Whenever someone is wished a nice day, they gain $100.
Change XLIII.1 Dweebles to read: "1. At a random interval every 24-72 hours, a Dweeble will be created on the first square of either the A-board or the M-board, chosen randomly."
Add #11 to XLIII Dweebles reading: "11. When a Dweeble leaves a square, if there is a player on that square, the Dweeble thanks the player for not squashing it and wishes the player a nice day."
Whenever two players fight an Ax Duel, if both players survive they wish each other a nice day at the end of that Ax Duel.
If a Player lands on the same space as an Evil Twin, that Evil Twin beats them up, giving them a number of wounds equal to its Mojo score (minimum 0), and taking 10% of their money for the Evil Twin's gang if that Player has a positive amount of money. After an Evil Twin beats up a player, it wishes them a nice day.
The following item may be purchased from a Store for $500:
Dewrag Tradeable: Yes Rare: No Notes: A Player who owns this item will not be beaten up by Evil Twins.
Evil Twins have discovered the ability to clone themselves. Every time an Evil Twin takes a turn, before it moves, there is a 10% chance that it clones itself, leaving the clone in the square it moves away from.
An Evil Twin clone is treated as the same as the Evil Twin that cloned it in every way, except if the square an Evil Twin Clone is on is destroyed, the Evil Twin Clone is removed from the board.
Any time a Player receives a wound for any reason, there is a 50% chance that (if carrying any items) the player will also lose one item chosen at random from the list of items that he is carrying.
If a player receives a wound, and his current balance of Nomopoly money is $100 or more, the player will lose $100. If a player receives a wound, and his current balance of Nomopoly money is positive, but less than $100, he loses his entire current balance.
If the player is fighting another player (for example, in an ax duel) when he is wounded, any money and/or items lost will be given to the player with whom he is fighting. If he is not fighting another player, but there is another player (or players) on his current square (for example, if he was wounded by falling through a trapdoor, and landed on a square with another player), then he will lose them to one player chosen at random out of all of the other players who share the square with him. Otherwise, the money and/or items lost simply vanish in a puff of smoke.
When two players fight an ax duel, the player who rolls the higher total takes an Ax and an Honor point from the player who rolls the lower total.
If a player makes a proposal with a proposal number that is evenly divisible by 5 (with no remainder or fractional part remaining), and that proposal is accepted, then the player who made that proposal shall be declared the winner.
In order to retract a proposal that he has made, and which is currently in "Voting" status, a player must first pay $500, which shall be given to whichever player (other than himself) most recently proposed a proposal that had been accepted.
Name: Spell of Mastery Cost: X ME Requirements: No other player has Spell of Mastery cast. Upkeep: 0.0 ME Effect: This spell is continuous. If this spell is targeted by Dispel, the cost of Spell of Mastery is however much the caster of Spell of Mastery initially paid for it. When this spell is cast, its owner gains an attribute called ?Pooled Energy? that is initially equal to X. Each hour, immediately after upkeep is paid for spells, the caster loses all ME e has and eir Pooled Energy attribute gains that much. Then, if the caster?s Pooled Energy stat is equal to or greater then 5000, the caster wins the game. If the caster is ever sent to the null space, this spell ends. When this spell ends, the caster?s Pooled Energy attribute is removed.
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.
From now on every square-number of an existing square will be owned by exactly one player. (This means the pair square and sibling). Snowblasted squares are treated as existing squares.
Initially every player will get seven square-numbers, randomly selected, thus dividing the whole board between the players. If the number of squares on the board does not fit, it will be adjusted by creating new squares, or destroying squares highest first.
Once a player does not own any square-numbers, he is declared the winner.
In the further game, the following rules shall apply: If new squares are created they get a randomly selected owner. If new players join, the get minimum(7, highest number of square numbers owned by an old player) square-numbers to own. For this purpose new squares are created as needed, not getting a random owner.
When this rule is implemented, a timebomb appears on a random square on either board, and its timer is set to a random amount of time between 48 hours and 96 hours. Once the timer is set, it immediately begins counting down. The time on the timer can be seen by any player who is on the same space as it, on an adjecent space to it, holding it, or has been able to see the time on it since the last time it was detonated, or, if the timebomb has never been detonated, has ever seen the time on it.
If a player is on the same square as the timebomb, he may choose to pick it up, in which case he will be holding it, and it will cease to be on a square. If a player is holding the timebomb, he may put down, in which case he is no longer holding it, and it appears on the same square as him. When picking up or dropping the timebomb, there is an 8% chance of it being detonated. If a player is holding the timebomb, he may choose to throw it, in which case he is no longer holding it, and it appears on an adjecent square of his choice. When throwing it, there is a 15% chance of it detonating after appearing on the target square. If a player is holding the timebomb, there is a 1% chance of it detonating for each space moved, a 3% chance of it detonating when plane shift or planar shove is cast on him or he is moved to the null space, and a 12% chance of it detonating when he falls down a trapdoor. When the timer reaches zero, the timebomb detonates.
New Spell: Move Timebomb target: timebomb cost: 40 ME effect: The timebomb is moved to an adjecent square of the caster's choice.
New Spell: Shift Timebomb target: timebomb cost: 100 ME effect: The timebomb is moved to the sibling of its current square. notes: cannot be cast if the timebomb is being held
If the timebomb is detonated while a player holding it is moving, it is detonated on the target square. When the timebomb is detonated, any players on a square adjecant to it or a square adjecant to a player holding it recieve a wound, each of their items has a 15% chance of being destroyed, each of their dollars has a 25% chance of being lost, and each of their Monopoly dollars has a 40% chance of being lost. Any player on the same square as the timebomb when it detonates recieve two wounds, each of their items has a 25% chance of being destroyed, each of their dollars has a 35% chance of being lost and each of their Monopoly dollars has a 50% chance of being lost. If the timebomb detonates while it is being held, the player holding it recieves three wounds, each of his items has a 35% chance of being destroyed, each of his dollars has a 50% chance of being lost, and each of his Monopoly dollars has a 65% chance of being lost.
After the timebomb detonates, it disappears and reappears on a random square 24 hours later, with its timer set to a random amount of time between 48 hours and 96 hours, which immediately begins counting down. If the square that the timebomb is on is destroyed, and it is not being held, it is moved to a random adjecant square.
When a new player joins the game, he will start on the first square on the A-board, and his evil twin will start on the first square on the M-board.
No player may take any voluntary action that would cause him to have a negative total of Monopoly Money. Additionally, any player that has a negative total of Monopoly Money may not take any voluntary action that would result in a loss of Monopoly Money.
If a player is eligible to take a turn, and is entitled to roll more than one die, he may choose to roll the dice one at a time, rather than all at once.
When a player rolls (either a single die or multiple dice) to move, he will first select a direction (up, down, left, or right), roll the appropriate number of 6-sided dice, and move to bordering squares in the selected direction on the board the number of squares indicated by the sum of the dice rolled (as adjusted by any other rules affecting dice rolls or movement rates).
The Starting Line consists of the squares on the bottom row of all boards. A player who occupies one of these squares is on the Starting Line.
The rule stating "Every time a player passes the first square on either board, that player receives $200 in Monopoly money." is replaced with a rule stating "Every time a player passes from the Home Straight to the Starting Line during a single move, that player receives $200 in Monopoly money."
The rule stating "When a player lands on or passes the lowest numbered square on a board while moving in a forward direction, his Laps Completed value is increased by 1." is replaced with a rule stating "When a player passes from the Home Straight to the Starting Line during a single move, his Laps Completed value is increased by 1."
The rule stating "When a player lands on or passes the highest numbered square on a board while moving in a backward direction, his Laps Completed value is reduced by 1." is replaced with a rule stating "When a player passes from the Starting Line to the Home Straight during a single move, his Laps Completed value is decreased by 1."
The rule stating "A player who has a Laps Completed value greater than or equal to 25 is declared the winner." is deleted.
A player who simultaneously meets all of the following "Victory Conditions" is declared the winner:
- The player has a Laps Completed value greater than or equal to 20. - The player has a non-negative quantity of Monopoly Money. - The player is not bankrupt. - The player possesses a Rare Item. - The player is not on the Null Space. - The player does have any wounds. - The player has Honor greater than zero. - The player and his Evil Twin are on squares with the same number.
The player that has completed the most amount of laps wins. If two or more players have completed the same number of laps, then the one that is on the highest numbered square wins. If more then one player shares the same number square and number of laps completed, then all those players win.
Once this gets voted in, every player gets to choose a pet of their choice for their very own. If a player does not choose within 5 days of acceptance of this rule, they will get a pet rock that the player carries with him/her.
If a player chooses a real pet, the pet will be placed on a random square on A or M board and will be moved X-numbered squares chosen by the owner (between 1-6), the pet will move every 3 days.
The pets currently do nothing at this point in time, other than moving around the board.
If a pet's square gets destroyed, the player that lost the pet has 5 days to choose a new one. As before, if they don't choose one, they will get a pet rock.
Players get to choose from: Aardvark, Fox, Goose, Mosquito, Nematode, Tiger, Unicorn, or a Zebra.
Whenever a player will land on a square he is instead teleported to the square with reversed digits (never actually landing on the original square), landing there without triggering this effect. All numbers of squares are filled with leading zeros, so that they have the same number of digits as the highestnumbered square without leading zeros. If the target square does not exist, the player instead is teleported to the sibling of the square he would have landed on, and lands there without triggering this effect.
If there are any new player(s) that wishes to join nomopoly, they get placed on the first square on A-board and their evil twin gets placed on the first M-board.
Any player on the same space as or on a space adjacent to the robot who has not made an instruction card in the last 72 hours may chose to make a new card. When it written it is put into a 'pending' status. While it is in the pending status, it is not treated as an instruction card. When it is put in the pending status, if the admin determines that the card would conflict with a rule or would make a reference to a characteristic of a player that is immutable within the set of rules at the time the card is written, it is rejected and removed from the pending status. If the card is not rejected, it is implemented, at the admin's leisure, causing it to be treated as an instruction card and be removed from the pending status. A player may chose to petition a card. If at least 70% of the players vote in favor of a given petition, the card that is being petitioned by it ceases to be treated as an instruction card, all instances of that card are removed, and the petition is canceled and may not be voted on any more. A player may change his vote and is not required to vote on a petition. If at least 70% of the players vote against the petition, the petition is canceled and may not be voted on any more.
All players must at all times abide by the rules that they are subject to. No player may ever perform any action that violates any rule in the current set of rules that they are subject to.
//Creation of Rulesets.
A Ruleset is a set of rules. Any player that is said to be subject of a Ruleset must abide by all rules within that set. A player may be subject to any number of Rulesets, but if a player manages to be subject to 0 Rulesets at any time, that player wins Nomopoly V. Initially the following Rulesets exist:
The Alpha Ruleset. The Alpha Ruleset contains all proposals and rules active when this proposal is accepted. All players are at all times subject to the Alpha Ruleset. The Alpha Ruleset will at all times be on public display.
The Destruction Ruleset. All players who may cast Destruction spells and are not located in the null space are subject to this Ruleset.
The Creation Ruleset. All players who may cast Creation spells and are not located in the null space are subject to this Ruleset.
The Travel Ruleset. All players who may cast Travel spells and are not located in the null space are subject to this Ruleset.
The A-Board Ruleset. All players on the A-Board are subject to this Ruleset.
The M-Board Ruleset. All players on the M-Board are subject to this Ruleset.
With the exception of the Alpha Ruleset, all Rulesets are initially empty. With the exception of the Alpha Ruleset, the rules within a Ruleset may only be viewed by players who are subject to that Ruleset. Whenever a player makes a proposal, that player must choose a Ruleset that that proposal is for. A player may only submit proposals for Rulesets that that player is subject to. A player may only view and vote for proposals that that player is subject to. If a player has cast votes for a proposal that is in voting status for a Ruleset but stops being subject to that Ruleset before the proposal leaves voting status, the votes are removed. If the player has submitted a proposal for a Ruleset but stops being subject to that Ruleset before the proposal leaves voting status, the proposal is automatically retracted. Rules may not affect players that are not subject to the Ruleset the rule is in. It is up to Admin's discretion as to if a proposal could potentially effect a player not subject to the Ruleset it is being proposed to. A rule within a Ruleset may not create objects, items, money, Mana Energy, or effects that were not defined under the Ruleset the rule is in; however, it may destroy or move these things assuming the move or destruction does not effect anything that is not subject to the Ruleset.
If a player and his Evil Twin ever occupy the same square at the same time, and the player has a positive number of Mana Points, the player and evil twin will automatically form an Unholy Alliance.
The evil twin will leave his gang, if any, taking with him a share of the Gang's money equal to M/N, where M is the total money the gang had just prior to his departure, and N is the total number of gang members in the gang just prior to his departure. The evil twin's money may be spent by the player for as long as the player and evil twin remain in an Unholy Alliance.
Additionally, the player and Evil Twin will continue to take turns or move as normal; the Unholy Alliance forms automatically whenever they are on the same square and the player's MP balance is positive, but remains in effect even after they move to different squares.
Any game actions that depend on the player's location (such as buying things at stores, placing instruction cards, having color effects applied, or incrementing the laps completed counter) will be available to the player, or will take place for the player, based upon both the player's location, and that of the Evil Twin with whom he is in an Unholy Alliance.
An Unholy Alliance will cost the player Mana Points, as though it were a spell requiring upkeep, at twice the rate that the player would normally earn Mana Points. So, it will have the net effect of making the player's "Mana earning rate" turn negative for as long as the player remains in an Unholy Alliance.
If the player desires, he may cancel the Unholy Alliance at any time that the evil twin is not on the same square. If the player's Mana Points balance ever becomes negative, he will immediately cancel the Unholy Alliance, regardless of the Evil Twin's location.
Upon canceling an Unholy Alliance, the player will receive a wound, due to the spiritual trauma he endured, and the Evil Twin will keep whatever money he has left, if any, from what he brought into the unholy alliance. If an evil twin that has some money joins a gang, then the twin's money will given to the gang, and will be applied towards the gang initiation "fee" (that would have been stolen from the player), if any. Any unpaid initiation balance will be stolen from the player, as usual.
If a proposal is rejected after receiving three or more votes in its favor, then the player that proposed the rejected proposal will receive $1000.
If a proposal is rejected after receiving exactly one or exactly two votes in its favor, then the player that proposed the rejected proposal will pay each of the players that voted in favor of the proposal $500.
120 hours (5 days) after a proposal is made, if the proposal has at least twice as many Yes votes than No votes, the proposal is accepted and moved into "Pending" status, all players who voted Gamble on that proposal move forward a number of squares equal to the number of Yes votes on that proposal, and the player who made the proposal receives a Warp Bubble. If the proposal does not receive at least twice as many Yes votes than No votes, the proposal is rejected and moved into "Dead" status, and all players who voted Gamble on that proposal move backward a number of squares equal to the number of No votes on that proposal.
When this proposal is implemented, each player shall be given $2000 in promotional casino chips. Promotional casino chips are identical to casino chips, except that they may not be exchanged directly for cash. However, they may be bet on Wagers. At any time, players may convert any quantity of cash to casino chips, or any number of casino chips to cash, on a one-to-one basis -- $1 in casino chips converts to $1 in cash, and vice versa.
A player may establish a Wager by specifying a date range that starts at least 24 hours in the future, a minimum bet amount, and a specific criteria based solely upon in-game events that will either happen (and be recorded in the game's official "History") or not happen during that date range. For example, a player might specify a minimum $200 bet on a Wager that a blue or red paint ball from space will strike the M board between April 1, 2007 and April 10, 2007. All date ranges are inclusive, and based upon the time/date stamps in the official game "History" log maintained by the Admin.
A Wager is given a unique identifying number, and a status of "Open for Bets", as soon as it is established. At the start of the specified date range, the Wager will change status to "In progress". At the end of the specified date range, the Wager's status will become "Pending payout". Once the winners, if any, of the wager have been paid their winnings, the wager will change status to "Dead". No player may establish a Wager if he has already established any wagers that are not currently "Dead".
While a Wager is "Open for Bets", any player who wants to do so, and who has sufficient casino chips, may place a bet (of at least the minimum size) that the event specified will either occur, or not occur, within the specified date range. Bets, once placed, may not be changed, and are public knowledge. A player may only bet once on a given Wager. As soon as a player places a bet, the casino chips that he bet are placed into a "pool" for that particular Wager (any promotional casino chips that are bet are converted into regular casino chips as soon as they are placed into the pool).
If the event specified occurs within the specified date range, then those players who bet that it would occur are the "winners" of that Wager. Conversely, if the specified date range elapses without the event occurring, then the players who bet that it would not occur are the winners of that particular Wager.
If, at any time, a Wager is "In Progress", and there is not at least one bet on each "side" (in other words, at least one bet that the event will occur, and at least one bet that the event won't occur), then all of those who placed bets are immediately declared to be the winners of that that particular Wager, and its status will be changed to "Pending Payout".
A player may cancel any Wager that he established, as long as it is still "Open for Bets", at a cost of contributing $100 in chips to that Wager's pool. If a player cancels a Wager, every player who placed a bet on that Wager, except the player who cancels it, will be declared the winners of that Wager, and the Wager's status will change immediately to "Pending Payout".
All chips in the pool of a wager that is Pending Payout are distributed to the winners of that particular Wager, with each winner being given a proportion of the total pool in the same ratio as the amount of his bet as a portion of all bets placed on that particular wager by its winners. (If there are no winners, then the total pool is added to the pool of another non-Dead Wager, if any, chosen at random. If there are no winners, and no other non-Dead wagers, then the pool is simply lost.)
As an example, imagine that players A and B bet $50 and $100, respectively, that an event will happen. Player C bets $150 that it won't happen. Then, the event happens during the specified time period, making A and B the winners of the $300 total pool. Player A bet $50 of the $150 in winning bets, so player A will receive (50/150) x $300, or $100. Likewise, Player B bet $100 of the $150 total winning bets, so player B will receive (100/150) x $300, or $200.
Fractional casino chips are allowable: if a player wins 1/2 of a $55 pool, he will be given $27.50 in casino chips.
Once per day, if there are any non-Dead Wagers, $100 in chips will be added to the pool of one of the non-Dead wagers, selected at random.
Any current and future squares that get/got destroyed, they will be gone for a full 7 days (168 hours). After 7 days, they will be brought back to the board on the Magic Cloud.
If this gets accepted, any current square(s) that are gone, they will come back 7 days after this rule goes into affect.
Whenever any part of the Rules becomes inaccessible, this is averted by reenacting the Proposal by which it was made accessible with any variables, which affect the inaccessibility (such as number of the square on which action takes place), randomly (in such a way, that accessibility is again granted and no other Rule is violated) set. If this is not possible, nothing happens.
Eg the square with the Bank on it is destroyed. Then Proposal #81 is reanectad, but the square on which the Bank is placed is another one.
A new Rare Item: the Industrial Strength Band-Aid.
A player may use the Industrial Strength Band-Aid to stick the square he currently occupys down. Whilst a square is stuck down, it cannot be destroyed. However, if it ever becomes Slippery or Dirty, it comes unstuck.
At the implementation of this rule, a Zombie will be placed on a random square on either board.
The Zombie will start out with one Ax. Whenever a player carrying an Ax lands on the square occupied by the Zombie, they will fight a normal Ax Duel. The Zombie can cannot lose any Axes, but it can take an Ax from the player if it wins. If the Zombie loses an Ax Duel, it vanishes for 24 hours then reappears on a random space on either board. The Zombie cannot have more than 4 Axes at a time. If the Zombie has 4 Axes, it cannot take an Ax from a player if it wins.
Every 36 hours, The Zombie warps to a random square on either board, if it is present.
New Item: Zombie Orb Rare item. When used, either one of two things happen: Either the Zombie loses an Ax or gains an Ax. But if the Zombie has only one Ax when this is used, then the Zombie gains an Ax. Or if the Zombie has 4 Axes when this is used, then the Zombie loses an Ax.
Each player has an attribute called "Status". This attribute may be "Active", "Winner", "Inactive", "Eliminated", or "Withdrawn".
When this proposal is accepted, any players that have so far been removed from the game because of inactivity (i.e. Rule III, section 4) will be given the status of "Inactive". Any further players who fail to log in for 21 days will be given the status "Inactive". Any player with an ?Inactive? status may request the admin to be reactivated. They are given Active status and are returned to the game as if they were a new player.
Any players that have been removed from the game before this proposal is accepted for any reason other then inactivity (i.e. Rule III, section 4) is given the status of "Eliminated".
All current players are given the status ?Active?. Any new players are given the status of ?Active?
A player may at any time post to the Message board a Letter of Intent to Withdraw. A message is a Letter of Intent to Withdraw if it ends with the words "Therefore, I Withdraw from Nomopoly V", optionally followed by the name of the player withdrawing, to serve as a signature. The player writing a Letter of Intent to Withdraw has their status changed to ?Withdrawn? If the admin deems the message as acceptable, the message shall be displayed on a publicly viewable page created for Letters of Intent to Withdraw. At any time after 1 week of submitting a Letter of Intent to Withdraw, a player may request to withdraw their withdrawal and return to Active status. If they do, their Letter of Intent to Withdraw is removed from the page and the player is created as if they were a new player.
Players with the status ?Inactive?, ?Withdrawn?, or ?Eliminated? do not have any other attributes except for their name and status. Any buildings they own are destroyed, and all money and items they have are removed. They do not occupy any space or any board.
Rule XI, Section 2 changes to: If at any time the number of players with the status of ?winner? in Nomopoly V is at least one but less then the total number of players with the status of either ?Winner? or ?Active?, the game ends. The player or players with the status ?Winner? is/are proclaimed the winner(s) of Nomopoly V.
Any rule that would proclaim a player a winner sets that player?s status to ?winner?
A "Loss by Armageddon" overrides the above rules when it ends the game.
All players are part of the mafia. The player, whose evil twin is the leader of a gang is the Don of the color of the gang. If at any time only one gang exists the Don of the gang's color is declared the winner. If at any time no gang exist all players lose.
=== Fixes to current rules ===
Reduce the number of gangs. From now on, there will only be a blue and a red gang. If there are evil twins, who are member of another gang, they will cease to be member of any gang. Modify the rules about gangs, so that they apply only to the red and the blue gang (ie only moving on red or blue squares cause them to join a gang if they aren't in a gang yet). All squares on the M-Board coloured otherwise (neither red nor blue) or uncoloured will from now on be called neutral terretory. Change initiation of a gang member, so that it only applies, if the evil twin was not member of a gang before joining. If at any time the gang has less than a quarter of all gang members, there will be a traitor. The traitor will be a randomly selected member, except the leader, of the gang with more than three quarter of all gang members. The traitor joines the other gang and takes with him a share of money from his former gang as if the money would be equally divided between all gang members. Then the traitor is teleported to a random field on the M-Board, on which no member of his former gang is. If this is not possible the Don of his former gang's color wins the game. Every gang has a unique leader. If two members of the same gang have the same highest mojo score within this gang, they instantaneously fight (without necessarily beeing on the same square and with no action concerning changing the gang taking place afterwards). Evil twins don't take turns radonmly anymore. To allow players more influence on their evil twins, they are once every three days allowed to move their evil twin any number of squares forward or backward, which would be possible for themselfes with their next turn.
=== New aspects ===
The Don of each color is allowed to see the votes of all other players which have an evil twin in the gang of his color (which they make during his reign). However they have the option to try to spoof the Don. If they do so they choose their actual vote and their spoof vote. The actual vote is, what counts for the voting on the proposal. Now there is a 25% chance that the Don will see their spoof vote, a 25% chance that he will see their actual vote and a 50% chance that he will see their actual vote and be notified of their attempt of spoofing. The vote of each Don is doubled within the voting process. The Don has a regular income from the black market of 10$*#members (where #members is the number of members of the gang of the Don's color), which he receives every midnight GMT. If a gang fight takes place on a red or a blue square all members of the corresponding gang gain a bonus of their leader's mojo-score added to their chosen number. After the fight the square is repainted with the winner's gang's color. If a gang fight takes place on neutral terretory, no additional bonus is granted and the square is not repainted after the fight. A random square on the M-Board, not containing any special aspect (such as 'Bank'), will be the Church. The square of the Church will be constantly uncolored, overruling any colering rule. On the Church no gang fights may take place, however evil twins of different gangs may occupy the Church. Whenever the Chruch is destroyed, a missionary will come and build a new one with the same specifications (if this is not possible, all players lose due to Doom), he will take 48 hours for this. If at any time one gang succeeds in claiming all squares of the M-Board (meaning all squares of the M-Board to be of the gang's color), all players whose evil twins are members of this gang win.
A random square on the M-Board that isn't already a special location is designated the Pizza Parlor. A player at the Pizza Parlor or a square sequential to it may purchase a pizza for $1500 or a slice of pizza for $750.
A pizza may be eaten (used) to gain a large belly for one week. At all times, a player's large belly occupies the successor of the player's square. If that square has no successor, then the large belly is lost. A player with a large belly is considered for all purposes to be located in the large belly's square in addition to the player's own square. However, a large belly does not trigger the effects of landing on or passing a square.
A player may use a slice of pizza by throwing it at another player in the same square or a bordering square. This creates a pizza stain on that player that looks and acts in all ways like a wound. In addition to the usual ways in which wounds are removed, whenever a player lands on the ominous cloud, all of that player's pizza stains are washed away.
At midnight on March 14 or at the time this proposal is implemented, whichever is later, every player receives one free pizza. Happy Pi Day!
If a player arrives in the lowest numbered square on the board from the highest numbered square on the board, the player's "current direction of travel" is defined to be "bottom-to-top", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives in the highest numbered square on the board from the lowest numbered square on the board, the player's "current direction of travel" is defined to be "top-to-bottom", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives on a square as a result of any method of travel (warp bubble, jetpack, etc.) for which the current direction of travel is either indeterminate, or not limited by the rules to one of the four cardinal directions (top-to-bottom, bottom-to-top, left-to-right, or right-to-left), then the player's "current direction of travel" is defined to be in a random direction chosen upon arrival on that square.
Gangs may possess items, but the items may not be used by the gangs or gang members, nor do they have any effect, unless explicitly stated in the rules. The items possessed by the gang are simply part of that gang's possessions, along with any money possessed by the gang.
When a player lands on a square containing at least one gang member, but less than ten, there is a (N x 10%) chance, where N is the number of gang members present, that the player will be mugged. If 10 or more gang members are present on the square, then the player definitely will be mugged.
If the player is mugged, then the player will fight each gang member on the square, one at a time, until the player either dies or has fought each of the gang members on the square.
Player vs. Gang Member fights are handled as follows:
1) The Player rolls one 6-sided die, plus additional dice as though the player were in an ax duel, and totals their value. 2) The Gang Member rolls one twelve-sided die, plus an additional six-sided die for every mojo point above zero the gang member possesses, minus an additional six-sided die for every mojo point below zero the gang member possesses, plus an additional six-sided die if the gang member is a gang leader, plus any gang-fight bonuses due to graffiti, and totals their value. (i.e.: 1d12 + [mojo]d6 + possible gang leader d6 + graffiti bonuses) 3) If the Gang Member is the Player's evil twin, then the gang member's total is doubled, as an "Evil Twin Super Bonus". 4) The highest total wins, with the Player winning any ties. 5) If the Player wins, the Gang Member's mojo is decreased by one, and "mugging spoils" are transferred from the Gang Member's Gang to the Player. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo decreases by two, and "mugging spoils" are given twice). 6) If the Gang Member wins, the Gang Member's mojo is increased by one, the Player receives a wound, and "mugging spoils" are transferred from the Player to the Gang Member's Gang. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo increases by two, the player receives two wounds, and "mugging spoils" are given twice). 7) Wounds due to muggings are identical to wounds received by Ax duels, and are handled identically.
"mugging spoils" transferred from X to Y are determined as follows:
1) Take all of X's money, and divide it into 0 to 10 piles, as evenly as possible, with not less than $100 in any pile except for one, and the maximum possible number of piles. So, for example, if X has $765, there will be 8 piles: 7 with $100, and one with $65. If X has more than $1000, there will be 10 piles, each with approximately one-tenth of the total. 2) Consider each item that X possesses to be an additional pile. 3) Randomly choose two separate piles, with equal probability, and transfer them from X to Y. 4) If there are not enough piles to choose 2, then transfer whatever money and/or items X possesses (if any) to Y.
Offices are a new object. Offices may have any attribute they are given. Players may have Offices, and are said to be holding them when they are. Each Office may only have one player holding it at a time. Each Office has a voting blank, in which a player may set eir votes for any player for that Office. Each player may change eir votes for any office at any time. At midnight on any Saturday, the votes are tallied for each Office and the player with the most votes for an office is given that office. If two or more players tie in having the largest number of votes for an office, the office is assigned randomly to one of those players.
All players have a new attribute called ?Citizenship.? This Attribute may be either A-board, M-board, or None. When this proposal is accepted, every player?s citizenship is set to None. Each Saturday at midnight, if a player?s citizenship is None and this proposal was accepted at least 14 days ago, they are sent to the null space.
The following Offices exist:
The Office of the Judiciary.
The Office of Tax Collection.
The Office of the A-Board President.
The Office of the M-Board President.
The Office of Universal Repair.
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If at any time a player sees an action as being against the spirit of the rules and the game as a whole, the player may publicly submit a legality dispute. The player holding the Office of the Judiciary will be required to rule on the action by either stating that no action is warranted, or by submitting a Judicial Override, which is a short rule amendment that changes the rules involving the action in question and may address undoing effects caused by the action. This ruling is publicly announced, and if a Judicial Override was presented, it is placed as a proposal proposed by the Office of the Judiciary in voting status. Proposals of the Office of the Judiciary are only in voting status for three days. Once three days have passed since the proposal was created by the Office of the Judiciary, if it has at least twice as many Yes votes than No votes, the proposal is accepted and moved into ?Pending? status. Players may not vote ?Gamble? on proposals made by the Office of the Judiciary.
The Office of Tax Collection maintains the list of allowed taxes. The list of allowed taxes lists actions which are allowed to be taxed. These actions must be voluntary. When this proposal is initially accepted, the list of allowed taxes is empty. The holder of the Office of Tax Collection may once per week create a new allowed tax. This tax method may be vetoed by the Admin. The list of allowed taxes is only viewable by the holder of the Office of Tax Collection, the Office of the A-Board President, and the Office of the M-Board President.
The Office of the A-Board President, The Office of the M-Board President, and The Office of Universal Repair have money values. This money is separate from the holder?s money, and the holder may not do anything with this money except in the ways specified.
The holder of the Office of the A-Board President may grant citizenship to any player who requests it, which sets the player?s citizenship to ?A-Board?. The holder may also revoke A-Board citizenship; however, when this is done the player is notified of the revocation but continues to be a citizen for 3 days. Once those 3 days have passed, if the player has not gained citizenship in any way since then, their citizenship is set to None. The holder of this Office may also create, change, and revoke taxes on an action. Taxes are an amount of money to be taxed for an action. The president may only tax actions the list of allowed taxes. Anytime a player who is a citizen of this board and currently on this board performs a taxed action, the money amount is deducted form the player and given the Office of the A-Board. The holder of the Office of the A-Board President may have any positive amount of money that the Office of the A-Board President has transferred to the Office of Universal Repair.
The holder of the Office of the M-Board President has the same powers to the holder of the Office of the A-Board President; however, e grants and revokes M-Board Citizenship, and create, change, and modify taxes that effect citizens of the M-Board who are on the M-Board, and may transfer money amounts only out of the Office of the M-Board President to the Office of Universal Repair.
The Office of Universal Repair may loses $10 each week on Saturday at midnight for each square in existence. On Wednesday at midnight, if the Office of Universal Repair has less then -500 Nomopoly dollars, a square at random other then the null space is destroyed and the Office of Universal Repair is given 500 Nomopoly dollars. If the Office of Universal Repair still has less then -500 dollars, this process is repeated until the Office of Universal Repair has more then -500 dollars or the game ends. At any time that the Office of Universal Repair has more then 0 dollars, the holder may create a new square, but this will cause the Office of Universal Repair to lose 750 dollars.
Gangs may possess items, but the items may not be used by the gangs or gang members, nor do they have any effect, unless explicitly stated in the rules. The items possessed by the gang are simply part of that gang's possessions, along with any money possessed by the gang.
Any player may cast spells that are not specific to particular realms of study.
Players whose realm of study is Barbarism may not cast spells that are specific to particular realms of study, but may cast spells that are not specific to particular realms of study (such as the Spell of Return) for four times the usual cost in mana energy.
Players whose realm of study is Omniscience may cast any spells. If a player whose realm of study is Omniscience dies, e immediately loses 500 points of Mana Energy (or more, if necessary to reduce the player's total Mana Energy to a maximum of 1500), and changes realm of study to Barbarism.
If a player's Mana Energy total ever becomes negative, it is immediately reset to zero.
If a player arrives in the lowest numbered square on the board from the highest numbered square on the board, the player's "current direction of travel" is defined to be "bottom-to-top", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives in the highest numbered square on the board from the lowest numbered square on the board, the player's "current direction of travel" is defined to be "top-to-bottom", as though the board "wrapped around" with the top row appearing just below the bottom row.
Otherwise, if the player arrives on a square as a result of any method of travel (warp bubble, jetpack, etc.) for which the current direction of travel is either indeterminate, or not limited by the rules to one of the four cardinal directions (top-to-bottom, bottom-to-top, left-to-right, or right-to-left), then the player's "current direction of travel" is defined to be in a random direction chosen upon arrival on that square.
A player may make a proposal at any time, provided that player does not currently have more than 1 proposal in the game that has "Voting" status. A player may make a proposal if he is on the Null Space.
When a player makes or revises a proposal, that proposal may optionally specify an integer "Days to Vote" value, in the range 2 through 8, inclusive. If a proposal does not specify a "Days to Vote" value, or specifies a value that is not an integer in the specified range, then that proposal shall have a "Days to Vote" value of 5.
Votes will be accepted for a total of (24 x Days to Vote) hours from the time that a proposal is made or revised. After the vote acceptance period ends, the votes are tallied, and the proposal will either be accepted or rejected, according to the following criteria:
1) The "Yes Total" is calculated by counting the number of Yes votes that the proposal received, and adding the proposal's "Days to Vote" value. 2) The "No Total" is calculated by counting the number of No votes that the proposal received, and adding 5. 3) If the proposal has a greater Yes Total than its No Total, the proposal is accepted. 4) If the proposal is not accepted, it is rejected.
(Note: these criteria keep things the same as they were for standard 5-day vote proposals, but allow the players to submit proposals for shorter voting periods at a risk of making them harder to pass, or longer voting periods, making them easier to pass. With a 2-8 day window, the biggest bonus or penalty in number of votes needed is 3 more or less votes than normal.)
If a proposal is accepted, it is moved into "Pending" status, all players who voted Gamble on that proposal move forward a number of squares equal to the number of Yes votes on that proposal, and the player who made the proposal receives a Warp Bubble. If the proposal is rejected, it is moved into "Dead" status, and all players who voted Gamble on that proposal move backward a number of squares equal to the number of No votes on that proposal.
The text and/or the "Days to Vote" value of a proposal that is in "Voting" status may be revised by the player who made it. Revising a proposal immediately puts it back in "Voting" status, retracts any votes on that proposal that may have have been made by anyone, and re-sets the time left to vote on the proposal, as though the proposal had just been made.
When a player lands on a square containing at least one gang member, but less than ten, there is a (N x 10%) chance, where N is the number of gang members present, that the player will be mugged. If 10 or more gang members are present on the square, then the player definitely will be mugged.
If the player is mugged, then the player will fight each gang member on the square, one at a time, until the player either dies or has fought each of the gang members on the square.
Player vs. Gang Member fights are handled as follows:
1) The Player rolls one 6-sided die, plus additional dice as though the player were in an ax duel, and totals their value. 2) The Gang Member rolls one twelve-sided die, plus an additional six-sided die for every mojo point above zero the gang member possesses, minus an additional six-sided die for every mojo point below zero the gang member possesses, plus any gang-fight bonuses due to graffiti, and totals their value. (i.e.: 1d12 + [mojo]d6 + graffiti bonuses) 3) If the Gang Member is the Player's evil twin, then the gang member's total is doubled, as an "Evil Twin Super Bonus". 4) The highest total wins, with the Player winning any ties. 5) If the Player wins, the Gang Member's mojo is decreased by one, and "mugging spoils" are transferred from the Gang Member's Gang to the Player. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo decreases by two, and "mugging spoils" are given twice). 6) If the Gang Member wins, the Gang Member's mojo is increased by one, the Player receives a wound, and "mugging spoils" are transferred from the Player to the Gang Member's Gang. If the Gang Member is the player's evil twin, then these actions take place twice (i.e.: mojo increases by two, the player receives two wounds, and "mugging spoils" are given twice). 7) Wounds due to muggings are identical to wounds received by Ax duels, and are handled identically.
"mugging spoils" transferred from X to Y are determined as follows:
1) Take all of X's money, and divide it into 0 to 10 piles, as evenly as possible, with not less than $100 in any pile except for one, and the maximum possible number of piles. So, for example, if X has $765, there will be 8 piles: 7 with $100, and one with $65. If X has more than $1000, there will be 10 piles, each with approximately one-tenth of the total. 2) Consider each item that X possesses to be an additional pile. 3) Randomly choose two separate piles, with equal probability, and transfer them from X to Y. 4) If there are not enough piles to choose 2, then transfer whatever money and/or items X possesses (if any) to Y.
Whenever a player lands on a square containing a tree, such that all bordering squares also contain trees, that player shall have the option to purchase a creature tattoo, consisting of that creature's aspect. The cost of a creature tattoo is a star. Tattoos may not be traded and are not lost when used.
Initially, the list of available tattoos consists of the following creatures: Gorilla and Elephant.
Whenever a player takes a turn, the gorilla's aspect permits him to choose a number N between 0 and the number of gorilla tattoos he has, including the limits. This choice must be made before rolling. The player then swings through the first N squares with trees that he encounters in that move, effectively ignoring their existence. If fewer than N squares with trees are encountered, the difference is considered to be lost and does not accumulate for the player's next move.
For each elephant tattoo a player possesses, the elephant's aspect permits him to have one additional proposal in "Voting" status at a time. Whenever a proposal is accepted, then that proposal shall be moved into the "Legistatic" status rather than the traditional "Pending" status. Proposals in "Legistatic" status may still be retracted. Whenever a player has exactly one proposal in "Legistatic" status and no proposals in "Voting" status, that proposal shall then be moved to "Pending" status.
[This process ensures that the rate of pending/implemented proposals will not increase, thereby preventing the Admin from being trampled by multiple elephants, since we do appreciate his services.]
[Normally, proposals will still go directly from "Voting" to "Pending", since for many players it will only be possible to submit one proposal]
Each board will have three levels. These levels will be named A-1, A-2, A-3, M-1, M-2, and M-3, unless a different name is given to them by another rule. Levels A-1, A-2, and A-3 will be of A-board, and levels M-1, M-2, and M-3 will be of M-board. Each level shall have the same number of spaces as each other level of the same board. Every space that is a multiple of four shall have stairs. If a player lands on such a space he will be given the choice to pay $150 to use the stairs to move to a space of the same number on any other level of the same board. That player will then be considered to have landed on the space that he moves to. A player may only use stairs once between each turn.
Create a new item known as 'marker'. A marker has two properties, a rank and a suit. The rank is an integer and the suit is one of spades, hearts, diamonds or clubs. Markers can be owned by players and evil twins.
Gaining markers: Whenever a player ends his turn he recieves a marker, with the suit randomly selected and the rank equal to a) if he is on the A-Board, the number of the square he is on or b) if he is on the M-Board, the negative of the number of the square he is on c) if the above two cases cannot be applied, zero. Equally all evil twins reveive markers.
Using markers: A player can at any time use an unlimited amount of markers he posseses simultaneosly. By using a certain set of markers, the player is said to swap this set of markers. If the player swaps a set of markers, he loses possesion of all the markers in the set and gains an amount of money, which is calculated on a temporary account, known as 'reward'. At the beginning of the swap the reward is 0$. The reward is manipulated as follows:
For every marker in the set the reward is increased by rank$ Now bonus for special combinations are added to the reward (only the best combination per swap is applied), according to the following table: *Pair (two markers with rank a and rank -a): 210$ *Street (n>1 markers with succesive ranks): n*n*n*50$ *Identical (n>1 markers with the same rank and m different suits): (2*n)^m$ *Mix (four markers of four different suits): 1000$ *Equilibrium (the sum of all ranks of the markers in the set is 0 and the number of markers in the set is odd): 5000$ Now if in the whole set there are at most two different suits, the reward is multiplied by 2. Now if in the whole set there is only one suit, the reward is multiplied by 4. (So if there is only one suit, the reward is actually multiplied by 8.)
The amount of money in the reward, is not rounded. At the end of swapping the player gains an amount of money equal to the amount of money in the reward (now rounding to the nearest dollar) and the reward is discarded. Thus the swap is complete.
Closing remarks: If a player posseses a marker, the rank shall be visible to all other players, but not the suit. Markers are tradeable (However until the completion of the transaction, the suit of the marker is not known). If a player posseses 14 or more markers, he doesn't recieve one at the end of his turn, it's forbidden to gain one by trading (however giving away is okay) and every other effect causing the player to gain a marker is canceled (this obviously taking precedence over all of those effects). If a player has at any time more than 14 markers, he may not use any other item than markers, until he has 14 or less markers again (This takes precedence over any other rule about using items). Markers may not be stored in buildings.
Scrolls and spell books are items that aid in the casting of spells. Each scroll or spell book is inscribed with a particular spell. Individual scrolls and spell books are named "Scroll of <spell name>" or "Book of <spell name>" respectively, where <spell name> is replaced with the name of the inscribed spell. If a spell ceases to exist, all scrolls and spell books inscribed with that spell are destroyed.
A scroll has a price of $10 times the ME portion of the cost of the inscribed spell and may be used to cast that spell without paying the ME portion of its cost.
A spell book has a price of $50 times the ME portion of the cost of the inscribed spell and may be used to cast the inscribed spell while paying only half the ME portion of its cost, unless the spell book is a requirement of the spell. When a spell book is used, its owner does not lose possession of it.
If the ME portion of the cost of an inscribed spell includes any variables (such as for Dispel), then the variables are set equal to 0 when calculating the price of that scroll or spell book, and when determining the effect of the spell.
The following new building types are created:
Magic Shop Construction cost: $5000 and 3 logs Destruction cost: $2500 Capacity: 3 scrolls and 1 spell book Additional properties: When a Magic Shop is constructed, the owner must select a spell to be inscribed on all scrolls and spell books created at the Magic Shop. The owner may change his selection at any time, but the new selection will only affect new stock as it is created; existing stock will not change. If the selected spell ceases to exist, then the Magic Shop will stop restocking until a new selection is made. The Magic Shop begins fully stocked and is fully restocked once every other week. A player with access to the Magic Shop may not take any items from it but may purchase any of its contents. The owner of the Magic Shop receives 20% of the purchase price.
Deluxe Magic Shop Construction cost: $15000 and 10 logs Destruction cost: $5000 Capacity: 9 scrolls and 3 spell books Additional properties: The same as the Magic Shop, with the following exceptions. The owner may select up to three spells instead of just one; each selected spell is used to stock 3 scrolls and 1 spell book out of the building's total capacity. When a sale is made, the owner of the Deluxe Magic Shop receives 30% of the purchase price. Only one Deluxe Magic Shop may exist at a time.
Create a new class of objects, known as Cards. Cards have the following properties:
Name: Can be any string of characters. Rarity: Can be Common, Uncommon, Rare, or Unique. Type: Can either be Permanent, Instant, or Square. Effect(s): A card may have one or more effects. Each effect is a string of characters that explains what happens when the card is played.
Cards can either be in the Deck, the Discard Pile, a Player's Hand, the Playing Field, or on a square. If a Card is not said to be anywhere, it defaults to the Deck. When a player "draws" a Card, that means that a random card from the Deck is moved to his Hand. When a Card is "discarded" it means that it is moved to the discard pile. If the Deck is ever empty, all the Cards in the Discard Pile are moved to the Deck, unless there are no Cards in the Discard Pile, in which case nothing happens.
The contents of the Deck are not revealed to the public. The contents of each player's Hand are only revealed to that player. Cards in a player's Hand may be traded.
A player may play a card, in which case the Effect(s) listed are carried out. Then, if it an is Instant, it is discarded, if it is a Permanent, it is moved to the Playing Field, and if it is a Square, it is placed on the square that the player who played is standing on. Cards in the Playing field and on squares continue to have their effects carried out, until they are discarded.
The amount of each type of card in existence is determined as follows, where P is the number of players:
Common: 5*P Uncommon: 3*P Rare: 1*P Unique: 1
Should P increase, new Cards are added to the Deck until the the number of each card is correct. Should P decrease, Cards are removed from the Deck until the number of Cards is correct, if possible.
Create the following types of cards:
Name: Warp Rarity: Common Type: Instant Effects: * The player playing this jumps to his square's sibling.
Name: Warp hole Rarity: Common Type: Square Effects: * When a player lands on this square, he immediately jumps to this squares sibling
Name: Tree planting Rarity: Common Type: Instant Effects: * A tree is placed on a random square
Name: Dash Rarity: Common Type: Instant Effects: * The player playing this moves ahead 1d3 spaces
Name: Ax Rarity: Uncommon Type: Instant Effects: * The player playing this gains an ax
Name: Fast World Rarity: Uncommon Type: Permanent Effects: * When a player takes a turn, he moves an additional space forward. * If Slow World is played, this card is discarded
Name: Slow World Rarity: Uncommon Type: Permanent Effects: * When a player takes his turn, he moves one less square forward unless this would cause him to move backwards * If Fast World is played, this card is discarded
Name: Teleport Rarity: Rare Type: Instant Effects: * The player playing this may jump to any square.
Name: Dash Plate Rarity: Rare Type: Square Effects: * Should a player ever be on this square, he must move forward 1d3 spaces.
Name: Earthquake Rarity: Unique Type: Instant Effects: * All Cards on Squares are discarded.
A player may pay $5000 to build a Ladder between the square he is on and the square either 10 spaces on from it or 10 spaces behind it (note that this may result in a Ladder from, say, the 5th lowest numbered square to the 5th highest numbered square) instead of taking a turn in the normal fashion. If he chooses to do so, a Ladder is created and he is designated its owner. He also gets to set a Climbing Price. As long as the Ladder exists, a player who does not own the Ladder who is on one of the endpoints of the Ladder may, instead of taking a turn in the normal fashion, pay the Climbing Price to the owner of the Ladder and climb (or descend) it, taking him directly from one end square to the end square (as if he had just jumped there). Ownership of Ladders may be traded. Only one Ladder can begin or end on each square, and a new Ladder cannot begin or end within two squares of an existing Ladder (eg if a Ladder begins on square 6 no new Ladders may begin on squares 4-8). Ladders can stretch and shrink as required by the board. If one of the end squares of the Ladder is deleted, the Ladder joins the next possible square (going up) that it can, unless it has to move more than 3 spaces to do this, in which case it is destroyed. The other end square is not affected unless the Ladder is destroyed. (Note that this may cause a Ladder to span more than 10 squares at various points during the game.) The same thing happens if, by any means, two Ladders' end squares come within two squares of each other. It is the end point on the highest numbered square that must move to resolve the conflict. Any rules affecting how far players may move do not affect their ability to use Ladders. (An example: Slow World would not affect the use of Ladders.)
Every Player gains an inventory Players store items they obtain in their inventory unless specified otherwords Players are restricted to 6 slots of inventory. Similar Items in the inventory stack (example: if you have 25 logs, they all stack in 1 inventory space if you have 2 keys each to a different building they stack into 1 inventory slots. If you have a key, a log and a star they all stack in their own slot taking up 3 inventory slots.)
At the creation of all new items the items stackability must be explained All items that may be created before "propsal 8" passes are only stackable with items that share the same name except for keys, which stack with all other keys even if they key is to a different building. Any rule changing the stackability of object takes precidence over their original stackability assigned to the item.
Inventory and Money are both not items, and therefore do not take up an inventory slot.
players may add or remove items in their inventory at any time (it doesn't count as a turn) If a player wishes to remove the contents of an inventory slot the contents is placed on the square the player is occupying and becomes able to be picked up by anyone else occupying the same square.
On acceptance this proposal will take precidence over rule V-1 (as there may arguably be confliction between the two)
- home square: A number which relates to a square on the Board, which is not the home square of another player.
- preferred tree: An existing sort of tree.
- first assoziation with '###': One word.
- invention: This consists of two parts. First the name of the invention and second the description of what the invention does/how it works.
Now to the implementation: If the proposal is accepted every player get's the above attributes. Every player can select his attributes once. (But leaving the possibilities to later rules to allow a change of attributes or add new ones.) He has to do so, before he takes his next turn after the implementation of this proposal. The ### will be replaced by a word chosen by the admin upon implementation (else were would be the fun with this point).
The attributes will be listed on the 'players'-page together with name, etc. From now on, we will reffer to all of this characteristics as attributes (even if a player chooses only the values of the new ones by the above procedure).
Some error-handling: If at sometime the homesquare of any player is removed from the board, he selects a new one until his next turn. If there is no square left, the player is bankrupt. He has no possibility to become non-bankrupt again after this happened (This takes precedence over any other rule about gaining this status).
Note: The alignment and character are from Dungeons and Dragons. But they can be used in any other way, which following rules can define.