If there are ever no seeds on a particular board, then, at most one time per day, every tree on that board will drop a seed as though a "Germinate" spell had been cast.
One player who is present on the same square as a tree when it drops a seed (chosen at random, if there is more than one player on the same square) will receive a Seed Shell, which is a non-rare item that is not sold in stores. If no player is present on the square when the tree there drops a seed, then the seed shell simply vanishes when it hits the ground, leaving just the seed.
A new spell exists: Make Medicine. Make Medicine requires two seed shells, and 10 Mana Energy. When cast, it turns the two seed shells into one Vial Of Medicine.
A Vial of Medicine is a non-rare item that is not sold in stores. A player with a Vial of Medicine may quaff it at any time, healing one wound completely.
Whenever someone is wished a nice day, they gain $100.
Change XLIII.1 Dweebles to read: "1. At a random interval every 24-72 hours, a Dweeble will be created on the first square of either the A-board or the M-board, chosen randomly."
Add #11 to XLIII Dweebles reading: "11. When a Dweeble leaves a square, if there is a player on that square, the Dweeble thanks the player for not squashing it and wishes the player a nice day."
Whenever two players fight an Ax Duel, if both players survive they wish each other a nice day at the end of that Ax Duel.
If a Player lands on the same space as an Evil Twin, that Evil Twin beats them up, giving them a number of wounds equal to its Mojo score (minimum 0), and taking 10% of their money for the Evil Twin's gang if that Player has a positive amount of money. After an Evil Twin beats up a player, it wishes them a nice day.
The following item may be purchased from a Store for $500:
Dewrag Tradeable: Yes Rare: No Notes: A Player who owns this item will not be beaten up by Evil Twins.
Evil Twins have discovered the ability to clone themselves. Every time an Evil Twin takes a turn, before it moves, there is a 10% chance that it clones itself, leaving the clone in the square it moves away from.
An Evil Twin clone is treated as the same as the Evil Twin that cloned it in every way, except if the square an Evil Twin Clone is on is destroyed, the Evil Twin Clone is removed from the board.
Any time a Player receives a wound for any reason, there is a 50% chance that (if carrying any items) the player will also lose one item chosen at random from the list of items that he is carrying.
If a player receives a wound, and his current balance of Nomopoly money is $100 or more, the player will lose $100. If a player receives a wound, and his current balance of Nomopoly money is positive, but less than $100, he loses his entire current balance.
If the player is fighting another player (for example, in an ax duel) when he is wounded, any money and/or items lost will be given to the player with whom he is fighting. If he is not fighting another player, but there is another player (or players) on his current square (for example, if he was wounded by falling through a trapdoor, and landed on a square with another player), then he will lose them to one player chosen at random out of all of the other players who share the square with him. Otherwise, the money and/or items lost simply vanish in a puff of smoke.
When two players fight an ax duel, the player who rolls the higher total takes an Ax and an Honor point from the player who rolls the lower total.
Modify the Robot's movement: The Robot will move once every 5 hours (instead of every 2 hours). Reduce the costs of Data Transfer, Download, and Hacking to 100 M.E.
New spell:
Name: Virus Cost: 200 M.E. Target: Board occupied by the casting player Effect: All instuction cards on the target board are picked up, shuffled, and then dealt back out onto that board, such that each square that had an instruction card before this spell was cast will have a (possibly different) card.
New item: Name: Robot Orb Rare item Effect upon use: Player chooses any square, and the Robot jumps to that square.
If an evil twin is ever sent to the Null Space, after 7 days it will leave it's current gang and jump to a random square on whichever board it was last on.
The Tree Spirit is placed on the map in the same square as the player. Tree Spirits take turns at random intervals every 48-96 hours.
When a Tree Spirit lands on a square a Tree is placed on that square unless there is already a Tree on that Square.
When a Tree Spirit lands on the same square as a Player, it selects a random Player on that square and starts an Ax Duel. A Tree Spirit fights an Ax Duel as if it carried 3 axes. It takes wounds just like a Player.
If a player defeats a Tree Spirit in an Ax Duel, that player gains a Log instead of an Ax. If a Tree Spirit would die and be moved to the Null Space it is removed from the Board instead.
If a Tree Spirit lands on the same Square as a Star Capture Portal, that Tree Spirit is removed from the Board and three Logs are placed in the Star Capture Portal.
If a Tree Spirit lands on the same Square as the Robot, the Tree Spirit is removed from the Board and the Robot "Reboots" (is moved to the Null Space).
Add the following to Rule XV Color Properties:
If a Square is painted Green, a Tree grows on that Square whenever there isn't a Tree on that Square. Also, the chance of a Tree Spirit appearing is doubled when a Tree on a Green square is cut down. Tree Spirits on Green Squares fight as if they had an additional two Axes.
If a player makes a proposal with a proposal number that is evenly divisible by 5 (with no remainder or fractional part remaining), and that proposal is accepted, then the player who made that proposal shall be declared the winner.
In order to retract a proposal that he has made, and which is currently in "Voting" status, a player must first pay $500, which shall be given to whichever player (other than himself) most recently proposed a proposal that had been accepted.
Modify the rules for trains: The trains will have a 10% chance every 2 hours (instead of 1 hour) of moving to the next square on the track. The train tracks will now consist of the squares with the following numbers: 3, 9, 17, 19, 29, 33, 27, 23, 13, 11
Any train that is not on one of these squares at the time this proposal is implemented will be placed on Square #3 of its board.
Name: Spell of Mastery Cost: X ME Requirements: No other player has Spell of Mastery cast. Upkeep: 0.0 ME Effect: This spell is continuous. If this spell is targeted by Dispel, the cost of Spell of Mastery is however much the caster of Spell of Mastery initially paid for it. When this spell is cast, its owner gains an attribute called ?Pooled Energy? that is initially equal to X. Each hour, immediately after upkeep is paid for spells, the caster loses all ME e has and eir Pooled Energy attribute gains that much. Then, if the caster?s Pooled Energy stat is equal to or greater then 5000, the caster wins the game. If the caster is ever sent to the null space, this spell ends. When this spell ends, the caster?s Pooled Energy attribute is removed.
New item: Name: Bingo Card Tradeable. Cannot be used. A Bingo Card consists of a 5x5 grid, with each cell in the grid containing the number and letter (A or M) of a square. Upon creation of a Bingo Card, the squares on the card are randomly selected from squares that exist at that time, and the card will not contain duplicate squares unless there are less than 25 squares in existence at that time.
Whenever a player lands on a square, that square will be marked off on all Bingo Cards that player owns.
When a Game of Bingo starts, the Admin will announce the following: - A winning combination (such as a diagonal line, four corners, full house, etc.) - A prize (which may consist of money, items, or any other gift/ability/whatever the Admin feels like giving away)
When a Game of Bingo starts, each player receives 1 Bingo Card. Players may purchase additional Bingo Cards at stores for $100.
A player who owns a Bingo Card containing a subset of marked off squares that meet the requirements of the current winning combination may yell out "BINGO!" and claim the current prize. The current game of Bingo then ends, all players lose their Bingo Cards, and the Admin will begin a new game of Bingo at a convenient time for him.
To get things started, the first game of Bingo will be as follows: - Winning combination: A line of 5 (either horizontally, vertically, or diagonally) - Prize: $1000 All future bingo games will be selected by the Admin
Upon implementation of this proposal, each tree will sprout a bill. Additionally, each tree will, at random 48-96 hour intervals thereafter, sprout an additional bill. Initially, a sprouted bill will be a $1 bill. However, 24 hours after sprouting, and each 24 hours thereafter, the bill will increase from its current denomination to the next value in the following list, until it reaches the highest value in that list, or it is plucked, whichever comes first: $1, $2, $5, $10, $20, $50, $100.
A player who is on the same square as a tree which has sprouted bill(s) may decide to pluck any or all of them. When a bill is plucked, it is removed from the tree, and added to the plucking player's Nomopoly money total. A plucked bill is not considered an "item" -- it is just Nomopoly money belonging to the player who plucked it.
If a tree is chopped down or otherwise destroyed, any un-plucked bills remaining on the tree simply vanish.
Plucking bills will not summon a tree spirit. Only chopping down a tree may do so, as already provided for in the rules.
New item: Fertilizer Fertilizer is a non-rare item available for purchase at any store for $75. A player may use fertilizer by applying it to his current square. For a full week after the application of fertilizer to that square, any trees on that square will sprout bills at 24 to 48 hour intervals, instead of every 48-96 hours, and bills on those trees will increase in value every 12 hours, rather than every 24 hours. Each additional fertilizer applied to the square extends the duration of this effect by one week. If sufficient fertilizer is ever applied to a square to extend the effect duration further than 4 weeks from the current day, then the square is considered to be "over-fertilized", and any tree on that square dies immediately and is replaced with a log on that square. Fertilizer applied to, or remaining upon, squares without trees immediately vanishes without effect.
The Tree Spirit is placed on the map in the same square as the player. Tree Spirits take turns at random intervals every 48-96 hours.
When a Tree Spirit lands on a square a Tree is placed on that square unless there is already a Tree on that Square.
When a Tree Spirit lands on the same square as a Player, it selects a random Player on that square and starts an Ax Duel. A Tree Spirit fights an Ax Duel as if it carried 3 axes. It takes wounds just like a Player.
If a player defeats a Tree Spirit in an Ax Duel, that player gains a Log instead of an Ax. If a Tree Spirit would die and be moved to the Null Space it is removed from the Board instead.
If a Tree Spirit lands on the same Square as a Star Capture Portal, that Tree Spirit is removed from the Board and three Logs are placed in the Star Capture Portal.
If a Tree Spirit lands on the same Square as the Robot, the Tree Spirit is removed from the Board and the Robot "Reboots" (is moved to the Null Space).
Add the following to Rule XV Color Properties:
If a Square is painted Green, a Tree grows on that Square whenever there isn't a Tree on that Square. Also, the chance of a Tree Spirit appearing is doubled when a Tree on a Green square is cut down. Tree Spirits on Green Squares fight as if they had an additional two Axes.
At the implentation of this rule, a magical road will be placed connecting a random square on the A-board to its sibling on the M-board. A Board Bus will be placed on that square on the A-board. If a player lands on the same space as the Board Bus, the player may choose to spend $300 and ride the Board Bus to the other board, taking the Board Bus with it. However, a player cannot ride the Board Bus if they are on the sibling square of the Board Bus.
New Item: Bus Ticket Rare Item. Lose this instead of $300 to ride a bus.
New Item: Bus Orb Rare Item. The Board Bus jumps to its sibling square.
First, in random order, each Evil Twin joins a random 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, 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.
All squares painted with uncolored paint shall have that paint removed.
In rule V. Items under paint, add the words "and uncolored" after the word Yellow in the sentence "Yellow paint disappears 2 weeks after being used, as though paint thinner had been applied to it."
Every 72 hours, a Dweeble shall be created and placed on the lowest numbered square of the A-board or M-board (chosen randomly). Each Dweeble shall be painted a random color of paint (or uncolored). Dweebles automatically take turns at random intervals between 2 and 3 days.
When a player is on the same square as a Dweeble, that player may choose to squash that Dweeble.
When a train or the Robot is on the same square as a Dweelbe it squashes the Dweeble.
When a Dweeble is squashed, it's square is painted the same color as the Dweeble. Then the Dweeble is removed from the board.
When an Evil Twin is on the same square as a Dweeble, it joins the Gang of the Dweeble's color.
When Mr. Hyde is on the same square as an Uncolored Dweeble, he flies into a rampage and destroyes that square.
If a Dweeble is on a square when it is destroyed that Dweeble is removed from the board.
If a Dweeble is on a square that matches it's color, it has camouflage and is immune to being squashed.
If more than one Dweeble would be squashed at the same time, the Dweeble that has been in existance the longest shall be squashed first.
The Boards have become infested with Seeds of (John Horton Conway's) Life!
A new item exists: the "seed". If a square contains a seed, that square is considered "alive"; if a square doesn't contain a seed, that square is considered "dead". A square can contain a maximum of one seed. If an additional seed is ever placed (or dropped, arrives, falls, etc.) onto a square that already contains a seed, the additional seed immediately turns into a bit of gold on the square. Note: seeds carried by a player do not count -- this only applies to seeds on a square. In other words, a player carrying a seed can move onto a square that already contains a seed, and there will be no effect unless and until the player drops the seed he is carrying.
A player may only pick up a seed if it is on his current square. A player not on the null space who is carrying a seed may drop it onto his current square. A player may carry any number of seeds.
A square's "neighbors" are defined to be the first squares encontered when moving left, right, up, down, and in each of the four diagonal directions from the selected square, skipping over empty spaces and wrapping around the edges of the board if necessary. Each square on a board either contains, or does not contain, a seed. Each square has some number (from 0 to 8) of neighbors with seeds. A seed's neighbors are defined to be the seeds on neighboring squares.
Upon implementation of this proposal, each tree will drop a single "seed" onto its square. (Seeds dropped by trees may be deflected by Deflecto-Matic Umbrellas.) Thereafter, once per hour, on the half hour, Life will proceed as follows:
First, compute for each square the number of neighboring squares with seeds. Second, remove every seed from squares that where the computed number is 0, 1, 4, 5, 6, 7, or 8. Finally, add a new seed to all squares where the computed number is exactly 3, and there is not already a seed present.
(The computed numbers are computed once each hour, and are not recomputed while adding or removing seeds -- the idea is that, once per hour, there is a new "generation" of seeds. The new generation is the product of the previous generation: overcrowded or isolated seeds die off, and new seeds are born wherever there are exactly three neighbors.)
Two new spells exist:
"Germinate". Casting this spell costs 300 Mana Energy, and causes every tree on the same board as the Player casting the spell to drop a seed onto its square.
"Miracle Grow". Casting this spell costs 100 Mana Energy, plus 10 Mana Energy for every seed affected. It causes every seed that is on the same board as the player casting the spell, and which is on a square that does not already contain a tree, to turn into a tree.
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 1 week after this proposal is implemented: 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).
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).
From now on every square-number of an existing square will be owned by exactly one player. (This means the pair square and sibling). Snowblasted squares are treated as existing squares.
Initially every player will get seven square-numbers, randomly selected, thus dividing the whole board between the players. If the number of squares on the board does not fit, it will be adjusted by creating new squares, or destroying squares highest first.
Once a player does not own any square-numbers, he is declared the winner.
In the further game, the following rules shall apply: If new squares are created they get a randomly selected owner. If new players join, the get minimum(7, highest number of square numbers owned by an old player) square-numbers to own. For this purpose new squares are created as needed, not getting a random owner.
When a new player joins the game, he is placed on the lowest numbered square of the A-board, and his evil twin is placed on the lowest numbered square of the M-board.
When this rule is implemented, a timebomb appears on a random square on either board, and its timer is set to a random amount of time between 48 hours and 96 hours. Once the timer is set, it immediately begins counting down. The time on the timer can be seen by any player who is on the same space as it, on an adjecent space to it, holding it, or has been able to see the time on it since the last time it was detonated, or, if the timebomb has never been detonated, has ever seen the time on it.
If a player is on the same square as the timebomb, he may choose to pick it up, in which case he will be holding it, and it will cease to be on a square. If a player is holding the timebomb, he may put down, in which case he is no longer holding it, and it appears on the same square as him. When picking up or dropping the timebomb, there is an 8% chance of it being detonated. If a player is holding the timebomb, he may choose to throw it, in which case he is no longer holding it, and it appears on an adjecent square of his choice. When throwing it, there is a 15% chance of it detonating after appearing on the target square. If a player is holding the timebomb, there is a 1% chance of it detonating for each space moved, a 3% chance of it detonating when plane shift or planar shove is cast on him or he is moved to the null space, and a 12% chance of it detonating when he falls down a trapdoor. When the timer reaches zero, the timebomb detonates.
New Spell: Move Timebomb target: timebomb cost: 40 ME effect: The timebomb is moved to an adjecent square of the caster's choice.
New Spell: Shift Timebomb target: timebomb cost: 100 ME effect: The timebomb is moved to the sibling of its current square. notes: cannot be cast if the timebomb is being held
If the timebomb is detonated while a player holding it is moving, it is detonated on the target square. When the timebomb is detonated, any players on a square adjecant to it or a square adjecant to a player holding it recieve a wound, each of their items has a 15% chance of being destroyed, each of their dollars has a 25% chance of being lost, and each of their Monopoly dollars has a 40% chance of being lost. Any player on the same square as the timebomb when it detonates recieve two wounds, each of their items has a 25% chance of being destroyed, each of their dollars has a 35% chance of being lost and each of their Monopoly dollars has a 50% chance of being lost. If the timebomb detonates while it is being held, the player holding it recieves three wounds, each of his items has a 35% chance of being destroyed, each of his dollars has a 50% chance of being lost, and each of his Monopoly dollars has a 65% chance of being lost.
After the timebomb detonates, it disappears and reappears on a random square 24 hours later, with its timer set to a random amount of time between 48 hours and 96 hours, which immediately begins counting down. If the square that the timebomb is on is destroyed, and it is not being held, it is moved to a random adjecant square.
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.
No player may take any voluntary action that would cause him to have a negative total of Monopoly Money. Additionally, any player that has a negative total of Monopoly Money may not take any voluntary action that would result in a loss of Monopoly Money.
If a player is eligible to take a turn, and is entitled to roll more than one die, he may choose to roll the dice one at a time, rather than all at once.
When a player rolls (either a single die or multiple dice) to move, he will first select a direction (up, down, left, or right), roll the appropriate number of 6-sided dice, and move to bordering squares in the selected direction on the board the number of squares indicated by the sum of the dice rolled (as adjusted by any other rules affecting dice rolls or movement rates).
The Starting Line consists of the squares on the bottom row of all boards. A player who occupies one of these squares is on the Starting Line.
The rule stating "Every time a player passes the first square on either board, that player receives $200 in Monopoly money." is replaced with a rule stating "Every time a player passes from the Home Straight to the Starting Line during a single move, that player receives $200 in Monopoly money."
The rule stating "When a player lands on or passes the lowest numbered square on a board while moving in a forward direction, his Laps Completed value is increased by 1." is replaced with a rule stating "When a player passes from the Home Straight to the Starting Line during a single move, his Laps Completed value is increased by 1."
The rule stating "When a player lands on or passes the highest numbered square on a board while moving in a backward direction, his Laps Completed value is reduced by 1." is replaced with a rule stating "When a player passes from the Starting Line to the Home Straight during a single move, his Laps Completed value is decreased by 1."
The rule stating "A player who has a Laps Completed value greater than or equal to 25 is declared the winner." is deleted.
A player who simultaneously meets all of the following "Victory Conditions" is declared the winner:
- The player has a Laps Completed value greater than or equal to 20. - The player has a non-negative quantity of Monopoly Money. - The player is not bankrupt. - The player possesses a Rare Item. - The player is not on the Null Space. - The player does have any wounds. - The player has Honor greater than zero. - The player and his Evil Twin are on squares with the same number.
The player that has completed the most amount of laps wins. If two or more players have completed the same number of laps, then the one that is on the highest numbered square wins. If more then one player shares the same number square and number of laps completed, then all those players win.
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."
A player may place an instruction card he owns on his current square or an adjacent square.
If the rules state that a square should be added to the board, then the new square (and its sibling) will be given a number equal to the lowest whole number that does not exist as a square number on either board at that time (ie. the new squares will fill in gaps from destroyed squares before adding on to the end).
Once this gets voted in, every player gets to choose a pet of their choice for their very own. If a player does not choose within 5 days of acceptance of this rule, they will get a pet rock that the player carries with him/her.
If a player chooses a real pet, the pet will be placed on a random square on A or M board and will be moved X-numbered squares chosen by the owner (between 1-6), the pet will move every 3 days.
The pets currently do nothing at this point in time, other than moving around the board.
If a pet's square gets destroyed, the player that lost the pet has 5 days to choose a new one. As before, if they don't choose one, they will get a pet rock.
Players get to choose from: Aardvark, Fox, Goose, Mosquito, Nematode, Tiger, Unicorn, or a Zebra.
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 will land on a square he is instead teleported to the square with reversed digits (never actually landing on the original square), landing there without triggering this effect. 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 is teleported to the sibling of the square he would have landed on, and lands there without triggering this effect.
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.
Name: Print Monopoly Money Cost: 1 paper Player receives: One of the following amounts of Monopoly money, randomly selected: $1, $5, $10, $20, $50, $100, $500.
New items, all of which can be purchased at stores:
Name: Thimble Price: $500 in Monopoly money Effect upon use: The next time the player processes a Log at a Paper Mill, the amount of Papers he receives is doubled.
Name: Iron Price: $500 in Monopoly money Effect upon use: The next time the player lands on a House or Hotel, he does not have to pay the owner any money.
Name: Shoe Price: $750 in Monopoly money Effect upon use: The next time a proposal that the player gambled on is rejected, he will not move backwards as a result of gambling on that proposal.
Name: Horse Price: $750 in Monopoly money Effect upon use: The next time the player takes a turn, he will have 5 added to the number of squares he moves.
Name: Dog Price: $1000 in Monopoly money Effect upon use: The next time the player fights an Ax Duel, his opponent will receive a wound (in addition to any other wounds that player might get during that duel).
Name: Battleship Price: $1000 in Monopoly money Effect upon use: The next time the player calls the Wah!mbulance, he will not lose any Axes.
Name: Car Price: $1250 in Monopoly money Effect upon use: The next time the player takes a turn, all of the dice he rolls will be sixes.
Name: Wheelbarrow Price: $1500 in Monopoly money Effect upon use: The next time the player takes a turn, all players he passes during that turn have to pay him $100.
Name: Top Hat Price: $2000 in Monopoly money Effect upon use: The next time one of the player's proposals finishes its Voting period without being retracted, one additional Yes vote is added to it.
Name: Cannon Price: $4000 in Monopoly money Effect upon use: The next time the player lands on a square containing one or more buildings, one randomly selected building on that square is destroyed.
If there are any new player(s) that wishes to join nomopoly, they get placed on the first square on A-board and their evil twin gets placed on the first M-board.
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. In all other respects, the situation is treated as if they were successful in their attempt to fell the tree.
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.
Name: Paper Mill Construction cost: $250 and 2 logs Destruction cost: No cost Capacity: none Paper Mills have an additional property: "Processing fee", initially $1 when the Paper Mill is constructed. The owner of a Paper Mill, when he is on the same square as the Paper Mill or an adjacent square, may set the processing fee for that Paper Mill to any positive dollar amount. A player who has a Paper Mill available to him that he does not own (same restriction as stores) may use that Paper Mill to process a Log. To do so, the player must pay the processing fee for that Paper Mill to the owner of the Paper Mill. The player then loses the Log, and receives a random amount of Papers between 1 and 6 inclusive (1d6).
New items:
Name: Paper Cannot be used
Name: Spell Book Cannot be used A player who owns a Spell Book has the ability to cast any spell from any realm (assuming he has the cost/requirements). If a player casts a spell that he would not be able to cast if he did not have a spell book, he loses one spell book.
Name: Magic Book Cannot be used Each Magic Book a player owns reduces the M.E. cost for casting spells by 5%. If a player owns more than one Magic Book, the 5% cost reductions for each Magic Book are applied one at a time. Example: A player has 3 Magic Books and casts a 100 M.E. spell. The M.E. cost would be reduced as follows: Reduce 100 by 5% = 95, reduce 95 by 5% = 90.25, reduce 90.25 by 5% = 85.7375. So, the spell would cost 85.7375 M.E.
The Robot now offers printing services, which may be used by any player who is on the same square as the Robot or an adjacent square. All printing services have a cost (which may consist of paper or other quantifiable objects), and something that the player will receive in return. However, the Robot is not perfect. Any time a player uses a printing service, there is a 5% chance that the Robot will malfunction and shred the paper. If this happens, the player does not receive anything, even though he has already paid the cost for the service.
The following printing services are available:
Name: Print Card Cost: 1 Paper Player receives: The player chooses a type of instruction card. There is a 50% chance he will receive the type of card he requested, and a 50% chance he will receive a randomly selected type of instruction card.
Name: Print Spell Book Cost: 3 Papers Player receives: 1 Spell Book
Name: Print Magic Book Cost: 15 Papers Player receives: 1 Magic Book
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.
Any player on the same space as or on a space adjacent to the robot who has not made an instruction card in the last 72 hours may chose to make a new card. When it written it is put into a 'pending' status. While it is in the pending status, it is not treated as an instruction card. When it is put in the pending status, if the admin determines that the card would conflict with a rule or would make a reference to a characteristic of a player that is immutable within the set of rules at the time the card is written, it is rejected and removed from the pending status. If the card is not rejected, it is implemented, at the admin's leisure, causing it to be treated as an instruction card and be removed from the pending status. A player may chose to petition a card. If at least 70% of the players vote in favor of a given petition, the card that is being petitioned by it ceases to be treated as an instruction card, all instances of that card are removed, and the petition is canceled and may not be voted on any more. A player may change his vote and is not required to vote on a petition. If at least 70% of the players vote against the petition, the petition is canceled and may not be voted on any more.
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. A rule within a Ruleset may not create objects, items, money, Mana Energy, or effects that were not defined under the Ruleset the rule is in; however, it may destroy or move these things assuming the move or destruction does not effect anything that is not subject to the Ruleset.
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.
If a player and his Evil Twin ever occupy the same square at the same time, and the player has a positive number of Mana Points, the player and evil twin will automatically form an Unholy Alliance.
The evil twin will leave his gang, if any, taking with him a share of the Gang's money equal to M/N, where M is the total money the gang had just prior to his departure, and N is the total number of gang members in the gang just prior to his departure. The evil twin's money may be spent by the player for as long as the player and evil twin remain in an Unholy Alliance.
Additionally, the player and Evil Twin will continue to take turns or move as normal; the Unholy Alliance forms automatically whenever they are on the same square and the player's MP balance is positive, but remains in effect even after they move to different squares.
Any game actions that depend on the player's location (such as buying things at stores, placing instruction cards, having color effects applied, or incrementing the laps completed counter) will be available to the player, or will take place for the player, based upon both the player's location, and that of the Evil Twin with whom he is in an Unholy Alliance.
An Unholy Alliance will cost the player Mana Points, as though it were a spell requiring upkeep, at twice the rate that the player would normally earn Mana Points. So, it will have the net effect of making the player's "Mana earning rate" turn negative for as long as the player remains in an Unholy Alliance.
If the player desires, he may cancel the Unholy Alliance at any time that the evil twin is not on the same square. If the player's Mana Points balance ever becomes negative, he will immediately cancel the Unholy Alliance, regardless of the Evil Twin's location.
Upon canceling an Unholy Alliance, the player will receive a wound, due to the spiritual trauma he endured, and the Evil Twin will keep whatever money he has left, if any, from what he brought into the unholy alliance. If an evil twin that has some money joins a gang, then the twin's money will given to the gang, and will be applied towards the gang initiation "fee" (that would have been stolen from the player), if any. Any unpaid initiation balance will be stolen from the player, as usual.
A player may purchase a train ticket from an available store for a price of one star. The owner of the store receives 30% of the purchase price of a star.
A player in a square bordering a train may use a train ticket to board that train, whereupon he is moved to the train's square. As long as the player remains in the train's square, he is considered to be aboard the train, and he is moved with the train. Such movement does not trigger the effects of landing on a square, nor does it ever trigger a change in the player's lap count. A player aboard a train can not be hit by a train. A player aboard a train may disembark at any time, in which case he is moved to the predecessor of his current square.
A player aboard a train can not perform any voluntary action for which the conditions, parameters, or immediate effects would depend upon any information about that player's current square other than the set of players currently occupying it, unless:
a) the action is the casting of a spell; or b) the rules explicitly permit the action to be performed aboard a train.
If a square occupied by a train is destroyed or snowblasted, the train is moved to the next existing square on its track, and all players aboard the train are moved to the Null Space.
Remove the Bomb item from the game. Any player who owns a Bomb at the time this proposal is implemented will lose their Bomb and receive $200 plus another randomly selected rare item.
Remove the Broken Sorcery spell from the game.
Modify the Terrorism spell to be as follows:
Name: Terrorism Cost: 300 M.E. + 1 Star Requirements: Ability to cast Destruction spells Upkeep: 1.5 M.E. Target: The square occupied by the caster Continuous?: Yes Effect: Each hour after upkeep for this spell is paid, there is a 1 in 200 chance that the target square will be destroyed. This spell will automatically cancel if the target square is destroyed (by this spell or for some other reason) or the player casting this spell leaves the target square.
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: Gold is removed from the square. Then, 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.
A Bit of Gold may be taken from a square in exactly the same way as a Chunk of GOld.
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.
The top row of all boards together is termed "the Home Straight". A player occupying a square that is part of the Home Straight is "on the Home Straight". "All movement in a turn" means all movement caused by the roll of the dice. This inlcudes direct movement as a cause of the pip count, plus slipping, trapdoor motion, and other movement effects that are determined as a consequence of dice movement. A player leaves the Home Straight if they move from a square that is part of the Home Straight to a square that is not, unless that movement is part of all movement in a turn and they end that turn on the Home Straight. If a player who is on the Home Straight takes a turn and lands on a square that is part of the Home Straight, and then, having not left the Home Straight, takes another turn and lands on a square that is part of the Home Straight, that player immediately:
a) gains $1000; and b) ceases to occupy the square they are on and starts to occupy the highest numbered sqaure of the board they are on that is not part of the Home Straight.
[An example: a player on Square #67 (M) takes a turn, rolls a 1-2, and lands on Sqaure #70 (M), from whence they slip through Squares #63 and #64 and onto Square #69. They have not left the Home Straight, as the slipping is part of all movement on a turn. On their next turn, they roll 1-1, and land on Square #71 (M). They immediately recieve $1000 and are moved to Square #66 (M), as that is the highest numbered square on the M-board that is not part of the Home Straight.]
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.
If a proposal is rejected after receiving three or more votes in its favor, then the player that proposed the rejected proposal will receive $1000.
If a proposal is rejected after receiving exactly one or exactly two votes in its favor, then the player that proposed the rejected proposal will pay each of the players that voted in favor of the proposal $500.
Modify the effect of paint thinner: When used on a square, paint thinner removes graffiti and paint from that square and returns the square color to its default color as specified in the rules. (This is what it was originally)
Yellow and orange paint still fade away after the proper time has elapsed (2 weeks and 1d6+1 days respectively) as though paint thinner had been applied to that square.
Paint balls from space may contain any color, or paint thinner, all options being equally likely to occur.
The uncolored color property still exists, and thus uncolored is a possible color in a paint ball from space.
Any square that is uncolored at the time this proposal is implemented is considered to be painted uncolored (so paint thinner applied to those squares will return the default color).
120 hours (5 days) after a proposal is made, if the proposal has at least twice as many Yes votes than No votes, the proposal is accepted and moved into "Pending" status, all players who voted Gamble on that proposal move forward a number of squares equal to the number of Yes votes on that proposal, and the player who made the proposal receives a Warp Bubble. If the proposal does not receive at least twice as many Yes votes than No votes, the proposal is rejected and moved into "Dead" status, and all players who voted Gamble on that proposal move backward a number of squares equal to the number of No votes on that proposal.
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.
Only to be sure: Modify the Spell 'Mastery of the Shifting Forest' so that every square with a tree on it counts half for the caster (instead of not at all), if he takes a turn. If there is a fractional amount of movement left over, it's omitted (meaning what if I have half a square still to walk, but a square without a tree in front of me).
Whenever a proposal containing the secret word is rejected, the secret word shall be changed as if that proposal had been accepted, but no reward shall be given for it.
When this proposal is implemented, the secret word shall be changed as if a proposal containing it were rejected.
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.
Modify the effect of the Light Cookie: It can be used 10 times before it is destroyed. A counter will be displayed next to it showing how many uses it has remaining.
Modify the effect of the Dark Cookie: Everyone on the player's current space receives 4 wounds. A Dark Cookie may only be used once a turn.
Create the following spell:
Cure Cost: 50 ME Target: Player casting the spell Effect: The player loses a wound.
Definitions: - If a player is instructed to "draw a card", he receives the top card from the Draw pile. If the Draw pile is empty, the contents of the Discard pile are first shuffled to form a new Draw pile. If both the Draw and Discard piles are empty, then "drawing a card" has no effect. - If a card is "discarded", it is placed on the top of the discard pile.
New rule: - A player cannot have more than 20 instruction cards at once. If at any time a player has more than 20 instruction cards, one of that player's instruction cards (randomly selected) is discarded. - Add to the effect of the Defection card: All money held by the gang with the same color as the Robot's current square is given to the Robot (since the gang has no members and it's not currently specified what would happen to the money).
New spells:
Name: Data transfer Cost: 200 M.E. Requirements: Ability to cast Travel spells Target: Any player who occupies a square containing either a Warp Card, an Up Card, a Down Card, a Left Card, or a Right Card. Effect: Target player jumps to a square based on the instruction card on the target player's square: - Warp card: target player jumps to the sibling of his current square - Up card: target player jumps to the square above his current square - Down card: target player jumps to the square below his current square - Left card: target player jumps to the square to the left of his current square - Right card: target player jumps to the square to the right of his current square
Name: Download Cost: 150 M.E. Requirements: Ability to cast Creation spells Target: Any player Effect: Target player draws a card.
Name: Hacking Cost: 200 M.E. Requirements: Ability to cast Destruction spells Target: Any player Effect: Target player discards all of his instruction cards, and then draws as many cards as he just dicarded.
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 48 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.
If a square containing an instruction card is destroyed or snowblasted, the card is moved to the discard pile.
[Part 4 - Create an actual robot]
This proposal creates a robot on the lowest numbered square of the A-board.
When this proposal is implemented, each player shall be given $2000 in promotional casino chips. Promotional casino chips are identical to casino chips, except that they may not be exchanged directly for cash. However, they may be bet on Wagers. At any time, players may convert any quantity of cash to casino chips, or any number of casino chips to cash, on a one-to-one basis -- $1 in casino chips converts to $1 in cash, and vice versa.
A player may establish a Wager by specifying a date range that starts at least 24 hours in the future, a minimum bet amount, and a specific criteria based solely upon in-game events that will either happen (and be recorded in the game's official "History") or not happen during that date range. For example, a player might specify a minimum $200 bet on a Wager that a blue or red paint ball from space will strike the M board between April 1, 2007 and April 10, 2007. All date ranges are inclusive, and based upon the time/date stamps in the official game "History" log maintained by the Admin.
A Wager is given a unique identifying number, and a status of "Open for Bets", as soon as it is established. At the start of the specified date range, the Wager will change status to "In progress". At the end of the specified date range, the Wager's status will become "Pending payout". Once the winners, if any, of the wager have been paid their winnings, the wager will change status to "Dead". No player may establish a Wager if he has already established any wagers that are not currently "Dead".
While a Wager is "Open for Bets", any player who wants to do so, and who has sufficient casino chips, may place a bet (of at least the minimum size) that the event specified will either occur, or not occur, within the specified date range. Bets, once placed, may not be changed, and are public knowledge. A player may only bet once on a given Wager. As soon as a player places a bet, the casino chips that he bet are placed into a "pool" for that particular Wager (any promotional casino chips that are bet are converted into regular casino chips as soon as they are placed into the pool).
If the event specified occurs within the specified date range, then those players who bet that it would occur are the "winners" of that Wager. Conversely, if the specified date range elapses without the event occurring, then the players who bet that it would not occur are the winners of that particular Wager.
If, at any time, a Wager is "In Progress", and there is not at least one bet on each "side" (in other words, at least one bet that the event will occur, and at least one bet that the event won't occur), then all of those who placed bets are immediately declared to be the winners of that that particular Wager, and its status will be changed to "Pending Payout".
A player may cancel any Wager that he established, as long as it is still "Open for Bets", at a cost of contributing $100 in chips to that Wager's pool. If a player cancels a Wager, every player who placed a bet on that Wager, except the player who cancels it, will be declared the winners of that Wager, and the Wager's status will change immediately to "Pending Payout".
All chips in the pool of a wager that is Pending Payout are distributed to the winners of that particular Wager, with each winner being given a proportion of the total pool in the same ratio as the amount of his bet as a portion of all bets placed on that particular wager by its winners. (If there are no winners, then the total pool is added to the pool of another non-Dead Wager, if any, chosen at random. If there are no winners, and no other non-Dead wagers, then the pool is simply lost.)
As an example, imagine that players A and B bet $50 and $100, respectively, that an event will happen. Player C bets $150 that it won't happen. Then, the event happens during the specified time period, making A and B the winners of the $300 total pool. Player A bet $50 of the $150 in winning bets, so player A will receive (50/150) x $300, or $100. Likewise, Player B bet $100 of the $150 total winning bets, so player B will receive (100/150) x $300, or $200.
Fractional casino chips are allowable: if a player wins 1/2 of a $55 pool, he will be given $27.50 in casino chips.
Once per day, if there are any non-Dead Wagers, $100 in chips will be added to the pool of one of the non-Dead wagers, selected at random.
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).
Any current and future squares that get/got destroyed, 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.
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.
Whenever any part of the Rules becomes inaccessible, this is averted by reenacting the Proposal by which it was made accessible with any variables, which affect the inaccessibility (such as number of the square on which action takes place), randomly (in such a way, that accessibility is again granted and no other Rule is violated) set. If this is not possible, nothing happens.
Eg the square with the Bank on it is destroyed. Then Proposal #81 is reanectad, but the square on which the Bank is placed is another one.
A new Rare Item: the Industrial Strength Band-Aid.
A player may use the Industrial Strength Band-Aid to stick the square he currently occupys down. Whilst a square is stuck down, it cannot be destroyed. However, if it ever becomes Slippery or Dirty, it comes unstuck.
Add a new entity to the game, known as the "Robot". The Robot starts on Square #1 with $1000000. 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
"Instruction cards" are a new non-tradeable class of item. The current effect of the Red color property (pay each player $3) is removed from the rules. The effect of the Red color property will now be that the player receives the top card from the "Draw pile". If the Draw pile is empty, the contents of the "Discard pile" are first shuffled to form a new Draw pile. If both the Draw pile and the Discard pile are empty, then the player does not receive a card.
A player may use an instruction card by placing it on his current square. A square may only contain one card, so any card that is already on that square is moved to the Discard pile before the new card is placed there.
The following types of instruction cards exist: "Smile card": The Robot wishes everyone a nice day. "Warp card": The Robot and all players on the same square as the Robot jump to the sibling of the Robot's current square. "Up card": The robot moves to the square above his current square. "Down card": The robot moves to the square below his current square. "Left card": The robot moves to the square to the left of his current square. "Right card": The robot moves to the square to the right of his current square. "Money-giving card": The Robot gives $100 to each player who is in the same vertical column on the board as the Robot, but only if the Robot has enough money to do so. "Money-taking card": The Robot takes $100 from each player who is in the same horizontal row on the board as the Robot. "Gravity card": The star immediately moves to the Robot's current square. "Fertile card": If the Robot's current square does not contain a Tree, then a Tree is placed there. "Energy card": All players on a square that is the same color as the Robot's current square each receive 100 M.E. "Defection card": All gang members who are part of the gang with the same color as the Robot's current square each join a randomly selected gang. "Messy card": A Paint Ball from Space immediately hits the Robot's current square. "Fortune card": If the Robot's current square does not contain Gold, then Gold is placed there. "Storm card": The Ominous Cloud jumps to the Robot's current square. "Reset card": All cards on all squares are removed from the board and placed on the Discard pile.
The deck will initially consist of the following cards, shuffled into a random order:
50 Smile cards 30 Warp cards 20 Up cards 20 Down cards 20 Left cards 20 Right cards 30 Money-giving cards 30 Money-taking cards 10 Gravity cards 30 Fertile cards 15 Energy cards 10 Defection cards 15 Messy cards 20 Fortune cards 15 Storm cards 5 Reset cards
The following is public information (known to all players): - The cards you have - The number of cards other players have - The number of cards in the draw pile - The contents of the discard pile
The following is private information: - The cards other players have - The contents of the draw pile
At the implementation of this rule, a Zombie will be placed on a random square on either board.
The Zombie will start out with one Ax. Whenever a player carrying an Ax lands on the square occupied by the Zombie, they will fight a normal Ax Duel. The Zombie can cannot lose any Axes, but it can take an Ax from the player if it wins. If the Zombie loses an Ax Duel, it vanishes for 24 hours then reappears on a random space on either board. The Zombie cannot have more than 4 Axes at a time. If the Zombie has 4 Axes, it cannot take an Ax from a player if it wins.
Every 36 hours, The Zombie warps to a random square on either board, if it is present.
New Item: Zombie Orb Rare item. When used, either one of two things happen: Either the Zombie loses an Ax or gains an Ax. But if the Zombie has only one Ax when this is used, then the Zombie gains an Ax. Or if the Zombie has 4 Axes when this is used, then the Zombie loses an Ax.
Each player has an attribute called "Status". This attribute may be "Active", "Winner", "Inactive", "Eliminated", or "Withdrawn".
When this proposal is accepted, any players that have so far been removed from the game because of inactivity (i.e. Rule III, section 4) will be given the status of "Inactive". Any further players who fail to log in for 21 days will be given the status "Inactive". Any player with an ?Inactive? status may request the admin to be reactivated. They are given Active status and are returned to the game as if they were a new player.
Any players that have been removed from the game before this proposal is accepted for any reason other then inactivity (i.e. Rule III, section 4) is given the status of "Eliminated".
All current players are given the status ?Active?. Any new players are given the status of ?Active?
A player may at any time post to the Message board a Letter of Intent to Withdraw. A message is a Letter of Intent to Withdraw if it ends with the words "Therefore, I Withdraw from Nomopoly V", optionally followed by the name of the player withdrawing, to serve as a signature. The player writing a Letter of Intent to Withdraw has their status changed to ?Withdrawn? If the admin deems the message as acceptable, the message shall be displayed on a publicly viewable page created for Letters of Intent to Withdraw. At any time after 1 week of submitting a Letter of Intent to Withdraw, a player may request to withdraw their withdrawal and return to Active status. If they do, their Letter of Intent to Withdraw is removed from the page and the player is created as if they were a new player.
Players with the status ?Inactive?, ?Withdrawn?, or ?Eliminated? do not have any other attributes except for their name and status. Any buildings they own are destroyed, and all money and items they have are removed. They do not occupy any space or any board.
Rule XI, Section 2 changes to: If at any time the number of players with the status of ?winner? in Nomopoly V is at least one but less then the total number of players with the status of either ?Winner? or ?Active?, the game ends. The player or players with the status ?Winner? is/are proclaimed the winner(s) of Nomopoly V.
Any rule that would proclaim a player a winner sets that player?s status to ?winner?
A "Loss by Armageddon" overrides the above rules when it ends the game.
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 player whose Realm of Study is Barbarism and who occupies the Null Space may cast the Spell of Return for twice the usual expenditure of Mana Energy.
New Rules: -----------------------
Immediately upon implementation of this proposal, and every 5 to 10 (1d6+4) days thereafter, a dirty snowball will impact a random square on one of the boards. Due to the accumulation of dirt and ice, the square will be "snowblasted". The effect of "snowblasting" a square will be exactly the same as if the square had been destroyed (players sent to null space, objects destroyed, players move over the square as though it doesn't exist, etc.), with the following exceptions:
- The sibling of the square will not be destroyed (or snowblasted). - If a player travels (or attempts to travel, willingly or unwillingly) between boards to a snowblasted square, the player is sent to the null space, instead. - After 3 days, the snowblasted square will melt, leaving a "dirty" square. - The dirt on the dirty square will completely obscure any paint, graffiti, or other markings on the square, but the square will not be slippery like an uncolored square. In other words, any color-related effects or properties of a square are inoperative while the square remains dirty. - A player occupying a dirty square, or a square that borders a dirty square, may clean the dirty square. - Cleaning takes time to do right; cleaning a square will add four hours to the time before the player is able to make another move. However, the player will be paid for his time and effort: cleaning a square will earn the player $500. - Once cleaned, the square will once again show whatever color of paint, graffiti, and/or any other markings that it would have, had it not been dirty.
New building type: Deflecto-Matic Umbrella
The Deflecto-Matic Umbrella is a "Wile E. Coyote-esque" contraption designed to deflect dirty snowballs, paint balls from space, and any other similar things that might strike or rain down upon a square from above. If one of those things is about to strike a square with at least one Deflecto-Matic Umbrella on it, it instead destroys the Deflecto-Matic Umbrella, and bounces to a square bordering the one it would have struck, at random. If the square it bounces to has at least one Deflecto-Matic Umbrella, that potential impact is handled in exactly the same way. It's therefore theoretically possible for a paint ball from space, for example, to bounce around from square to square like a pinball, destroying Deflecto-Matic Umbrellas as it goes, until it finally lands on a square that doesn't have a Deflecto-Matic Umbrella, and takes effect as normal.
Note: Splashes from paint ball from space impacts are deflected by Deflecto-Matic Umbrellas in the same way.
The Deflecto-Matic Umbrella is exempt from the usual restriction against more than one building upon a square: any number of Deflecto-Matic Umbrellas may be constructed on any square, regardless of what other buildings are already present, and Deflecto-Matic Umbrellas also do not prevent the construction of any other building type. Also, more than one Deflecto-Matic Umbrella may be built in a turn (even if the player has already built a different building), and doing so doesn't prevent any other building activities during that turn.
A Deflecto-Matic Umbrella costs $200 and 1 log to build, and $100 to destruct.
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. In the event that a player lands on an uncolored square containing a train, that player will be hit by the train and the effects of the uncolored color property are ignored.
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 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 3 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 25% chance of the wind reversing direction. The cloud moves after the wind does or doesn't change 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.
All players are part of the mafia. The player, whose evil twin is the leader of a gang is the Don of the color of the gang. If at any time only one gang exists the Don of the gang's color 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 terretory. 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, except the leader, 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's color 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 taking place 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 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 color is allowed to see the votes of all other players which have an evil twin in the gang of his color (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 gang of the Don's color), which he receives every midnight GMT. If a gang fight takes place on a red or a blue square all members of the corresponding gang gain a bonus of their leader's mojo-score added to their chosen number. After the fight the square is repainted with the winner's gang's color. If a gang fight takes place on neutral terretory, no additional bonus is granted and the square is not repainted after the fight. A random square on the M-Board, not containing any special aspect (such as 'Bank'), will be the Church. The square of the Church will be constantly uncolored, overruling any colering rule. On the Church no gang fights may take place, however evil twins of different gangs may occupy the Church. Whenever the Chruch is destroyed, a missionary will come and build a new one with the same specifications (if this is not possible, all players lose due to Doom), he will take 48 hours for this. If at any time one gang succeeds in claiming all squares of the M-Board (meaning all squares of the M-Board to be of the gang's color), all players whose evil twins are members of this gang win.
A random square on the M-Board that isn't already a special location is designated the Pizza Parlor. A player at the Pizza Parlor or a square sequential to it may purchase a pizza for $1500 or a slice of pizza for $750.
A pizza may be eaten (used) to gain a large belly for one week. At all times, a player's large belly occupies the successor of the player's square. If that square has no successor, then the large belly is lost. A player with a large belly is considered for all purposes to be located in the large belly's square in addition to the player's own square. However, a large belly does not trigger the effects of landing on or passing a square.
A player may use a slice of pizza by throwing it at another player in the same square or a bordering square. This creates a pizza stain on that player that looks and acts in all ways like a wound. In addition to the usual ways in which wounds are removed, whenever a player lands on the ominous cloud, all of that player's pizza stains are washed away.
At midnight on March 14 or at the time this proposal is implemented, whichever is later, every player receives one free pizza. Happy Pi Day!
Orange paint exists, but is not available in stores. If a square is painted orange, it means that "Road Work" is happening on that square. Road work causes anyone traveling through that square to take twice as long as they normally would to pass (in other words, each road work square counts as though it were two squares for the purpose of rolling dice to move through it).
Road work on a given square takes a random length of time, from 2 to 7 days (1d6+1), to finish. When the road work is finished, the orange paint fades, as though paint thinner had been applied to the square. The time to complete road work on any square is not related at all to the time it takes to finish road work on any other square; there's no rhyme or reason to it, just like in real life.
Paint balls from space may strike either board, instead of just striking the M-board, and will contain, with equal probability, one of the paint colors available in stores (with the exception of yellow, which is never found in paint balls from space), orange paint, or paint thinner.
Instead of splashing onto all of the squares bordering the square where the paint ball from space strikes, the paint ball from space will splash onto the square it strikes, plus zero to four of the bordering squares, chosen at random, with the following probabilities:
Splash onto zero bordering squares: 30% Splash onto one bordering square: 25% Splash onto two bordering squares: 20% Splash onto three bordering squares: 15% Splash onto four bordering squares: 10%
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.
Whenever a player passes Square #1, he must roll a 6-sided die. If the roll is 1, 2, or 3, the player loses $500, which is placed on Square #1. If the roll is 4, 5, or 6, the player receives $500 from a magic cloud.
Change it to:
Whenever a player passes Square #1, he must roll a 6-sided die. If the roll is 1, 2, or 3, the player loses $500, which is placed on Square #1. If the roll is 4, 5, or 6, the player receives a Mining Pick from a magic cloud.
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 the successor of Square #50 (A). They may not Go Fishing.
A random square on the A-Board becomes the Light Paradiso Oven. Any player on it may pay $1000 to buy a Light Cookie, which, when used, removes one wound from the user.
The sibling of the Light Paradiso Oven becomes the Dark Inferno Oven. Any player on it may pay $1000 to buy a Dark Cookie, which, when used, causes all players on the user's square to gain a wound.
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.
Randomly select one square on the M-board (not the same square as the Arena) to be known as the "Bank".
The Bank sells Bonds for $1000. Bonds can be purchased in the following types: 1 Week Bond, 2 Week Bond, 4 Week Bond, or 8 Week Bond. Bonds are tradeable.
Once the amount of time specified by the type of Bond has elapsed (starting from when the Bond was purchased), the owner of the Bond may sell the Bond back to the Bank, and receive an amount of money depending on the type of the Bond: 1 Week Bond: $1020 2 Week Bond: $1045 4 Week Bond: $1101 8 Week Bond: $1228
A player may only buy or sell Bonds if one of the following is true: - The player occupies the Bank square or a square sequential to the Bank. - The player has a Store that is available to him and he does not own (same restriction as buying items from a store), however, each time a player buys or sells a Bond at a Store, that player must pay a $5 service charge to the owner of the Store.
If a player arrives in the lowest numbered square on the board from the highest numbered square on the board, the player's "current direction of travel" is defined to be "bottom-to-top", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives in the highest numbered square on the board from the lowest numbered square on the board, the player's "current direction of travel" is defined to be "top-to-bottom", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives on a square as a result of any method of travel (warp bubble, jetpack, etc.) for which the current direction of travel is either indeterminate, or not limited by the rules to one of the four cardinal directions (top-to-bottom, bottom-to-top, left-to-right, or right-to-left), then the player's "current direction of travel" is defined to be in a random direction chosen upon arrival on that square.
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.
Name: Bungee Cord Cost: $350 at stores Cannot be used. When a player falls through a trapdoor while holding a Bungee Cord, the player does not move anywhere, but loses a Bungee Cord instead. There is still possibility of wound, however.
Name: Cushion Cost: $400 at stores Cannot be used. When a player falls through a trapdoor while holding a Cushion, the player does not recive a wound, but loses a Cushion instead.
New rules:
If a square has more than one trapdoor, and a player lands on that square, the player falls through the trapdoor normally. However, the percentage chance of that player reciving a wound is expressed through this forumla: 20+5X, where X is the number of extra trapdoors (not counting the first one).
Landing on a square with more than one trapdoor does not take away multiple Bungee Cords/Cushions.
Name: Body Armor Can be purchased at a Store for $250. Cannot be used. If a player who owns Body Armor receives wounds in an Ax Duel, he receives one less wound than he normally would, and automatically loses one Body Armor. The effects of Body Armor are applied before the effects of a Safe Ax Duel (so a player who would get a Wound in a Safe Ax Duel instead loses a Body Armor, and does not lose an Ax).
Name: Decoy Can be purchased at a Store for $500. Cannot be used. If a player who owns a Decoy would be forced into an Ax Duel with another player who has more Axes than him, then the player loses one Decoy and does not fight an Ax Duel. This only applies to Ax Duels that are forced upon a player automatically; voluntarily fighting an Ax Duel by issuing/accepting a challenge will not trigger the effects of a Decoy.
Name: Fake Ax Can be purchased at a Store for $750 Cannot be used. If a player who owns a Fake Ax has to give one or more Axes to an opponent in an Ax Duel, he gives one less Ax than he normally would, and automatically loses one Fake Ax.
A player may not buy Axes, Body Armor, or Fake Axes from a store while he has an outstanding Challenge issued to him that he has not yet accepted or rejected. (This is to keep challenges fair; a player who issues a challenge shouldn't have to worry about his opponent stocking up on supplies immediately before fighting).
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 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.
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.
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 four times 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.
If a player arrives in the lowest numbered square on the board from the highest numbered square on the board, the player's "current direction of travel" is defined to be "bottom-to-top", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives in the highest numbered square on the board from the lowest numbered square on the board, the player's "current direction of travel" is defined to be "top-to-bottom", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives on a square as a result of any method of travel (warp bubble, jetpack, etc.) for which the current direction of travel is either indeterminate, or not limited by the rules to one of the four cardinal directions (top-to-bottom, bottom-to-top, left-to-right, or right-to-left), then the player's "current direction of travel" is defined to be in a random direction chosen upon arrival on that square.
A player may make a proposal at any time, provided that player does not currently have more than 1 proposal in the game that has "Voting" status. A player may make a proposal if he is on the Null Space.
When a player makes or revises a proposal, that proposal may optionally specify an integer "Days to Vote" value, in the range 2 through 8, inclusive. If a proposal does not specify a "Days to Vote" value, or specifies a value that is not an integer in the specified range, then that proposal shall have a "Days to Vote" value of 5.
Votes will be accepted for a total of (24 x Days to Vote) hours from the time that a proposal is made or revised. After the vote acceptance period ends, the votes are tallied, and the proposal will either be accepted or rejected, according to the following criteria:
1) The "Yes Total" is calculated by counting the number of Yes votes that the proposal received, and adding the proposal's "Days to Vote" value. 2) The "No Total" is calculated by counting the number of No votes that the proposal received, and adding 5. 3) If the proposal has a greater Yes Total than its No Total, the proposal is accepted. 4) If the proposal is not accepted, it is rejected.
(Note: these criteria keep things the same as they were for standard 5-day vote proposals, but allow the players to submit proposals for shorter voting periods at a risk of making them harder to pass, or longer voting periods, making them easier to pass. With a 2-8 day window, the biggest bonus or penalty in number of votes needed is 3 more or less votes than normal.)
If a proposal is accepted, it is moved into "Pending" status, all players who voted Gamble on that proposal move forward a number of squares equal to the number of Yes votes on that proposal, and the player who made the proposal receives a Warp Bubble. If the proposal is rejected, it is moved into "Dead" status, and all players who voted Gamble on that proposal move backward a number of squares equal to the number of No votes on that proposal.
The text and/or the "Days to Vote" value of a proposal that is in "Voting" status may be revised by the player who made it. Revising a proposal immediately puts it back in "Voting" status, retracts any votes on that proposal that may have have been made by anyone, and re-sets the time left to vote on the proposal, as though the proposal had just been made.
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.
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.
Players may spend $500 to build a trapdoor on the square he/she is currently on. Trapdoors may only be built on the A-Board. When a player lands on a space with a trapdoor, that player moves to the sibling of that space on the M-Board. There is a 20% chance of that player reciving a wound.
If a player is on the M-board, and he is on the sibling space of a space with a trapdoor, that player may climb through the trapdoor into the A-board. A player cannot climb through a trapdoor within 24 hours of falling through it.
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.
Move the Hospital to a random square between squares #12 and #24, inclusive. Move the Arena to that square's sibling.
A player may not be issued a challenge if e has already been issued an outstanding challenge, or if e has already rejected a challenge within the past week.
Whenever a player leaves the Arena, all of the outstanding challenges issued by em are canceled.
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 hours minus 1 hour for each additional axe the wielder holds, excluding the axe used to perform the tree chopping. The wait time is still added to the player's current wait time as per the current rules.
If a player ever wields 25 or more axes, there is no additional wait time after cutting down a tree.
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.
Square may contain gold. When this proposal is implemented, gold will be placed on one random square of each board. Once per week, gold will be placed in the exact same manner as trees (ie. gold is placed on each square that does not have gold and is the predecessor or successor of a square with gold, and gold will be placed on a random square that has no gold on each board). However, the locations of gold will not be known to anyone. A player will only know whether or not the square he currently occupies contains gold.
New items:
Name: Chunk of Gold Cannot be used
Name: Mining Pick May only be used by a player who occupies a square that contains gold Effect upon use: The player's current square no longer contains gold, and the player receives one Chunk of Gold. The player must then wait 10 hours before taking a turn. If he was already waiting to take a turn, then his waiting time is increased by 10 hours.
A player may sell a Chunk of Gold at a Store that is available to him, providing that player is not the owner of the Store (same restriction as buying items from stores). When a player sells a Chunk of Gold, he loses the Chunk of Gold and receives $500, and the owner of the store receives $100.
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.
The "current direction of travel" for anyone is defined to mean the direction they travelled most recently in order to arrive in their current square (left-to-right, top-to-bottom, etc.). Note: only the most recent movement direction matters: if they arrive in square 7 by travelling forward, their current direction of travel is bottom-to-top, regardless of their starting square.
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 evaporates, without effect.
Uncolored squares have a color property of "uncolored".
Uncolored squares are slippery.
Unless otherwise specified in the rules, anyone landing on a slippery square will "slide away" by moving to a randomly selected square which borders the current square.
To determine which square to move to, roll one 6-sided die. A roll of 3 or lower means that you slide to the bordering square in your current direction of travel (if you entered the current square from the left, then you will slide to the right, etc.). A roll of 4 means you slide to the bordering square to the left of your current direction of travel, a roll of 5 means that you slide to the bordering square to the right of your current direction of travel, and a roll of 6 means that you somehow manage to slide to the bordering square in the direction opposite of your current direction of travel.
Clogs provide their owner traction, and prevent their owner from sliding on slippery squares.
Roller skates reduce their owner's traction, and subtract 1 from the die rolled to determine the direction of slide, if the owner slides.
A new non-rare tradeable item, "Bucket of Sand", is available for purchase from all stores for one-half the price of paint. A bucket of sand may be tossed onto the current square, or any square which borders the player's current square. Tossing the bucket of sand causes the bucket to vanish, and the sand to be spread over the surface of the square onto which it was tossed, providing traction (and thereby preventing sliding if the square is slippery) to anyone who lands on that square for a period of 1 week, at which point the sand blows away.
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 two weeks 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 following implementation of this proposal, and at random 1-6 day intervals thereafter, 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.
A random square on the A-Board is designated the "Hospital". Any player who calls the Wah!mbulance is sent here, in addition to the other effects of doing so.
The sibling of that square becomes the "Arena". A player at the Arena may issue Challenges.
Honor & Challenges:
Each player has a integer called Honor, which starts at zero. Players with less than -10 honor are known as Cowards, and roll one less dice when taking a turn. Players with more than 10 Honor are known as Heroes, and roll one more dice when taking a turn. A player with positive Honor who calls the Wah!bulance has his Honor set to zero. A player who takes an Ax from a player with equal or more Axes than that player gains 1 Honor, and that player's opponent loses 1 Honor.
A player at the Arena who has Axes may issue a Challenge of a type of that player's choosing to any other Player with Axes. A Challenge is an Ax Duel or Duels which may have some special effects. There are the following types of challenges:
Normal: A normal Ax Duel. Safe: If a player would be given a wound, e gives an Ax to his opponent instead. Force: Every six a player rolls is rerolled after the wound is given, with both rolls counting towards the total. Deadly: Both players keep on fighting Ax Duels until one or both dies, or one runs out of Axes. Armored Clash: The effects of Safe and Force combined. All or nothing: The effects of Safe and Deadly combined. Spiked, painful, bloodstained pit of DEATH!: The effects of Force and Deadly combined. Afterwards, any player who did not die during the Challenge gains Honor equal to the number of Axes eir opponent had.
When a player is issued a Challenge, e may either Accept or Reject it. If e does not Accept or Reject it within 3 days, e automatically Rejects it.
When a player Rejects a Challenge, if the player who issued it had a less or equal number of Axes than the player who Rejected it, that player gains 1 Honor while the player who Rejected it loses 1 Honor.
When a player Accepts a Challenge, e jumps to the Arena and fights an Ax Duel(s) according to the specified type.
In neither the Hospital or the Arena do Ax Duels occur by players landing on each other.
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.
Define "sequential": A square is sequential with another square if and only if it is the successor or predecessor of that square.
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 created 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. Only one graffito may exist in a square at a time.
Whenever an evil twin would join a gang determined by the color of a square, it does not join the gang if that square contains 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 non-jet graffito sequential with a jet graffito and matching it in color has twice its normal bonus, cumulatively applied. 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.
(This proposal is meant to even the playing field out a bit for Ax Duels and prevent one player from becoming invincible by getting tons of axes):
Modify the rules concerning the number of dice a player may roll in an Ax Duel:
- The first Ax a player has entitles him to roll a 12-sided die - The second Ax a player has entitles him to roll an 8-sided die - The third Ax a player has entitles him to roll a 6-sided die - The fourth Ax a player has entitles him to roll a 4-sided die - Each additional Ax a player has entitles him to roll an additional 2-sided die
Examples: - A player with 1 Ax rolls a 12-sided die - A player with 3 Axes rolls a 12-sided die, an 8-sided die, and a 6-sided die - A player with 7 Axes rolls a 12-sided die, an 8-sided die, a 6-sided die, a 4-sided die, and three 2-sided dice
"n-sided die" refers to a die with n sides, containing the numbers 1 through n inclusive with each of those numbers being equally likely to occur.
As before, all the dice a player rolls are totalled, and whoever has the highest total wins the Ax Duel and takes an Ax from his opponent.
Modify the rule concerning receiving Wounds: For every 6 or 12 a player rolls during an Ax Duel, his opponent is given a Wound.
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.
New Item type: Watches. Watches are rare items, and cannot be traded. When you use a watch, you may choose a player (including yourself) to use it on. When they are used, they vanish.
Retro Watch: The wait time to move is decreased by 12 hours for the affected player. Only works if the player is waiting. If the time is less than 12 hours, the wait time is eliminated.
Broken Watch: The wait time to move is increased by 12 hours for the affected player. Only works if the player is waiting.
Stopwatch: The affected player cannot move, cast spells, or use items for 12 hours.
Mana Watch: For the next 12 hours, the hourly mana increase for the affected player is doubled.
Dark Watch: You can only use this on an evil twin, which freezes it for 24 hours.
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.
The concept of "gangs" shall be added to the game. There shall be one gang per possible square color in the game, and each gang shall be named "_____ Gang", with the name of the color instead of the blank space. For example, there will be a "Yellow Gang", a "Blue Gang", etc. There will also be an "Uncolored Gang".
Each gang will initially have no members. Only evil twins may join gangs. Gangs are defined to be "rivals" of all other gangs. A gang member has a "mojo score", which starts out at zero when he joins a gang. The gang member (or members, in case of a tie) with the most mojo (highest mojo score) is (or are) the gang leader.
When an evil twin who is not currently a member of a gang moves into a square occupied by one or more other evil twins who are gang members, then the evil twin that arrived in the square will pick randomly among the gang members who are within that square, and join the chosen gang member's gang.
When an evil twin who is not currently a member of a gang moves into a square occupied by one or more other evil twins, none of whom are gang members, then all of the evil twins in that square (including the new arrival) will join the gang corresponding to the color of the square (or the Uncolored Gang, if the square has no color), simultaneously.
When an evil twin who IS a member of a gang moves into a square occupied by a member of a rival gang, then the arriving gang member starts a fight with each of the rival gang members in that square, one by one.
When two gang members fight, the winner is determined by having each of the combatants randomly choose a number between 1 and the current total number of players, adding the number of members in the combatant's gang, and adding the combatant's mojo score. The highest total wins the fight, with ties being won by the one that started the fight.
The loser of a gang fight immediately joins the gang of the winner, and loses a mojo point. The winner of a gang fight immediately gains a mojo point.
To join a gang, an evil twin must be initiated into the gang he is joining.
Initiation to each gang is done by stealing $50, plus an additional $50 for every pre-existing member of the gang being joined, from the player for whom the new member being initiated is the evil twin. In other words, if X's evil twin is being initiated into the Blue Gang, which already had 2 members, then X's evil twin will steal $50 + ($50 x 2) = $150 from player X.
The money stolen is owned by the gang.
If the last member in a gang is defeated, then that gang's money is given to the gang of the gang member who won the fight.
(Note: Initially, gangs serve no real purpose besides stealing money from players. However, I see a lot of potential for future proposals, such as giving players a way to interact with gang members, "tagging" squares by painting them with gang colors, etc.)
Decrease the price of Paint and Paint Thinner to $200 each.
New item:
Name: Bomb Rare item. Cannot be used.
New spell: Name: Terrorism Cost: 250 ME and 1 Bomb Requirements: Player must occupy a square containing a building Upkeep: 1.5 ME Target: The building on the player's current square. Continuous?: Yes Effect: Each hour (immediately after upkeep for this spell is paid) for as long as this spell is active, there is a 1 in 200 chance that the target building will be destroyed. This spell will automatically cancel if either of the following happens: - The building is destroyed (either by this spell or for some other reason) - The player casting this spell leaves the square containing the building.
Modify the definition of "walk": When a player walks to a square, he leaves his current square, and ends up on the destination square without triggering the effects of passing or landing on any squares. (This is to make sure terrorism cancels if the player walks to another square)
Star Capture Portal Price: $800 Destruction cost: $400 Capacity: 5 items Notes: When a star is created on the sibling of the square this building is on, and if this building has enough remaining capacity, the star is instead instantly placed inside this building. Then, a new a star is created as per the standard rules.
Whenever a player lands on a square containing a tree, such that all bordering squares also contain trees, that player shall have the option to purchase a creature tattoo, consisting of that creature's aspect. The cost of a creature tattoo is a star. Tattoos may not be traded and are not lost when used.
Initially, the list of available tattoos consists of the following creatures: Gorilla and Elephant.
Whenever a player takes a turn, the gorilla's aspect permits him to choose a number N between 0 and the number of gorilla tattoos he has, including the limits. This choice must be made before rolling. The player then swings through the first N squares with trees that he encounters in that move, effectively ignoring their existence. If fewer than N squares with trees are encountered, the difference is considered to be lost and does not accumulate for the player's next move.
For each elephant tattoo a player possesses, the elephant's aspect permits him to have one additional proposal in "Voting" status at a time. Whenever a proposal is accepted, then that proposal shall be moved into the "Legistatic" status rather than the traditional "Pending" status. Proposals in "Legistatic" status may still be retracted. Whenever a player has exactly one proposal in "Legistatic" status and no proposals in "Voting" status, that proposal shall then be moved to "Pending" status.
[This process ensures that the rate of pending/implemented proposals will not increase, thereby preventing the Admin from being trampled by multiple elephants, since we do appreciate his services.]
[Normally, proposals will still go directly from "Voting" to "Pending", since for many players it will only be possible to submit one proposal]
Should a player roll the dice on a turn so that 2 or more numbers match (i.e.: 3-3, 6-6-5, 1-1-1), he/she must pay $3 per matching die to each player upon landing on a red space or recieve $3 per matching die from each player upon landing on a blue space.
Should an evil twin or Dr. Jekyll/Mr. Hyde roll 2 or more matching numbers on a turn, the number of spaces he/she must move to is determined by the number of matching dice plus one times the matched number, followed by adding any non-matching numbers. For example, if 3-3-5 is rolled, he/she would go ahead 14 spaces ((3*(2+1))+5=(3*3)+5=9+5=14), and if 6-6-6 is rolled, he/she would go ahead 24 spaces (6*(3+1)=6*4=24).
The above rules do not apply if one die is rolled.
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).
[Sorcery Expansion] 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.
The following Realms of Study exist:
1. Travel Effect: May cast travel spells.
2. Creation Effect: May cast creation spells.
3. Destruction Effect: May cast destruction spells.
4. Barbarism Effect: May not cast any spells at all. (That includes Spell of Return and Changing Mindset) Gains an extra 1 ME per hour in addition to the regular 1. May use a star in inventory to gain 100 ME, destroying the used star. When a player whose realm of study is Barbarism has more then 2000 ME, eir realm of study changes to Omniscience automatically.
5. Omniscience Effect: Omniscience may not be chosen. May cast travel, creation, and destruction spells. ME gain per hour 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: 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: 700 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 onto the next 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 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. If the cost would be negative, it is 0ME. 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: 600ME Requirement: Ability to cast destruction spells. Effect: The caster?s current square is destroyed. Target: The caster?s current square.
Some item types may be marked as "rare". For the items already in existence at the time this proposal is implemented, the Crystal Ball is rare and all other items are not rare.
Create a new color property, "purple". The effect of the purple color property is the player receives a rare item, randomly selected from all types of rare items that are defined in the rules. The rules for determining the default color of a square will now be as follows: - If the square number is a multiple of 11, the color is purple - Otherwise, if the square number modulo 18 is 3, 8, 11, or 16, the color is silver - Otherwise, if the square number is odd, the color is red - Otherwise, the color is blue (This is exactly what we have now, except squares 11, 22, and 33 would now be purple)
A player may not have more than one rare item in his posession at any time. A player who has a rare item may not perform any voluntary action that would cause him to receive another rare item. If a player receives a rare item involuntarily or by means of a purple square, he will first lose whatever rare item he currently has (if any).
Define the following rare items:
Name: Moldy Mush Effect upon use: None (but the player still loses the item after using it).
Name: Coin Effect upon use: The player receives $1000.
Name: Chainsaw Effect upon use: Same effect as using an Ax, however the player does not have to wait a day before taking his next turn. The player does not lose the Chainsaw after using it.
Name: Jetpack Effect upon use: The player chooses any square on any board that has a number greater than 1, and less than the number of the square he currently occupies. The player then jumps to that square.
Name: Magic Scarf Cannot be used. A player who owns a Magic Scarf gains an extra 0.2 Mana Energy per hour.
Name: Clogs Cannot be used. Whenever a player who owns Clogs takes a turn, he will roll one less die than normal.
Name: Roller Skates Cannot be used. Whenever a player who owns Roller Skates takes a turn, he will roll one more die than normal.
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 higher 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 in the opposite direction, 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 of his axes. Should both combatants die, the axes are not exchanged.
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.
Should a player land on a square with multiple players with Axes, he fights an Ax Duel with a random one.
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. A player is not allowed to walk past the end of the board in either direction (so you cannot walk from the first square to the last square, or vice versa).
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.
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 normal color properties of each square shall then be changed according to the value of the square's number modulo 18: 3, 8, 11, or 16 => silver; otherwise, odd => red; even => blue. Whenever a square is created, it shall also be colored according to this scheme.
[Note that this makes 2/9 of the squares silver, with the rest evenly split between red and blue.]
When the rules indicate that a player is awarded a hint, that player receives the first hint to the current secret word that has not already been revealed to him, if any. Players may trade secret word hints; after doing so, both players will have the hint. The effect of the silver color property is that the player is awarded a hint.
The following spells shall be created:
Name: Verbal Divination Cost: 350 ME Requirements: None Upkeep: None Target: The caster Continuous: No Effect: The caster is awarded a hint.
Name: Verbal Scrying Cost: 225 ME Requirements: Crystal ball Upkeep: None Target: The caster Continuous: No Effect: The caster is awarded a hint.
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.
Each board will have three levels. These levels will be named A-1, A-2, A-3, M-1, M-2, and M-3, unless a different name is given to them by another rule. Levels A-1, A-2, and A-3 will be of A-board, and levels M-1, M-2, and M-3 will be of M-board. Each level shall have the same number of spaces as each other level of the same board. Every space that is a multiple of four shall have stairs. If a player lands on such a space he will be given the choice to pay $150 to use the stairs to move to a space of the same number on any other level of the same board. That player will then be considered to have landed on the space that he moves to. A player may only use stairs once between each turn.
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: This may be cast on the Null Space, but nowhere else. 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 there is only one player NOT on the Null Space, any players on the null space able to pay the required cost automatically cast the Spell of Return. 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. 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.?
Define "bordering": Square A is said to be bordering Square B if Square A is directly above, below, to the left of, or to the right of Square B on the same board.
New buildings:
Type name: House Construction cost: $250 and 3 logs Destruction cost: $250 Capacity: 3 items A player who lands on a square containing a House must pay the owner of the house $100.
Type name: Hotel Construction cost: $750 and 10 logs Destruction cost: $250 Capacity: 50 items A hotel may only be built on a square if all of its bordering squares contain Houses (the houses do not have to be owned by the same player). This restriction only applies when a hotel is constructed; if the bordering houses are later destroyed, the hotel does not have to be destroyed. A player who lands on a square containing a Hotel must pay the owner of the hotel $1000.
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): 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). If a player posseses 14 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 14 markers, he may not use any other item than markers, until he has 14 or less markers again (This takes precedence over any other rule about using items). Markers may not be stored in buildings.
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).
Scrolls and spell books are items that aid in the casting of spells. Each scroll or spell book is inscribed with a particular spell. Individual scrolls and spell books are named "Scroll of <spell name>" or "Book of <spell name>" respectively, where <spell name> is replaced with the name of the inscribed spell. If a spell ceases to exist, all scrolls and spell books inscribed with that spell are destroyed.
A scroll has a price of $10 times the ME portion of the cost of the inscribed spell and may be used to cast that spell without paying the ME portion of its cost.
A spell book has a price of $50 times the ME portion of the cost of the inscribed spell and may be used to cast the inscribed spell while paying only half the ME portion of its cost, unless the spell book is a requirement of the spell. When a spell book is used, its owner does not lose possession of it.
If the ME portion of the cost of an inscribed spell includes any variables (such as for Dispel), then the variables are set equal to 0 when calculating the price of that scroll or spell book, and when determining the effect of the spell.
The following new building types are created:
Magic Shop Construction cost: $5000 and 3 logs Destruction cost: $2500 Capacity: 3 scrolls and 1 spell book Additional properties: When a Magic Shop is constructed, the owner must select a spell to be inscribed on all scrolls and spell books created at the Magic Shop. The owner may change his selection at any time, but the new selection will only affect new stock as it is created; existing stock will not change. If the selected spell ceases to exist, then the Magic Shop will stop restocking until a new selection is made. The Magic Shop begins fully stocked and is fully restocked once every other week. A player with access to the Magic Shop may not take any items from it but may purchase any of its contents. The owner of the Magic Shop receives 20% of the purchase price.
Deluxe Magic Shop Construction cost: $15000 and 10 logs Destruction cost: $5000 Capacity: 9 scrolls and 3 spell books Additional properties: The same as the Magic Shop, with the following exceptions. The owner may select up to three spells instead of just one; each selected spell is used to stock 3 scrolls and 1 spell book out of the building's total capacity. When a sale is made, the owner of the Deluxe Magic Shop receives 30% of the purchase price. Only one Deluxe Magic Shop may exist at a time.
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.
Define "availability": Building B is available to player P if player P occupies the same square as building B, its predecessor, or its successor, and at least one of the following is true: - B is unlocked - P owns B - P owns an item named "Key to [name of B]" Players may only put or take items from a building that is available to him. (I realize this is just restating rule XVI-4 but this definition will make other rules that use this concept more simple to write)
New items:
Name: Paint (can be purchased in any color that would be a possible color for a square) Effect upon use: The player's current square becomes painted the color of the paint. (If that square was previously painted, any previous paint color is discarded.) A painted square's color property is equal to the color that it was painted (this overrides any other rule that would specify the color of a square).
Name: Paint Thinner Effect upon use: The player's current square becomes unpainted (and thus the square returns to its normal color as specified by other rules).
New building type:
Type name: Store Construction cost: Either $500 and 4 logs, or 1 Star Destruction cost: $100 Capacity: None A player may purchase items at a store that is available to him, providing that player is not the owner of the store. The following items can be purchased at stores: - Paint (for $500) - Paint Thinner (for $600) - Ax (for $1500) Whenever a player purchases items at a store, the owner of the store receives 30% of the purchase price.
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 turns, their movement pips are increased by 1d6. This is compulsory. If these extra pips are the only movement points that player has on their turn, they may choose whether to move forward or backward as normal. 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 $500 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.
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.?
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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 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.)
The current square that the Star is on, as well as the two squares adjacent to it and the squares above and below it will have the color property Yellow, replacing whatever color property would normally be placed on those squares.
When a player lands on a square with the color property Yellow, they may choose to buy the Star in exactly the same manner as had they landed on the space with the Star.
When the Star is purchased and a new Star is placed on the board, the spaces with the color property Yellow return to their normal colors, and the new spaces surrounding the Star take on the Yellow color just as described above.
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. Requirements(ME and/or other materials required to cast the spell, but not used up while doing so.) 4. Upkeep (ME and/or other materials used up every hour for continuous spells.) 5. Effect (what it does) 6. 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. The materials in the Cost are required and used up in the casting of the spell. The requirements are necessary for casting the spell, but are not used up in the process. A player must have both the requirements and the costs in order to cast a spell. If the spell cost has a variable within it, that variable is chosen by the player and must be a positive number.
Spells that are continuous have their effects ongoing until canceled. A player may cancel any continuous spell e has cast at any time. Upkeep must be paid for continuous spells each hour, and is paid immediately after ME is gained for that hour. If a player does not have the materials required to pay upkeep, then the spell with the largest upkeep is automatically canceled. If two spells have the same upkeep, the one to be canceled will be determined at random. If the player is still unable to pay upkeep, another spell will be canceled in the same method, until e has no more continuous spells.
These initial spells shall be created:
Name: Plane Shift Cost: 50 ME Requirements: none Upkeep: N/A Effect: The player casting this spell jumps from eir current square to its sibling. Target: Self
Name: Planar Shove Cost: 100 ME Requirements: none Upkeep: N/A
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 Requirements: none Upkeep: 0.2 ME Effect: This spell is continuous. 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 Requirements: none Upkeep: N/A Effect: There is a ((30+(2*X))/(60+Y))% chance that target continuous spell is ended immediately. Y is equal to the ME portion of the initial casting cost of the target spell. Target: A continuous spell.
Name: Planar Seal Cost: 500ME + 1 star Requirements: none Upkeep: 0.9 ME Effect: This spell is continuous. 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.
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.
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 existence is determined as follows, where P is the number of players:
Common: 5*P Uncommon: 3*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: Warp Rarity: Common Type: Instant Effects: * The player playing this jumps to his square's sibling.
Name: Warp hole Rarity: Common Type: Square Effects: * When a player lands on this square, he immediately jumps to this squares sibling
Name: Tree planting Rarity: Common Type: Instant Effects: * A tree is placed on a random square
Name: Dash Rarity: Common Type: Instant Effects: * The player playing this moves ahead 1d3 spaces
Name: Ax Rarity: Uncommon Type: Instant Effects: * The player playing this gains an ax
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: Dash Plate Rarity: Rare Type: Square Effects: * Should a player ever be on this square, he must move forward 1d3 spaces.
Name: Earthquake Rarity: Unique Type: Instant Effects: * All Cards on Squares are discarded.
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.
Each player has an evil twin, whose initial location is the player's location if that player is on the M-board, or the sibling of the player's location if that player is on the A-board. Whenever a player joins the game, an evil twin is created for him in this manner. Whenever a player leaves the game, his evil twin is removed from the game.
Evil twins automatically take turns at random intervals between 3 and 4 days. Evil twins take their turns in the same manner as players, except that they always choose to move forward, they cannot use ladders, and they must always remain on the M-board. Whenever a new choice is implemented in the turn-taking process, and the proposal that defines it does not specify a process that evil twins will use to make the choice, the Admin shall select a reasonable default that evil twins will always choose.
New item: "Warp Bubble", upon use, the player who used this item jumps to the sibling of his current square (the square on the other board with the same number).
Whenever a proposal is accepted, the player who made the proposal receives a Warp Bubble.
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 (note that this may result in a Ladder from, say, the 5th lowest numbered square to the 5th highest numbered square) 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 Ladder and climb (or descend) it, taking him directly from one end 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. The other end square is not affected unless the Ladder is destroyed. (Note that this may cause a Ladder to span more than 10 squares at various points during the game.) The same thing happens if, by any means, two Ladders' end squares come within two squares of each other. It is the end point on the highest numbered square that must move to resolve the conflict. 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.)
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.
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.
with this text:
When a proposal is made, it is given "Voting" status. While a proposal is in "Voting" status, players may vote either "Yes", "No" or "Gamble" on it. Each player may vote only once on each proposal.
Enact a rule with this text:
If a player votes "Gamble" and the proposal is accepted, he or she will move ahead a number of spaces equal to the "Yes" votes received by the proposal. If a player votes "Gamble" and the proposal is rejected, he or she will move back a number of spaces equal to the number of "No" votes received by the proposal.
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. Type name 2. Construction cost (Construction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 3. Destruction cost (Destruction may cost a positive amount of money, items, or anything else quantifiable that may be possessed by a player) 4. Capacity (A positive integer value. The amount of items in a building may not exceed the building's capacity.) 5-? 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 (of an existing type) 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.
Ownership over buildings may be traded.
Initially, these types of buildings exist:
Small Warehouse Construction cost: $500 Destruction cost: $300 Capacity: 15 items Additional properties: none
Medium Warehouse Construction cost: $1000 Destruction cost: $600 Capacity: 30 items Additional properties: none
Large Warehouse Construction cost: $1500 Destruction cost: $900 Capacity: 45 items Additional properties: none
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 color properties, that player loses all previous color properties and gains the color properties of the square that the player landed on. Then, at the end of the movement and/or turn, color based effects are applyed for each color property that player has. The effects are as follows:
Blue Each player pays you $3 automatically Red You pay each player $3 automatically
3. A player must have all color oriented effects applied if possible.
4. A player can gain only one set of color property every turn and/or movement, nomatter how many squares a player lands on in a turn and/or movement. If a player lands on multiple squares, the most recent landing is used.
5. A player doesn't gain a color property or a color oriented effect by passing over a square.
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.
Every Player gains an inventory Players store items they obtain in their inventory unless specified otherwords Players are restricted to 6 slots of inventory. Similar Items in the inventory stack (example: if you have 25 logs, they all stack in 1 inventory space if you have 2 keys each to a different building they stack into 1 inventory slots. If you have a key, a log and a star they all stack in their own slot taking up 3 inventory slots.)
At the creation of all new items the items stackability must be explained All items that may be created before "propsal 8" passes are only stackable with items that share the same name except for keys, which stack with all other keys even if they key is to a different building. Any rule changing the stackability of object takes precidence over their original stackability assigned to the item.
Inventory and Money are both not items, and therefore do not take up an inventory slot.
players may add or remove items in their inventory at any time (it doesn't count as a turn) If a player wishes to remove the contents of an inventory slot the contents is placed on the square the player is occupying and becomes able to be picked up by anyone else occupying the same square.
On acceptance this proposal will take precidence over rule V-1 (as there may arguably be confliction between the two)
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.
Axes and logs are items. An ax may be used at any time to chop down a tree in the same square as the owner, in which case the tree is destroyed and a log is created in the chopping player's possession. Using an ax in this manner does not cause its owner to lose possession of it.
It takes time to chop down a tree; a player who does so must wait one day before taking a turn. If that player was already required to wait before taking a turn, then his waiting time is increased by one day instead.
When this proposal is implemented, a tree shall be randomly placed on one square of each board. Once per week, a tree shall grow on each treeless square that is the predecessor or successor of a square with a tree. A tree shall then be randomly placed on one square of each board that has no trees.
[The method for obtaining an ax is left to future proposals in order to allow the trees a little time to propagate.]
Create a new item, called a "Star". A Star may not be used.
When this proposal is implemented, a Star will be randomly placed on one square on the [if Proposal 1 is implemented, A-]board. When a player lands on the same square as the Star, he may pay 1,000 in order to purchase the Star. It is then added to their inventory.
When a Star is purchased, a new Star will be randomly placed on one square on the [A-]board.
- home square: A number which relates to a square on the Board, which is not the home square of another player.
- preferred tree: An existing sort of tree.
- first assoziation with '###': One word.
- invention: This consists of two parts. First the name of the invention and second the description of what the invention does/how it works.
Now to the implementation: If the proposal is accepted every player get's the above attributes. Every player can select his attributes once. (But leaving the possibilities to later rules to allow a change of attributes or add new ones.) He has to do so, before he takes his next turn after the implementation of this proposal. The ### will be replaced by a word chosen by the admin upon implementation (else were would be the fun with this point).
The attributes will be listed on the 'players'-page together with name, etc. From now on, we will reffer to all of this characteristics as attributes (even if a player chooses only the values of the new ones by the above procedure).
Some error-handling: If at sometime the homesquare of any player is removed from the board, he selects a new one until his next turn. If there is no square left, the player is bankrupt. He has no possibility to become non-bankrupt again after this happened (This takes precedence over any other rule about gaining this status).
Note: The alignment and character are from Dungeons and Dragons. But they can be used in any other way, which following rules can define.
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.
Add 16 square to the board (for a total of 36) and rearrange the squares such that they are in 6 squares per row (instead of 10).
Players have the choice of moving either forwards or backwards on the board when taking a turn. You must specify whether you are moving forwards or backwards on each turn before rolling the dice.
Players now have an integer property called "Laps Completed". All players will receive a Laps Completed value of 0 upon implementation of this proposal, and any time a new player joins the game, he will receive a Laps Completed value equal to the lowest Laps Completed value of all other players.
Any time a player lands on or passes the lowest numbered square on the board while moving in a forward direction, his Laps Completed value will be increased by 1. Any time a player lands on or passes the highest numbered square on the board while moving in a backward direction, his Laps Completed value will be reduced by 1. (If Proposal #1 is accepted, players can gain/lose laps in this fashion on either board).
A player who has a Laps Completed value of 25 or higher wins the game.
(Note: 7 squares per turn on average / 3 days per turn * 36 squares per lap * 25 laps = approximately one year to complete 25 laps in the absense of more rules)
A second board shall be created, with the same number of squares as the current board. These squares shall be numbered in the same method as the current board, but will be denoted with a (M) after their numbers. This will be known as the M-board. The original board will be known as the A-board, but will not have any denotation its squares. Squares that share their number but are on different boards shall be called siblings.
Any time a new square is added to either board, a new square will be created in the same locations on the other board with the same number. The new square on the other board does not share any special features of its sibling unless explicitly stated as such by the source of its creation. Should at any time a square be destroyed on either board, the corresponding square on the other board will also be destroyed.
At all times during the game, each player occupies one square. A new player upon joining the game will start on Square #1 of the A-board.
Rules 4, 5, 7, and 8 of section VII (?The Board?) shall also apply to the M-board. (For reference, those rules deal with successor/predecessor relationships, layout, moving, and jumping)
All actions and movement that does not state otherwise is assumed to happen on the board that the player started on.