ability to cast travel spells. Mastery of the Shifting Forest not already active by any player. Upkeep: 0.9 ME Effect: This spell is continuous. While it is in effect, when the caster takes a turn, squares with a tree on them do not lower the amount of spaces left for that player to travel. All other players taking a turn must move through any squares with a tree twice before continuing on in their turn. Target: This game of Nomopoly 5 ---------------------------------------------- Name: Conjuring of Wood Cost: 250 ME + 10ME for every log already in any player?s possession. Requirement: Ability to cast creation spells. Effect: The caster gains a log. Target: Caster ---------------------------------------------- Name: Ultimate Creation Cost: 500 ME Requirement: Ability to cast creation spells. Effect: The player casting this spell is destroyed and sent to the null space. A new space is added to the board, and its sibling is also created. Target: The caster?s current board. ---------------------------------------------- Name: Burning Bolt Cost: 400ME - 10ME per tree on all boards. Requirement: Ability to cast destruction spells. Effect: Target square no longer has a tree. Target: A square with a tree on it on the caster?s current board. ---------------------------------------------- Name: Broken Sorcery Cost: 500ME Requirement: Ability to cast destruction spells. Effect: The caster?s current square is destroyed. Target: The caster?s current square.
If a player carrying an ax lands on the square with another player carrying an Ax, they must fight an Ax Duel. Each player must roll dice equal to the number of Axes they have. The player with the high total then takes an Ax from the player with the lower total.
Ax Duels are not without their risks. For every six a player rolls, his opponent is given a Wound. When a player with one or more Wounds takes a turn, they move 2 less squares for each wound. If this would cause them to not move at all or move backward, they die, lose all their wounds and are sent to the Null Space. If a player is given a Wound in a Ax duel, and the total number of wounds he has is greater than six, then he dies, with the same procedure as above except that his opponent is given all his axes.
There is hope however. A player who has Wounds may call the Wah!mbulance. This causes them to lose all their Wounds, as well as any Axes. Also, whenever a player's Laps Completed value increases, all his wounds are removed.
If a player carrying an ax lands on the square with another player carrying an Ax, they must fight an Ax Duel. Each player must roll dice equal to the number of Axes they have. The player with the high total then takes an Ax from the player with the lower total.
Ax Duels are not without their risks. For every six a player rolls, his opponent is given a Wound. When a player with one or more Wounds takes a turn, they move 2 less squares for each wound. If this would cause them to not move at all or move backward, they die, lose all their wounds and are sent to the Null Space.
There is hope however. A player who has Wounds may call the Wah!mbulance. This causes them to lose all their Wounds, as well as any Axes. Also, whenever a player's Laps Completed value increases, all his wounds are removed.
Once per turn, a player may choose to walk to the predecessor or successor of his current square.
Definition of "walk": When a player walks to a square, he simply ends up on that square without triggering the effects of leaving, passing, or landing on any squares.
When this proposal is implemented, the Admin shall select a secret word and a (possibly empty) sequence of hints to that word. The secret word and hints must be kept secret from all players until the rules require them to be revealed.
A new color property shall be created, silver. The effect of the silver color property is that the player receives the first secret word hint that has not already been revealed to that player, if any. The normal color properties of each square shall then be changed according to the value of the square's number modulo 3: 0 => blue; 1 => silver; 2 => red. Whenever a square is created, it shall also be colored according to this scheme.
Whenever a proposal is accepted that contains the secret word, then the secret word shall be revealed to all players; the proposer of that proposal shall receive $1000; and that word shall cease to be the secret word. The Admin shall then, at his leisure, select a new secret word and a new sequence of hints, and he shall announce to all players when he has done so.
Rule amendment and addition [Destruction handling]
A location is created called the Null Space. This space is not actually on either board, and there is only one of it. It does not have the properties of any square. Players on the null space may not take any action unless the action states it can be done on the null space. They continue to gain ME as normal. They also may continue to write, retract, and vote on proposals, but may not gamble on them.
Anytime a square is destroyed, its sibling is also destroyed. Any objects on these squares are destroyed as well unless stated otherwise. The rule that boards must at all times have at least one square is abolished.
Players who are on a square when it is destroyed go immediately to the null space. They retain their possessions and attributes.
Evil twins that are on a square when it is destroyed go immediately to the null space.
If the star is destroyed, it is placed in the same way as it would if it had been bought.
If Dr Jekyll or Mr Hyde is on a square when it is destroyed, he will be sent to the null space and turn into Dr Jekyll(if necessary) and do nothing for the next 7 days. When that time is up, he will jump to a random square on the board he was formally on and lose $1000.
The following spell exists: Name: Spell of Return Cost: 100 ME Requirements: Must be on the Null Space Upkeep: N/A Effect: The player casting this spell jumps to a random square on the board e was most recently on. Target: Self
The following two end-game conditions exist: 1.If at any time only one player is NOT on the Null Space, and no player on the null space has enough Mana Energy to cast Spell of Return, that player is declared the winner. If there is only one player on the Null Space and at least one player on the Null Space has enough Mana Energy to cast Spell of Return, those players automatically cast Spell of Return. This shall be called a ?Victory by Attrition.? 2. If at any time there are 0 or less squares remaining on the boards, Nomopoly V ends and all players lose equally. This shall be called a ?Loss by Armageddon.?
Create a new item known as 'marker'. A marker has two properties, a rank and a suit. The rank is an integer and the suit is one of spades, hearts, diamonds or clubs. Markers can be owned by players and evil twins.
Gaining markers: Whenever a player ends his turn he recieves a marker, with the suit randomly selected and the rank equal to a) if he is on the A-Board, the number of the square he is on or b) if he is on the M-Board, the negative of the number of the square he is on c) if the above two cases cannot be applied, zero. Equally all evil twins reveive markers.
Using markers: A player can at any time use an unlimited amount of markers he posseses simultaneosly. By using a certain set of markers, the player is said to swap this set of markers. If the player swaps a set of markers, he loses possesion of all the markers in the set and gains an amount of money, which is calculated on a temporary account, known as 'reward'. At the beginning of the swap the reward is 0$. The reward is manipulated as follows:
For every marker in the set the reward is increased by rank$ Now bonus for special combinations are added to the reward (only the best combination per swap is applied), according to the following table: *Pair (two markers with rank a and rank -a): 210$ *Street (n>1 markers with succesive ranks): n*n*n*50$ *Identical (n>1 markers with the same rank and m different suits): (2*n)^m$ *Mix (four markers of four different suits): 1111$ *Equilibrium (the sum of all ranks of the markers in the set is 0 and the number of markers in the set is odd): 5000$ Now if in the whole set there are at most two different suits, the reward is multiplied by 2. Now if in the whole set there is only one suit, the reward is multiplied by 4. (So if there is only one suit, the reward is actually multiplied by 8.)
The amount of money in the reward, is not rounded. At the end of swapping the player gains an amount of money equal to the amount of money in the reward (now rounding to the nearest dollar) and the reward is discarded. Thus the swap is complete.
Closing remarks: If a player posseses a marker, the rank shall be visible to all other players, but not the suit. Markers are tradeable (However until the completion of the transaction, the suit of the marker is not known). If a player posseses 13 or more markers, he doesn't recieve one at the end of his turn, it's forbidden to gain one by trading (however giving away is okay) and every other effect causing the player to gain a marker is canceled (this obviously taking precedence over all of those effects). If a player has at any time more than 13 markers, he may not use any other item than markers, until he has 13 or less markers again (This takes precedence over any other rule about using items).
Create a new item known as 'marker'. A marker has two properties, a rank and a suit. The rank is an integer and the suit is one of spades, hearts, diamonds or clubs. Markers can be owned by players.
Gaining markers: Whenever a player ends his turn he recieves a marker, with the suit randomly selected and the rank equal to a) if he is on the A-Board, the number of the square he is on or b) if he is on the M-Board, the negative of the number of the square he is on c) if the above two cases cannot be applied, zero. Equally all evil twins reveive markers.
Using markers: A player can at any time use an unlimited amount of markers he posseses simultaneosly. By using a certain set of markers, the player is said to swap this set of markers. If the player swaps a set of markers, he loses possesion of all the markers in the set and gains an amount of money, which is calculated on a temporary account, known as 'reward'. At the beginning of the swap the reward is $0. The reward is manipulated as follows:
For every marker in the set the reward is increased by rank/10$ Now bonus for special combinations are added to the reward (only the best combination per swap is applied), according to the following table: *Pair (two markers with rank a and rank -a): 210$ *Two (two markers with succesive ranks): 420$ *Street (n>2 markers with succesive ranks): n*n*n*50$ *Identical (n>1 markers with the same rank and m different suits): (2*m)^(2*n)$ *Mix (four markers of four different suits): 1000$ *Equilibrium (the sum of all ranks of the markers in the set is 0 and the number of markers in the set is odd): 5000$ Now if in the whole set there are at most two different suits, the reward is multiplied by 2. Now if in the whole set there is only one suit, the reward is multiplied by 4. (So if there is only one suit, the reward is actually multiplied by 8.)
The amount of money in the reward, is not rounded. At the end of swapping the player gains an amount of money equal to the amount of money in the reward (now rounding to the nearest dollar) and the reward is discarded. Thus the swap is complete.
Closing remarks: If a player posseses a marker, the rank shall be visible to all other players, but not the suit. Markers are tradeable (However until the completion of the transaction, the suit of the marker is not known).
Create a new item known as 'marker'. A marker has two properties, a rank and a suit. The rank is an integer and the suit is one of spades, hearts, diamonds or clubs.
Gaining markers: Whenever a player ends his turn he recieves a marker, with the suit randomly selected and the rank equal to a) if he is on the A-Board, the number of the square he is on or b) if he is on the M-Board, the negative of the number of the square he is on c) if the above two cases cannot be applied, zero.
Using markers: A player can at any time use an unlimited amount of markers he posseses simultaneosly. By using a certain set of markers, the player is said to swap the set of markers. If the player swaps a set of markers, he loses possesion of all the markers in the set and gains an amount of money, which is calculated on a temporary account, known as 'reward'. At the beginning of the swap the reward is $0. Now the reward is manipulated as follows:
For every marker in the set the reward is increased by rank/10$ Now an amount is added tp the reward for special combinations (only one combination per swap is used (to be exact: the best)), according to the following table: *Pair (two markers with rank a and rank -a): 210$ *Two (two markers with succesive ranks): 420 *Street (n>2 markers with succesive ranks eg 2,3,4): n*n*n*100$ *Identical (n>1 markers with the same rank and m different suits): (2*m)^(2*n)$ Now if in the whole set there are at most two different suits, the reward is multiplied by 2. Now if in the whole set there is at only suit, the reward is multiplied by 4. (So if there is only one suit, the reward is actually multiplied by 8.)
The amount of money in the reward, is not rounded. At the end of swapping the player gains the money in the reward (now rounding to the nearest dollar) and the reward is discarded and the swap is complete.
Create a new class of items: (Singular) "Die" or (plural) "Dice".
All dice have the following characteristics:
Name: A string of characters for reference to the item.
Wear: Each items Wear is individual to that item. Whenever the die is rolled, the roll result is added to the die's Wear.
Durabillity: Whenever a die's Wear is greater than or equal to that items Durabillity, it is destroyed.
Faces: May be a range of values or a list of values. Whenever the die is rolled, one of the values is selected. May be letters or numbers. (Ex. <1 through 6> or <1,2,3,4,5,6> are acceptable, as well as <Circle, Blue, Apple, Z, 7> etc.)
Effects: Tells what happens when each result is rolled and any other effects.
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Create a new class of items: (singular)"Dice bag" or (plural) "Dice bags."
All dice bags have the following characteristics:
Name: A string of characters for reference to the item.
Size: The number of dice that can fit inside of the Dice bag.
Effects: Any effects the dice bag has on its owner or any dice inside.
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In section VIII change.
?When a player takes a turn, he will select a direction (either forwards or backwards), roll two 6-sided dice, and moves in the selected direction on the board the number of squares indicated by the sum of the dice.?
To
?When a player takes a turn, e will roll two dice e owns and do what happens according to the dice effects and rules.?
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-To roll a die is to select a random side from the die being rolled. The selected side is the rolled result.
-Whenever a die is rolled, the rolled result is added to that particular die?s Wear.
-These value types for Wear are separate: letters, positive numbers, negative numbers and any other indicated sides. (ex. If you rolled <(-3)(-2)(5)(Circle)(Circle)(Square)(Blue)(Yellow)(Z)(Z)(Y)> the Wear would be (-5)(5)(2 Circle)(Square)(Blue)(Yellow)(2 Z)(Y). )
-Whenever a die?s Wear exceeds its Durabillity, It is destroyed. For terms of negative numbers on Wear, exceeds means less than. (-4 ?exceeds? -3 for Wear only.)
- All similar dice effects are added together. (example. If a player would move 5 and 2 squares forward, that player moves 7 squares instead. If a player would move forward 5 spaces and backward 2 spaces, that player applys those effects seperatly, moving forward 5, then back 2.)
-Dice may not be held like normal items, but must be held inside of dice bags.
-Dice are NOT destroyed when used. (The only way dice are destroyed is the Wear rule.)
-Dice may not be traded, unless they are inside of a dice bag. Dice bags are tradeable. -Movement direction is selected (if possible) before rolling.
When this rule is implemented, all players currently playing and all players that join receive two "Infinite D6" placed into a "Size 5 Dice Bag". (To keep movement normal. Your welcome.)
Create all of the following items:
Name: Normal Forward D4 Properties: Die Durabillity: 20 Faces: 1 through 4 Effects: Move the indicated number of spaces forward. Price: 400
Name: Normal Forward D8 Properties: Die Durabillity: 40 Faces: 1 through 8 Effects: Move the indicated number of spaces forward. Price: 800
Name: Normal Backward D4 Properties: Die Durabillity: 20 Faces: 1 through 4 Effects: Move the indicated number of spaces backward. Price: 400
Name: Normal Backward D8 Properties: Die Durabillity: 40 Faces: 1 through 8 Effects: Move the indicated number of spaces backward. Price: 800
Name: Infinite D6 Properties: Die Durabillity: Doesn't wear. Faces: 1 through 6 Effects: Move the indicated number of spaces forward or backward. Price: None
Name: Weak Mini Money Cube Properties: Die Durabillity: 1 Roll Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 100
Name: Normal Mini Money Cube Properties: Die Durabillity: 2 Rolls Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 150
Name: Strong Mini Money Cube Properties: Die Durabillity: 3 Rolls Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 175
Name: Mini Monkey Bones Properties: Die Durabillity: 5 Banana or 1 Monkey Faces: <(1), (2), (3), (banana), (banana), (monkey)> Effects: (1, 2 or 3)-Move the indicated number of spaces forward or backward (Banana)-Gain 1 Banana. (Monkey)- Nothing Price: 350
Name: Size 5 Dice Bag Properties: Dice Bag Size: 5 Effects: None Price: 50
Name: Size 10 Dice Bag Properties: Dice Bag Size: 10 Effects: None Price: 100
Name: Size 50 Dice Bag Properties: Dice Bag Size: 50 Effects: None Price: 500
Name: Banana Effects: None
Create the following buildings:
Name: CON-vience Store Construction Cost: 3000 Deconstruction Cost: 1500 Capacity: 15
When CON-vience Store is created, put 10 diffrent random items with a price in it. When players are on the same square, its predecessor or its successor, they may buy items from inside for the price, but may not buy items without a price, if it is unlocked. The owner gets 25% of sale price on items. (A player may put items into the CON-vience store, in order to sell them.)
There exists a pseudoplayer called Dr Jekyll. Dr Jekyll begins the game with $1000, and on Square #1. Each week, on a day and time selected by the Admin for his convenience, but which shall remain the same each week, Dr Jekyll will move forward by the pip count of two normal six-sided dice. Then, if there are no players also on his square, he loses $50 and his turn ends. If there are players on his square, then he gives each of them a vial of potion, meaning that for their respective next turns they will move forward or backward as if they had rolled an extra normal six-sided die. For each vial handed out, however, Dr Jekyll loses $100. Then he ends his turn. (It is possible for him to end his turn with a negative amount of money.) If, at the start of his turn, Dr Jekyll has $0 or less, he transforms into Mr Hyde. Mr Hyde moves forward at the same time as Dr Jekyll but by three six-sided dice. Then, if no players are on his square or its successor/predecessor, his turn ends. If there are any players on those squares, however, they each lose $50, which is then added to the money of Mr Hyde. If, at the start of his turn, Mr Hyde has $200 or more, he transforms back into Dr Jekyll. Players on the square of or the square that is successor/predecessor of Dr Jekyll's may donate money to him in amounts up to $100; players may not, however, donate to Mr Hyde. Other than the attributes described in this rule, Dr Jekyll has no other characteristics of player characters, eg he has no Laps Completed value and cannot buy Stars. This proposal creates one instance of Dr Jekyll.
This is a lengthy rule, but pretty easy. Stick with it.
Create a new class of items: (Singular) "Die" or (plural) "Dice".
All dice have the following characteristics:
Name: A string of characters for reference to the item.
Wear: Each items Wear is individual to that item. Whenever the die is rolled, the roll result is added to the die's Wear.
Durabillity: Whenever a die's Wear is greater than or equal to that items Durabillity, it is destroyed.
Faces: May be a range of values or a list of values. Whenever the die is rolled, one of the values is selected. May be letters or numbers. (Ex. <1 through 6> or <1,2,3,4,5,6> are acceptable, as well as <Circle, Blue, Apple, Z, 7> etc.)
Effects: Tells what happens when each result is rolled and any other effects.
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Create a new class of items: (singular)"Dice bag" or (plural) "Dice bags."
All dice bags have the following characteristics:
Name: A string of characters for reference to the item.
Size: The number of dice that can fit inside of the Dice bag.
Effects: Any effects the dice bag has on its owner or any dice inside.
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In section VIII change.
?When a player takes a turn, he will select a direction (either forwards or backwards), roll two 6-sided dice, and moves in the selected direction on the board the number of squares indicated by the sum of the dice.?
To
?When a player takes a turn, e will roll two dice e owns and do what happens according to the dice effects and rules.?
-----
-To roll a die is to select a random side from the die being rolled. The selected side is the rolled result.
-Whenever a die is rolled, the rolled result is added to that particular die?s Wear.
-These value types for Wear are separate: letters, positive numbers, negative numbers and any other indicated sides. (ex. If you rolled <(-3)(-2)(5)(Circle)(Circle)(Square)(Blue)(Yellow)(Z)(Z)(Y)> the Wear would be (-5)(5)(2 Circle)(Square)(Blue)(Yellow)(2 Z)(Y). )
-Whenever a die?s Wear exceeds its Durabillity, It is destroyed. For terms of negative numbers on Wear, exceeds means less than. (-4 ?exceeds? -3 for Wear only.)
- All similar dice effects are added together. (example. If a player would move 5 and 2 squares forward, that player moves 7 squares instead. If a player would move forward 5 spaces and backward 2 spaces, that player applys those effects seperatly, moving forward 5, then back 2.)
-Dice may not be held like normal items, but must be held inside of dice bags.
-Dice are NOT destroyed when used. (The only way dice are destroyed is the Wear rule.)
-Dice may not be traded, unless they are inside of a dice bag. Dice bags are tradeable. -Movement direction is selected (if possible) before rolling.
When this rule is implemented, all players currently playing and all players that join receive two "Infinite D6" placed into a "Size 5 Dice Bag". (To keep movement normal. Your welcome.)
Create all of the following items:
Name: Normal D4 Properties: Die Durabillity: 20 Faces: 1 through 4 Effects: Move the indicated number of spaces forward or backward Price: 400
Name: Normal D8 Properties: Die Durabillity: 40 Faces: 1 through 8 Effects: Move the indicated number of spaces forward or backward Price: 800
Name: Infinite D6 Properties: Die Durabillity: Doesn't wear. Faces: 1 through 6 Effects: Move the indicated number of spaces forward or backward Price: None
Name: Weak Mini Money Cube Properties: Die Durabillity: 1 Roll Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 100
Name: Normal Mini Money Cube Properties: Die Durabillity: 2 Rolls Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 150
Name: Strong Mini Money Cube Properties: Die Durabillity: 3 Rolls Faces: <(0), (50), (75), (125), (150), (200)> Effects: Gain the indicated amount of money. Price: 175
Name: Mini Monkey Bones Properties: Die Durabillity: 5 Banana or 1 Monkey Faces: <(1), (2), (3), (banana), (banana), (monkey)> Effects: (1, 2 or 3)-Move the indicated number of spaces forward or backward (Banana)-Gain 1 Banana. (Monkey)- Nothing Price: 350
Name: Normal Jump D6 Properties: Die Durabillity: 30 Faces: 1 through 6 Effects: Jump the indicated number of spaces forward or backward Price: 610
Name: Size 5 Dice Bag Properties: Dice Bag Size: 5 Effects: None Price: 50
Name: Size 10 Dice Bag Properties: Dice Bag Size: 10 Effects: None Price: 100
Name: Size 50 Dice Bag Properties: Dice Bag Size: 50 Effects: None Price: 500
Name: Banana Effects: None
Create the following buildings: Name: CON-vience Store Construction Cost: 3000 Deconstruction Cost: 1500 Capacity: 15
When CON-vience Store is created, put 10 diffrent random items with a price in it. When players are on the same square, its predecessor or its successor, they may buy items from inside for the price, but may not buy items without a price, if it is unlocked. The owner gets 25% of sale price on items. (A player may put items into the CON-vience store, in order to sell them.)
Each player shall be given a value labeled Mana Energy. Mana Energy(or ME for short) will start at 0 for all players, and may never become negative. Each hour, on the hour, 1 will be added to each player?s ME value. Mana Energy is not necessarily an integer.
Spells shall be actions that a player may take at a cost of ME and/or other materials. Unless otherwise stated, the spells effect happens immediately. Each spell shall be defined as having the following properties. 1. Name (for easy reference to the spell and adding flavor to the game) 2. Cost (ME and/or other materials required and used up in the casting of this spell) 3. Effect (what it does) 4. Target (what it does it to)
When casting a spell, a target must be selected that satisfies the Target field. If there is no target that satisfies the field, then the spell can not be cast. If the player does not have all components of the Cost, the spell can not be cast. All components of the cost are used up in the casting of a spell. If the spell cost has a variable within it, that variable is chosen by the player and must be a positive number.
These initial spells shall be created:
Name: Plane Shift Cost: 50 ME Effect: The player casting this spell jumps from eir current square to its sibling. Target: Self
Name: Planer Shove Cost: 100 ME Effect: Target player jumps from eir current square to its sibling. Target: Other player on same board as caster.
Name: Mana Shield Cost: 30 ME Effect: The player who cast this spell may cancel it at any time, otherwise these effects do not end. The player who cast this spell must pay 0.2 ME each hour on the hour immediately after gaining ME for that hour. The player who cast this spell may not be the target of other spells, and may not cast Self spells while this is in effect. This spell and other spells of the player may still be targeted. Target: Self
Name: Dispel Cost: 30 + X ME Effect: There is a ((30+(2*X))/(60+Y))% chance that target spell is ended immediately as if canceled by the player. Y is equal to the ME portion of the initial casting cost of the target spell. Target: A spell with lasting effects currently in existence.
Name: Planer Seal Cost: 500ME + 1 star Effect: The player who cast this spell may cancel it at any time, otherwise these effects do not end. The player who cast this spell must pay 0.9 ME each hour on the hour immediately after gaining ME for that hour. While planer seal is in effect, any attempt to travel between boards fail. Spells that only exist to travel across planes may not be cast. These effects override and negate any rule that would cause a player to travel between boards. Target: This game of Nomopoly V.
A player may pay $5000 to build a Ladder between the square he is on and the square either 10 spaces on from it or 10 spaces behind it (eg a player on Sqaure 1 can build a Bridge from it to square 11) instead of taking a turn in the normal fashion. If he chooses to do so, a Ladder is created and he is designated its owner. He also gets to set a Climbing Price. As long as the Ladder exists, a player who does not own the Ladder who is on one of the endpoints of the Ladder may, instead of taking a turn in the normal fashion, pay the Climbing Price to the owner of the Bridge and climb (or descend) it, taking him directly from the start square to the end square (as if he had just jumped there). Ownership of Ladders may be traded. Only one Ladder can begin or end on each square, and a new Ladder cannot begin or end within two squares of an existing Ladder (eg if a Ladder begins on square 6 no new Ladders may begin on squares 4-8). Ladders can stretch and shrink as required by the board. If one of the end squares of the Ladder is deleted, the Ladder joins the next possible square (going up) that it can, unless it has to move more than 3 spaces to do this, in which case it is destroyed. Similarly, if two Ladders are brought, by deletion of squares, within two sqaures of each other, the Ladder on the highest square of the conflagration joins the next possible square unless this would mean moving more than 3 spaces, in which case it is destroyed. Any rules affecting how far players may move do not affect their ability to use Ladders. (An example: Slow World would not affect the use of Ladders.)
Create a new class of objects, known as Cards. Cards have the following properties:
Name: Can be any string of characters. Rarity: Can be Common, Uncommon, Rare, or Unique. Type: Can either be Permanent, Instant, or Square. Effect(s): A card may have one or more effects. Each effect is a string of characters that explains what happens when the card is played.
Cards can either be in the Deck, the Discard Pile, a Player's Hand, the Playing Field, or on a square. If a Card is not said to be anywhere, it defaults to the Deck. When a player "draws" a Card, that means that a random card from the Deck is moved to his Hand. When a Card is "discarded" it means that it is moved to the discard pile. If the Deck is ever empty, all the Cards in the Discard Pile are moved to the Deck, unless there are no Cards in the Discard Pile, in which case nothing happens.
If a player ever must draw a Card, and he can not, then that player is declared the winner.
[Note: With a grand total of 113 Cards at the start, this is unlikely to happen any time soon]
The contents of the Deck are not revealed to the public. The contents of each player's Hand are only revealed to that player. Cards in a player's Hand may be traded.
A player may play a card, in which case the Effect(s) listed are carried out. Then, if it an is Instant, it is discarded, if it is a Permanent, it is moved to the Playing Field, and if it is a Square, it is placed on the square that the player who played is standing on. Cards in the Playing field and on squares continue to have their effects carried out, until they are discarded.
The amount of each type of card in existance is determined as follows, where P is the number of players:
Common: 3*P Uncommon: 2*P Rare: 1*P Unique: 1
Should P increase, new Cards are added to the Deck until the the number of each card is correct. Should P decrease, Cards are removed from the Deck until the number of Cards is correct, if possible.
Create the following types of cards:
Name: Dash Plate Rarity: Common Type: Square Effects: * Should a player ever be on this square, he must move forward 3 spaces.
Name: Fast World Rarity: Uncommon Type: Permanent Effects: * When a player takes a turn, he moves an additional space forward. * If Slow World is played, this card is discarded
Name: Slow World Rarity: Uncommon Type: Permanent Effects: * When a player takes his turn, he moves one less square forward unless this would cause him to move backwards * If Fast World is played, this card is discarded
Name: Teleport Rarity: Rare Type: Instant Effects: * The player playing this may jump to any square.
Name: Earthquake Rarity: Unique Type: Instant Effects: * All Cards on Squares are discarded.
Create a new class of objects, known as Cards. Cards have the following properties:
Name: Can be any string of characters. Rarity: Can be Common, Uncommon, Rare, or Unique. Type: Can either be Permanent, Instant, or Square. Effect(s): A card may have one or more effects. Each effect is a string of characters that explains what happens when the card is played.
Cards can either be in the Deck, the Discard Pile, a Player's Hand, the Playing Field, or on a square. If a Card is not said to be anywhere, it defaults to the Deck. When a player "draws" a Card, that means that a random card from the Deck is moved to his Hand. When a Card is "discarded" it means that it is moved to the discard pile. If the Deck is ever empty, all the Cards in the Discard Pile are moved to the Deck, unless there are no Cards in the Discard Pile, in which case nothing happens.
A player may play a card, in which case the Effect(s) listed are carried out. Then, if it an is Instant, it is discarded, if it is a Permanent, it is moved to the Playing Field, and if it is a Square, it is placed on the square that the player who played is standing on. Cards in the Playing field and on squares continue to have their effects carried out, until they are discarded.
The amount of each type of card in existance is determined as follows, where P is the number of players:
Common: 3*P Uncommon: 2*P Rare: 1*P Unique: 1
Create the following types of cards:
Name: Dash Plate Rarity: Common Type: Square Effects: * Should a player ever be on this square, he must move forward 3 spaces.
Name: Fast World Rarity: Uncommon Type: Permanent Effects: * When a player takes a turn, he moves an additional space forward. * If Slow World is played, this card is discarded
Name: Slow World Rarity: Uncommon Type: Permanent Effects: * When a player takes his turn, he moves one less square forward. * If Fast World is played, this card is discarded
Name: Teleport Rarity: Rare Type: Instant Effects: * The player playing this may jump to any square.
A building is an immobile object that has a location on a square. A player may own a building. There may be only one building on any square at any time.
Buildings have certain properties; properties may either be individual properties, applying only to individual buildings, or type properties, applying to all buildings that share that type.
Individual properties of all buildings: 1. Name (Chosen upon construction of the building) 2. Type (Selected from existing types upon construction, a building's type determines its type properties) 3. Owner (Initially, the player who created the building) 4. Contents (Buildings may contain items, though upon construction, they contain nothing. Depending on the building's accessibility, a player may choose to take or leave items inside a building on the square s/he occupies, its successor, or its predecessor) 5. Accessibility (said to be either "locked" or "unlocked". If a building is locked, only the owner of the building, or a player who possesses an item named "Key to [name of building to accessed]" may choose to take or leave items in it, or make use of any other properties of the building. The owner of a building may lock or unlock it at any time, provided s/he is on the same square as the building, or on that square?s predecessor or successor) 6-? Other individual properties that a building may have according to its type properties
Type properties of buildings 1. Construction cost (Construction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 2. Destruction cost (Destruction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 3. Capacity (A positive integer value. The amount of items in a building may not exceed the building's capacity.) 4-? Other type properties, created by the player who proposes the creation of a new type of building
Once per turn, a player may choose to construct a building on the square s/he currently occupies, its successor, or its predecessor, provided that square s/he wishes to construct a building on is not occupied by another building, in exchange for that building?s construction cost, or to destroy a building s/he owns on the square s/he occupies, its successor, or its predecessor, in exchange for that building?s destruction cost. A player may construct or destruct in a single turn, but not both.
1. Each square currently in play and each square created henceforth that is numbered even will have the color property, "Blue", and will appropriately be colored blue, whereas each odd numbered square will have the color property ,"Red" and will be colored red.
2. Whenever a player lands on a square with a color property, that player gains that color property and the following color oriented effect is applied based on that player's color property.
Blue Each player pays you $3 automatically Red You pay each player $3 automatically
3. A player may only have one color oriented effect applied and gain only one color property every turn and/or movement, nomatter how many squares a player lands on in a turn and/or movement.
4. A player doesn't gain a color property or a color oriented effect by passing over a square.
A building is an immobile object that has a location on a square. A player may own a building. There may be only one building on any square at any time.
Buildings have certain properties; properties may either be individual properties, applying only to individual buildings, or type properties, applying to all buildings that share that type.
Individual properties of all buildings: 1. Name (Chosen upon construction of the building) 2. Type (Selected from existing types upon construction, a building?s type determines its type properties) 3. Owner (Initially, the player who created the building) 4. Contents (Buildings may contain items, though upon construction, they contain nothing. Depending on the building?s accessibility, a player may choose to take or leave items inside a building on the square s/he occupies, its successor, or its predecessor) 5. Accessibility (said to be either ?locked? or ?unlocked?. If a building is locked, only the owner of the building, or a player who possesses an item named ?Key to [name of building to accessed]? may choose to take or leave items in it, or make use of any other properties of the building. The owner of a building may lock or unlock it at any time) 6-? Other individual properties that a building may have according to its type properties
Type properties of buildings 1. Price to construct (Construction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 2. Price to destroy (Destruction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 3. Capacity (A positive integer value. The amount of items in a building may not exceed the building?s capacity.) 4-? Other type properties, created by the player who proposes the creation of a new type of building
Once per turn, a player may choose to build a building on the square they currently occupy, its successor, or its predecessor, provided that square they wish to build a building on is not occupied by another building, in exchange for that building?s ?price to create? or to destroy any building they own; a player may not create and destroy in a single turn.
1. A player may make a rules proposal at any time, provided that player does not currently have any rules proposals in the game that have "Voting" status. 2. A rules proposal can be any of the following: -The addition of new rules -The deletion of existing rules -The modification of existing rules -A change to the game state which does not necessarily fit into one of the above categories 3. A player may make an item proposal at any time, provided that player does not currently have any item proposals in the game that have "Voting" status. 4. An item proposal can be any of the following: -The addition of new items -The deletion of existing items -The modification of existing items -A change to items or item characteristics which does not necessarily fit into one of the above categories 5. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future. 6. No proposal may have retroactive application or take effect earlier than the moment it is implemented. 7. When a proposal is made, it is given "Voting" status. While a proposal is in "Voting" status, players may vote either "Yes" or "No" on it. Each player may not vote more than once on each proposal. 8. 120 hours (5 days) after a proposal is made, if the proposal has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status. If the proposal does not receive more Yes votes than No votes, the proposal is rejected and is moved into "Dead" status. 9. Once a "Pending" proposal has been implemented into the rules by the Admin, it is switched to "Dead" status. 10. Once voting on a proposal has been completed, the number of players who voted Yes and No on the proposal will be made public, however, each individual player's vote will not be revealed. 11. A proposal that is in "Voting" status may be retracted by the player who made it. Retracting a proposal immediately puts it in "Dead" status. 12. The Admin has the right to refuse to implement any proposal that in his opinion is discriminatory, paradoxial, infeasible to implement, or destructive of gameplay.