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.
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.
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.
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.
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).
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.
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).
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.
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.
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
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.
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.]
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).
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.
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.
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
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.
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.
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%
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
[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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.