The Rules

History
  1. The Rules
  2. The Admin
  3. Players
  4. Money
  5. Items
  6. Trade
  7. The Board
  8. Turns
  9. Proposals
  10. Disruption of Gameplay
  11. Ending the Game
  12. Laps
  13. Stars
  14. Trees
  15. Color Properties
  16. Buildings
  17. Evil Twins
  18. Spells
  19. Dr Jekyll and Mr Hyde
  20. The Null Space
  21. The Secret Word
  22. Ax Duels
  23. Realms of Study
  24. Matching Dice
  25. Gangs
  26. Graffiti
  27. The Hospital and The Arena
  28. Paint Balls from Space
  29. Gold
  30. Trapdoors
  31. Square #1
  32. The Bank
  33. The Ovens
  34. The Fishing Hole
  35. The Ominous Cloud
  36. Trains
  37. Dirty Snowballs
  38. The Robot
  39. The Home Straight
  40. Monopoly Money
  41. Mutated Aliens from Uranus
  42. Life
  43. Dweebles
  44. Vandalism
  45. Nomopoly V Police Department
  46. Sieges
  47. The Board Bus
  48. Bingo

  1. The Rules

    1. All players must at all times abide by the rules. No player may ever perform any action that violates any rule in the current set of rules.
    2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
    3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
      • If one of the rules defers to another rule or explicitly states that it takes precedence over the other, then that rule will take priority.
      • If the above situation does not resolve the conflict, the rule which has been in its current form for the longest amount of time will take priority.
    4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.
  2. The Admin

    1. The Admin for Nomopoly V is Jeff Yakel.
    2. The Admin is responsible for maintaining the Nomopoly V website and interpreting the rules.
    3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately make any final decisions.
  3. Players

    1. Each player will be required to have a unique username and a valid e-mail address. A single person may not act as more than one player.
    2. The Admin is not a player.
    3. New players may join the game at any time by approval of the Admin.
    4. Any player that does not log in to the Nomopoly V website for 21 days will be removed from the game.
    5. All players are expected to act respectfully and courteously towards other players and the Admin at all times. Repeated violations of this rule will result in the offending player being removed from the game.
  4. Money

    1. The Nomopoly Dollar is the basic unit of currency in the game. All fractional dollar amounts are rounded to the nearest dollar.
    2. A new player upon joining the game will receive $10000.
    3. A player with less than $0 is said to be bankrupt. No player may take any voluntary action that would cause him to become bankrupt at any time during that action. Additionally, any player that is bankrupt may not take any voluntary action that would result in a loss of money at any time during that action.
  5. Items

    1. An item is any object that a player may possess. There is no limit to how many items a player may have at any time.
    2. If stated in the item description, an item may be "used" by the player owning it and any effects associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
    3. The following items exist:
      NameTradeable?Rare?Effect upon useNotes
      StarNoNoThe player who used this item gains 100 Mana Energy.May only be used by a player whose Realm of Study is Barbarism.
      AxYesNoMay be used to chop down a tree in the same square as the player, causing the tree to be destroyed and the player to receive a Log. After using an Ax, the player must wait (24 - the number of Axes the player has, not including the Ax used to chop down the tree) hours. If he is already waiting to take a turn, the wait time is extended by this amount. The player does not lose posession of the Ax after using it.
      LogYesNo
      Warp BubbleYesNoThe player who used this item jumps to the sibling of his current square.
      Vial of PotionYesNoA Vial of Potion causes the player who owns it to roll an extra 6-sided die on his next turn. This uses up the Vial of Potion.
      Paint (can come in any color that would be a possible color for a square)YesNoThe player's current square becomes painted the same color as the paint. Yellow paint and Uncolored paint disappears 2 weeks after being used, as though paint thinner had been applied to it.
      Paint ThinnerYesNoThe player's current square becomes unpainted and all graffiti in the player's current square is removed.
      Crystal BallYesYes
      Moldy MushYesYesNone
      CoinYesYesThe player who used this item receives $1000
      ChainsawYesYesSame effect as using an Ax, except the player using a Chainsaw does not have to wait an extra day to take a turn. The player does not lose posession of the Chainsaw after using it.
      JetpackYesYesThe player using this item selects any square that has a number greater than 1 and less than the number of the square he currently occupies, and then jumps to that square.
      Magic ScarfYesYesCannot be used.A player who owns a Magic Scarf gains an extra 0.2 Mana Energy per hour.
      ClogsYesYesCannot be used.A player who owns Clogs rolls one less die than normal when taking a turn and does not slide on slippery squares.
      Roller SkatesYesYesCannot be used.A player who owns Roller Skates rolls one more die than normal when taking a turn. If a player who owns Roller Skates slides on a slippery square, the die roll to determine which square the player slides to has 1 subtracted from it.
      Retro WatchNoYesThe player using this item selects a target player who is currently waiting to take a turn, and that player is able to take his turn 12 hours sooner.
      Broken WatchNoYesThe player using this item selects a target player who is currently waiting to take a turn, and that player must wait an extra 12 hours before being able to take his next turn.
      StopwatchNoYesThe player using this item selects a target player, and that player cannot move, cast spells, or use items for the next 12 hours.
      Mana WatchNoYesThe player using this item selects a target player, and that player's hourly Mana Energy increase is doubled for the next 12 hours.
      Dark WatchNoYesThe player using this item selects a target evil twin, and that evil twin is frozen for the next 24 hours.
      Bucket of SandYesNoMay be tossed onto the player's current square or a bordering square. The target square is not slippery for 1 week.
      Chunk of GoldYesNoCannot be used.
      Body ArmorYesNoCannot be used.If a player who owns a Body Armor receives Wounds in an Ax Duel, he receives one less Wound than normal and loses one Body Armor. This effect is applied before the effects of a Safe Ax Duel.
      DecoyYesNoCannot be used.If a player who owns a Decoy is forced into an Ax Duel with a player who has more Axes than him, then the player loses one Decoy and the Ax Duel does not take place.
      Fake AxYesNoCannot be used.If a player who owns a Fake Ax has to give Axes to an opponent in an Ax Duel, he gives one less Ax than normal and loses one Fake Ax.
      Bungee CordYesNoCannot be used.If a player who owns a Bungee Cord falls through a Trapdoor, he loses one Bungee Cord and does not move as a result of the Trapdoor.
      CushionYesNoCannot be used.If a player who owns a Cushion falls through a Trapdoor, he loses one Cushion and does not receive a Wound as a result of the Trapdoor.
      Light CookieYesNoThe player using this item loses a Wound.Can be used 10 times before being destroyed.
      Dark CookieYesNoAll players on the same square as the player using this item receive 4 Wounds.A Dark Cookie can only be used once per turn.
      Wind OrbYesYesThe wind reverses direction
      Cloud OrbYesYesThe Ominous Cloud jumps to a randomly selected square on the A-board.
      Fake Rare ItemYesNoCannot be used.
      Bit of GoldYesNoCannot be used.
      Train TicketYesNoThe player who used this item boards the train on his current board.May only be used by a player who is on a square bordering a train.
      PaperYesNoCannot be used.
      Spell BookYesNoCannot be used.A player who owns a Spell Book has the ability to cast spells from any realm. If a player casts a spell that he would not be able to cast if he did not have a Spell Book, that player loses one Spell Book.
      Magic BookYesNoCannot be used.Each Magic Book a player owns reduces the Mana Energy cost of casting spells by 5%, applied one at a time for each Magic Book.
      ThimbleYesNoThe next time the player who used this item processes a Log, the amount of Papers he receives is doubled.
      IronYesNoThe next time the player who used this item lands on a House or a Hotel, he does not have to pay the owner of the House/Hotel any money.
      ShoeYesNoThe next time a proposal that the player who used this item gambled on is rejected, the player will not move backwards as a result of gambling.
      HorseYesNoThe next time the player who used this item takes a turn, he will have 5 added to the number of squares he moves.
      DogYesNoThe next time the player who used this item fights an Ax Duel, his opponent will receive one additional Wound.
      BattleshipYesNoThe next time the player who used this item calls the Wah!mbulance, he will not lose his Axes.
      CarYesNoThe next time the player who used this item takes a turn, all of the dice he rolls will be sixes.
      WheelbarrowYesNoThe next time the player who used this item takes a turn, all players he passes during that turn have to pay him $100.
      Top HatYesNoThe next time a proposal made by the player who used this item finishes its Voting period without being retracted, one additional Yes vote is added to it.
      CannonYesNoThe next time the player who used this item lands on a square containing one or more buildings, one randomly selected building on that square is destroyed.
      SeedYesNoThe seed is placed on the player's current square.
      Bus TicketYesYesA player who owns a Bus Ticket and rides the Board Bus loses a Bus Ticket instead of paying $300.
      Bus OrbYesYesThe Board Bus jumps to the sibling of its current square.
      FertilizerYesNoThe square occupied by the player using this item becomes fertilized for one week. If the square is already fertilized, the time at which the fertilization ends is extended by one week.
      Bingo CardYesNoCannot be used.
      Robot OrbYesYesThe player using this item selects any square, and the Robot jumps to that square.
    4. A player may not have more than one rare item at a 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 who has a rare item receives another rare item involuntarily or from a purple square, that player first loses the rare item he currently has.
  6. Trade

    1. Players may trade the following objects with each other by agreement of the players involved in the trade:
      • Money
      • Items, unless the item in question is specifically marked as untradeable
      • Ownership of buildings
      • Secret word hints (after trading a secret word hint, both players involved in the trade will have the hint)
      • Bonds
  7. The Board

    1. The game takes place on two Nomopoly boards, the A-board and the M-board, each of which consists of an ordered sequence of squares. Each square has an integer number.
    2. Each board initially consists of 20 squares numbered from 1 to 20.
    3. Any time a new square is added to the board, a sibling for the new square will also be created. Their numbers will be the lowest whole number that is not the number of a square at that time. Any time a square is destroyed, its sibling square will also be destroyed. All players occupying a square when it is destroyed are immediately placed on the Null Space. All objects on a square when it is destroyed are also destroyed.
    4. 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.
    5. The squares on each board are laid out two-dimensionally in a grid with 6 columns. Square #1 is in the bottom left corner, and each successive square up to Square #6 can be found by moving right. Square #7 is above Square #6, and each successive square up to Square #12 can then be found by moving left. This winding pattern continues for as many squares as there are on the board (similar to the layout of a Snakes and Ladders board), however, if the highest numbered square is not a multiple of 6, the last row will contain less than 6 squares. Also, the board layout may have gaps if all squares between Square #1 and the highest numbered square do not exist.
    6. At all times during the game, each player occupies exactly one square. A new player upon joining the game will start on the first square of the A-board.
    7. If a player is instructed to "move" to a particular square, he is said to leave his current square, land on the destination square, and pass over each square in between in the direction of the move. Unless otherwise specified, the move takes place entirely within one board.
    8. If a player is instructed to "jump" to a particular square, he is said to leave his original square and land on the destination square, without passing over any squares. Unless otherwise specified, the jump takes place entirely within one board.
    9. Squares that have the same number but are on different boards are known as siblings.
    10. A square is said to be "bordering" another if it is above, below, to the left of, or to the right of that square.
    11. If a player is instructed to "walk" to a particular square, he is said to leave his current square, and is placed on the destination square without passing or landing on any squares.
    12. Once per turn, a player may walk to the predecessor or successor of his current square, providing the player does not walk past the end of the board in either direction.
    13. A square is said to be "sequential" with another if it is the predecessor or successor of that square.
    14. The square above, below, left, or right of a square is the first square encountered when moving in the specified direction, skipping over empty spaces and wrapping around the edges of the board if necessary.
    15. A player's "direction of travel" is the direction the player has most recently travelled in order to arrive at his current square.
    16. If a square is renumbered, all occupants and properties of that square that are not inherent to the square number remain on that square after it is renumbered.
    17. The "neighbours" of a square are the first squares encountered above, below, to the left, to the right, and in each of the four diagonal directions from that square.
  8. Turns

    1. A player may take a turn at any time, provided that player has not taken a turn in the last 72 hours (3 days).
    2. When a player takes a turn, he will select a direction (either forwards or backwards), roll two 6-sided dice, and moves in the selected direction on the board the number of squares indicated by the sum of the dice. A fractional amount remaining at the end of a move is ignored.
  9. Proposals

    1. A player may make a proposal at any time, provided that player does not currently have any proposals in the game that have "Voting" status. A player may make a proposal if he is on the Null Space.
    2. A proposal can be any of the following:
      • The addition of new rules
      • The deletion of existing rules
      • The modification of existing rules
      • A change to the game state which does not necessarily fit into one of the above categories
    3. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
    4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
    5. 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 not vote more than once on each proposal. A player who is on the Null Space may vote, but cannot vote Gamble.
    6. 120 hours (5 days) after a proposal is made, if the proposal has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status, 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 more 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.
    7. Once a "Pending" proposal has been implemented into the rules by the Admin, it is switched to "Dead" status.
    8. Once voting on a proposal has been completed, the number of players who voted Yes and No on the proposal will be made public, however, each individual player's vote will not be revealed.
    9. A proposal that is in "Voting" status may be retracted by the player who made it. Retracting a proposal immediately puts it in "Dead" status.
    10. The Admin has the right to refuse to implement any proposal that in his opinion is discriminatory, paradoxial, infeasible to implement, or destructive of gameplay.
  10. Disruption of Gameplay

    1. In the event of a paradox, infinite loop, or any situation that prohibits further gameplay, the game will be paused. The Admin also has the right to pause the game at any time if he feels there is a need to do so.
    2. When the game is paused, players may not take any actions other than voting until the game is unpaused.
    3. During a pause due to a disruption of gameplay, the players have the option to suggest to the Admin ideas on how to fix the game. The Admin will make a proposal, and the players will vote on it using the same procedure as a proposal made by a player. If the proposal is accepted, the proposal is implemented and the game is unpaused. If the proposal is rejected, the above process is repeated until the game is fixed.
    4. In the event that the Nomopoly V website suffers from an error which results in loss of data, the Admin will restore the game with data from a previous backup.
  11. Ending the Game

    1. The game will immediately end without a winner if the Admin is ever on the receiving end of a lawsuit from any board game manufacturer.
    2. Once someone has been declared the winner, the game ends.
    3. If there is only one player in the game who is not bankrupt, the non-bankrupt player is declared the winner.
    4. A player who has a Laps Completed value greater than or equal to 25 is declared the winner.
    5. If there is only one player who is not on the Null Space and no player on the Null Space has enough Mana Energy to cast Spell of Return, the player who is not on the Null Space is declared the winner. This is called a "Victory by Attrition".
    6. If at any time there are 0 or less squares on the boards, the game ends and all players lose equally. This is called a "Loss by Armageddon".
    7. If a player lands on Square #50, that player is declared the winner.
  12. Laps

    1. A new player upon joining the game will receive a Laps Completed value equal to the lowest Laps Completed value of all other players.
    2. 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.
    3. 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.
  13. Stars

    1. A player who lands on the same square on the board as a Star may purchase it for $1000.
    2. Whenever a player purchases a Star, a new Star will be placed on a random square of the A-board.
    3. If the Star is destroyed, a new Star is placed in the same manner as if a Star was just bought.
  14. Trees

    1. Once per week, trees will be created in the following manner:
      • A tree will grow in each treeless square that is the predecessor or successor of a square containing a tree
      • A tree will grow on a randomly selected treeless square on each board
    2. Whenever a player attempts to chop down a tree, there is a 5% chance that the player will be interrupted by a Tree Spirit. If this happens, the tree will not be destroyed and the Tree Spirit will be placed on that square, but all other effects of chopping down the tree will take place.
    3. Each tree, at random intervals between 48 and 96 hours if the tree's square is not fertilized, or between 24 and 48 hours if the tree's square is fertilized, will sprout a $1 bill.
    4. Every 24 hours if the tree's square is not fertilized, or every 12 hours if the tree's square is fertilized, after sprouting, a bill will increase to the next denonimation on the following list, unless it is at the highest value in the list:
      • $1
      • $2
      • $5
      • $10
      • $20
      • $50
      • $100
    5. A player may pluck a bill from a tree on his current square. This removes the bill from the tree, and adds the amount of the bill to the player's money.
    6. If a tree is destroyed, all bills on that tree disappear.
    7. If the effect of fertilizer on a square extends more than 4 weeks into the future, the square is over fertilized, and any tree on that square will immediately die and be replaced with a log.
    8. A fertilized square becomes unfertilized if it does not contain a tree.
    9. Tree Spirits take turns at random intervals between 48 and 96 hours.
    10. If a Tree Spirit lands on a square that does not contain a tree, then a tree is placed there.
    11. If a Tree Spirit lands on a square occupied by one or more players, it fights an Ax Duel with one randomly selected player on that square. A Tree Spirit fights an Ax Duel with 3 Axes. Tree Spirits take Wounds just like players, and a Tree Spirit that would die and be sent to the Null Space is removed from the board instead. If the player wins the Ax Duel, the player receives a Log instead of an Ax.
    12. If a Tree Spirit lands on a square containing a Star Capture Portal, the Tree Spirit is removed from the board and 3 Logs are placed in that Star Capture Portal.
    13. If a Tree Spirit lands on the same square as the Robot, the Tree Spirit is removed from the board and the Robot is sent to the Null Space.
  15. Color Properties

    1. A new square upon creation will be colored as follows:
      • If its number is a multiple of 11, the square is colored Purple
      • Otherwise, if its number modulo 18 is equal to 3, 8, 11, or 16, the square is colored Silver
      • Otherwise, if its number is odd, the square is colored Red
      • Otherwise, the square is colored Blue
    2. Whenever a player lands on a square with color properties, that player loses all of his previous color properties and gains the color properties of the last square he landed on during his move. Then, the corresponding effect for each color property that player has takes place:
      ColorEffect
      BlueReceive $3 from each player
      RedDraw a card
      SilverReceive a hint
      PurpleReceive a randomly selected rare item
    3. The square containing the Star, as well as the two adjacent squares and the squares above and below it have the color property Yellow, replacing whatever color property those squares would normally have as long as the star remains there. Whenever a player lands on a Yellow square, he may purchase the star in the same manner as if he had landed on the square containing the Star.
    4. A square that is painted has a color property equal to the color it is painted. This overrides any other rule that would determine the color property of a square.
    5. Uncolored squares are slippery. If a player lands on a slippery square, he will slide away by moving to a square as specified by the roll of a 6-sided die:
      RollSquare
      3 or lessThe bordering square in the player's current direction of travel
      4The bordering square to the left of the player's current direction of travel
      5The bordering square to the right of the player's current direction of travel
      6The bordering square in the opposite direction of the player's current direction of travel
    6. If a square is painted Orange, road work is being done on that square, and that square counts twice as much as normal towards the amount of squares remaining in that move.
    7. Road work takes a random length of time from 2 to 7 days. Once road work is finished, the Orange paint fades, as though paint thinner had been applied to that square.
    8. If a square is painted Green, a tree grows on that square whenever there is no tree there.
    9. When a tree on a Green square is cut down, the chance of a Tree Spirit appearing is doubled.
    10. Tree Spirits on Green squares fight Ax Duels as though they have 2 additional Axes.
  16. Buildings

    1. Squares may contain buildings that are owned by players. A single square may not contain more than one building.
    2. Once per turn, a player may do one of the following:
      • Construct a building on his current square, or the predecessor or successor of his current square, in exchange for the construction cost of the building. Upon construction, the player must name the building. That player becomes the owner of the new building.
      • Destruct a building he owns on his current square, or the predecessor or successor of his current square, in exchange for the destruction cost of the building.
    3. The owner of a building may lock or unlock the building, providing he is on the same square as the building, its predecessor, or its successor.
    4. A building is "available" to a player if the player occupies the same square as the building, its predecessor, or its successor, and at least one of the following is true:
      • The building is unlocked
      • The player owns the building
      • The player owns an item named "Key to [building name]"
    5. The following building types exist:
      TypeConstruction costDestruction costCapacityGang only?Notes
      Small Warehouse$500$30015 itemsNo
      Medium Warehouse$1000$60030 itemsNo
      Large Warehouse$1500$90045 itemsNo
      StoreEither $500 and 4 logs, or 1 Star$100NoneNoA player may purchase items from a Store that is available to him and he does not own. Whenever a player purchases items from a Store, the owner of the Store receives 30% of the price of the item. The following items may be purchased at stores:
      ItemPrice
      Paint (in any color except Orange)$200
      Paint Thinner$200
      Ax$1500
      Bucket of Sand50% of the cost of Paint
      Body Armor$250
      Decoy$500
      Fake Ax$750
      Bungee Cord$350
      Cushion$400
      Fake Rare Item$750
      Thimble$500 in Monopoly money
      Iron$500 in Monopoly money
      Shoe$750 in Monopoly money
      Horse$750 in Monopoly money
      Dog$1000 in Monopoly money
      Battleship$1000 in Monopoly money
      Car$1250 in Monopoly money
      Wheelbarrow$1500 in Monopoly money
      Top Hat$2000 in Monopoly money
      Cannon$4000 in Monopoly money
      Fertilizer$75
      Bingo Card$100
      A player may sell a Chunk of Gold at a Store that is available to him and he does not own. When a player sells a Chunk of Gold, that player loses the Chunk of Gold and receives $500, and the owner of the Store receives $100. A player may sell a Bit of Gold at a Store in the same manner as a Chunk of Gold, except the player receives $150 and the owner of the Store receives $30. A player may purchase a Train Ticket at a Store that is available to him for the price of one Star. The owner of the Store receives 30% of the purchase price of a Star.
      House$250 and 3 logs$2503 itemsNoWhen a player lands on a square that contains a House, he must pay the owner of the House $100
      Hotel$750 and 10 logs$25050 itemsNoA Hotel may only be constructed on a square if all squares bordering that square contain Houses. When a player lands on a square that contains a Hotel, he must pay the owner of the Hotel $1000
      Star Capture Portal$800$4005 itemsNoWhenever a star is created on the sibling of a square containing a Star Capture Portal, the star is instead placed inside the Star Capture Portal, and a new star is placed.
      Deflecto-Matic Umbrella$200 and 1 Log$100NoDoes not prevent other buildings from being constructed on the same square, and any number of Deflecto-Matic Umbrellas may be constructed on a square. Constructing a Deflecto-Matic Umbrella does not prevent a player from being able to construct another building during that turn, and a player may construct a Deflecto-Matic Umbrella even if he has constructed other buildings that turn. If a Dirty Snowball, Paint Ball from Space, splashed paint from a Paint Ball from Space, square destruction as a result of Mutated Aliens from Uranus, or a seed dropped from a tree would hit a square containing a Deflecto-Matic Umbrella, then the Deflecto-Matic Umbrella is destroyed and a randomly selected bordering square is hit instead. If that square also has a Deflecto-Matic Umbrella, then this process is repeated.
      Paper Mill$250 and 2 LogsNoneNoneNoPaper Mills have a "Processing fee" property, initially $1 when the Paper Mill is built, and the Processing Fee property of a Paper Mill may be set to any positive dollar amount by its owner if he occupies the same square as the Paper Mill or an adjacent square. A player may process a Log at a Paper Mill that is available to him and he does not own. A player who processes a Log pays the Processing fee for the Paper Mill to its owner, loses the Log, and receives a random amount of Papers between 1 and 6.
      Recruitment Arcade$1000$550NoneNoThe "Patron Gang" of a Recruitment Arcade is the gang with the same color as the square the Recruitment Arcade is on. If an evil twin lands on a square containing a Recruitment Arcade, the following will happen:
      • If the evil twin is not a member of the Patron Gang and the Patron Gang has more than $200, the Patron Gang pays $200
      • If the evil twin is a member of a gang, it leaves that gang. If the evil twin is not a member of a gang, it joins the Patron Gang
      Any time the Patron Gang gains money, the owner of the Recruitment Arcade receives a share of that money equal to the amount of money divided by the number of squares that have the Patron Gang's color.
      Police Station$2500$10005No
      SlumNoneYesEvery 3 days, the Gang that owns this building gains $200.
      Hideout50YesIf a gang member who is part of a gang that owns a Hideout is defeated in a gang fight, that gang member hides in his gang's Hideout instead of the normal effects of losing a gang fight. The leader of a Gang is always hiding in his gang's Hideout. The members of a gang that owns a Hideout may be on the A-board. If an evil twin who is a member of a gang that does not have a Hideout occupies a square on the A-board, that evil twin immediately flees back to a random square on the M-board.
    6. A player may put items in or take items from a building that is available to him. A building may not hold more items than its capacity.
    7. When a gang takes over a building, the type of the building will change as follows:
      • If the gang has no other buildings, the building becomes a Hideout
      • Otherwise, the building becomes a Slum
  17. Evil Twins

    1. Each player has an evil twin.
    2. When a new player joins the game, an evil twin for him will be created on the first square of the M-board. When a player leaves the game, his evil twin is removed from the game.
    3. Evil twins automatically take turns at random intervals between 3 and 4 days. Evil twins take turns in the same manner as players, except they always must move forward. Any time a new choice is implemented in the turn taking process, the Admin will select a reasonable default choice for evil twins to always choose.
    4. All evil twins occupying a square when it is destroyed are immediately placed on the Null Space.
    5. Evil twins may occupy a building, in which case they do not occupy any square. An evil twin takes up one unit of capacity in a building. If an evil twin attempts to take a turn while in a building, it exits the building first.
    6. If an evil twin is sent to the Null Space, it will wait 7 days, and then leave its current gang and jump to a randomly selected square on the board it was most recently on.
  18. Spells

    1. All players have a "Mana Energy" property, initially 0.
    2. Every hour, all players will have their Mana Energy property increased by 1.
    3. A player may cast any spell at any time, providing the following are true:
      • The player has the requirements and the cost to cast the spell
      • If a target is required by the spell, a valid target must exist
      Unless otherwise stated, the effects of the spell happen immediately.
    4. Upon casting a spell, the player immediately pays the cost of the spell. If the cost has an unspecified variable within it, the value of the variable is a positive number chosen by the player casting the spell.
    5. Spells that are marked as "continuous" take action continuously until cancelled. A player may cancel a continuous spell that was cast by him at any time. If the spell has an upkeep, the casting player must pay that upkeep every hour after gaining Mana Energy for that hour. If a player is unable to pay the upkeep on his spells, then continuous spells that were cast by that player are cancelled in order of descending upkeep (ties broken randomly) until that player is able to pay the total upkeep, or he has no more continuous spells in effect.
    6. The following spells exist:
      NameCostRequirementsUpkeepTargetContinuous?EffectNotes
      Plane Shift50 Mana EnergyThe player casting this spellNoThe player casting this spell jumps to the sibling of his current square.
      Planar Shove250 Mana EnergyA player on the same board as the player casting this spellNoThe target player jumps to the sibling of his current square
      Mana Shield30 Mana Energy0.2 Mana EnergyThe player casting this spellYesThe player casting this spell may not be the target of other spells, and may not cast spells for which the target would be himself. This spell and other spells cast by this player may still be targeted.
      Dispel30+X Mana EnergyA continuous spellNoThere is a (30+2*X)/(60+Y) chance that the target spell is ended immediately, where Y is equal to the Mana Energy cost spent to cast the target spell.
      Planar Seal500 Mana Energy and 1 Star0.9 Mana EnergyThe game of Nomopoly VYesAny attempts to travel between boards fail, and spells whose only effect is to travel between boards may not be cast. This overrides any rule that would allow a player to travel between boards.
      Spell of Return200 Mana Energy if the player is a Barbarian, 100 Mana Energy otherwisePlayer must occupy the Null SpaceThe player casting this spellNoThe player casting this spell jumps to a randomly selected square on the board he was most recently on.May be cast while on the Null Space. If there is only one player who is not on the Null Space, all players occupying the Null Space who are able to pay the required cost will automatically cast Spell of Return.
      Verbal Divination350 Mana EnergyThe player casting this spellNoThe player casting this spell receives a hint.
      Verbal Scrying225 Mana EnergyCrystal BallThe player casting this spellNoThe player casting this spell receives a hint.
      Changing Mindset150 Mana EnergyThe player casting this spellNoThe player casting this spell chooses a new Realm of Study for himself.
      Path Finding200 Mana EnergyAbility to cast Travel spellsA player on the same board as the player casting this spell who has not had Path Finding cast on him since his last turnNoThe target player rolls an extra die on his next turn.
      Mastery of the Shifting Forest700 Mana EnergyAbility to cast Travel spells, and Mastery of the Shifting Forest must not be active by any player0.9 Mana EnergyThe game of Nomopoly VYesWhen the player who cast this spell takes a turn, squares containing a tree count half as much as normal towards the number of spaces that player travels on that turn. When any other player takes a turn, they must move through any square containing a tree twice before continuing on with their move.
      Conjuring of Wood(250 + 10 for every log owned by the player casting this spell) Mana EnergyAbility to cast Creation spellsThe player casting this spellNoThe player casting this spell receives a Log.
      Ultimate Creation500 Mana EnergyAbility to cast Creation spellsThe current board of the player casting this spellNoThe player who cast this spell is sent to the Null Space. A new square and its sibling are added to the board.
      Burning Bolt(400 - 10 * the number of trees on all boards) Mana Energy. If this would be less than 0 Mana Energy, the cost is 0 Mana Energy.Ability to cast Destruction SpellsA square containing a tree on the same board as the player casting this spellNoThe target square no longer has a tree.
      Terrorism300 Mana Energy and 1 StarAbility to cast Destruction spells1.5 Mana EnergyThe square occupied by the player casting this spellYesEach hour, after upkeep for this spell is paid, there is a 1 in 200 chance that the target square will be destroyed.Will automatically cancel if the target square is destroyed or the player casting this spell leaves the target square.
      Data transfer100 Mana EnergyAbility to cast Travel spellsA player who occupies a square containing either a Warp card, an Up card, a Down card, a Left card, or a Right cardNoThe target player jumps to a square as specified by the card on his current square:
      CardSquare
      Warp cardSibling of target player's square
      Up cardSquare directly above target player's square
      Down cardSquare directly below target player's square
      Left cardSquare to the left of target player's square
      Right cardSquare to the right of target player's square
      Download100 Mana EnergyAbility to cast Creation spellsAny playerNoThe target player draws a card.
      Hacking100 Mana EnergyAbility to cast Destruction spellsAny playerNoThe target player discards all of his instruction cards and draws as many instruction cards as he just discarded.
      Cure50 Mana EnergyThe player casting this spellNoThe player casting this spell loses a Wound.
      Unearthing250 Mana EnergyPlayer must occupy a square that contains goldThe square occupied by the player casting this spellNoThe gold is removed from the target square, and one of the following happens, randomly selected:
      • A Chunk of Gold is placed on the target square
      • A Bit of Gold is placed on all squares that border the target square
      Germinate300 Mana EnergyNoAll trees on the same board as the player casting this spell drop a seed onto their squares.
      Miracle Grow(100 + X) Mana Energy, where X is the number of seeds affected by this spellNoAll seeds on the same board as the player casting this spell that are not on squares containing trees will turn into trees.
      Virus200 Mana EnergyThe board occupied by the player casting this spellNoAll instruction cards on the target board are picked up and dealt in a random order onto the squares on that board that had an instruction card before this spell was cast.
  19. Dr Jekyll and Mr Hyde

    1. Dr Jekyll begins on Square #1 with $1000.
    2. If, before moving, Dr Jekyll has $0 or less, he will transform into Mr Hyde. If, before moving, Mr Hyde has $500 or more, he will transform into Dr Jekyll.
    3. Once per week, Dr Jekyll/Mr Hyde will move. Dr Jekyll moves forwards by the roll of two 6-sided dice. Mr Hyde moves forwards by the roll of three 6-sided dice.
    4. If after Dr Jekyll moves, he occupies a square occupied by one or more players, each player on that square receives a Vial of Potion. Dr Jekyll loses $100 for each Vial of Potion he hands out.
    5. After Mr Hyde moves, each player on the same square as Mr Hyde, its successor, or its predecessor must give $50 to Mr Hyde.
    6. Any player who is on the same square as Dr Jekyll, its successor, or its predecessor may donate up to $100 to Dr Jekyll.
    7. If Dr Jekyll/Mr Hyde occupies a square when it is destroyed, then he will be placed on the Null Space, transform into Dr Jekyll, and wait for 7 days. After this time, Dr Jekyll will jump to a randomly selected square on the board he was most recently on and lose $1000.
  20. The Null Space

    1. The Null Space is a location that is not part of any board. The Null Space is not a square.
    2. A player who occupies the Null Space may not take any action unless the action explicitly states it can be done while on the Null Space.
  21. The Secret Word

    1. A secret word is chosen by the Admin, along with a sequence of hints for that word.
    2. The secret word and hints are not revealed to the players unless a rule requires it to be revealed.
    3. Whenever a player "receives a hint", the player will receive the first hint to the current secret word that has not already been revealed to him, if one exists.
    4. Whenever a proposal contains the secret word, the secret word is revealed to all players, the player who made the proposal receives $1000 if the proposal was accepted, and that secret word is no longer the secret word. The Admin will then choose a new secret word and sequence of hints at a time of his choosing.
  22. Ax Duels

    1. If a player who owns an Ax lands on a square other than the Hospital or the Arena that is occupied by another player who owns an Ax, those two players must fight an Ax Duel. If the square contains more than one player who owns an Ax, the player is chosen randomly.
    2. When two players fight an Ax Duel, each of them rolls dice as follows:
      • A player's first ax entitles him to roll a 12-sided die
      • A player's second ax entitles him to roll an 8-sided die
      • A player's third ax entitles him to roll a 6-sided die
      • A player's fourth ax entitles him to roll a 4-sided die
      • Each ax a player has above the fourth entitles him to roll a 2-sided die
      The player who rolls the higher total takes an Ax from the player who rolls the lower total.
    3. For every six or twelve a player rolls during an Ax Duel, his opponent in that Ax Duel is given a wound.
    4. When a player who has wounds takes a turn, he moves 2 less squares than normal for each wound he has. If this would cause the player to not move at all or to move in the opposite direction, that player dies, loses all of his wounds, and is sent to the Null Space.
    5. If a player is given a wound in an Ax Duel and the total number of wounds that player has is greater than 6, that player dies with the same procedure as if he had died by taking a turn with wounds. When a player dies as a result of an Ax Duel, he must give all of his Axes to his opponent, unless his opponent died in that Ax Duel as well.
    6. A player with wounds may call the Wah!mbulance. This causes that player to be sent to the Hospital, lose all of his wounds and all of his Axes, and have his Honor set to 0 if his Honor is positive.
    7. When a player's Laps Completed value increases, all of that player's wounds are removed.
  23. Realms of Study

    1. Each player has an attribute called "Realm of Study". A player's Realm of Study has effects for that player. A new player upon joining the game may choose his Realm of Study.
    2. The following Realms of Study exist:
      NameEffectNotes
      TravelAbility to cast Travel spells.
      CreationAbility to cast Creation spells
      DestructionAbility to cast Destruction spells
      BarbarismMay not cast any spell other than Spell of Return. Hourly Mana Energy gain is increased by 1. If a player whose Realm of Study is Barbarism has more than 2000 Mana Energy, his Realm of Study changes to Omniscience.
      OmniscienceAbility to cast Travel, Creation, and Destruction spells. Hourly Mana Energy gain is reduced by 0.5.May not be chosen
  24. Matching Dice

    1. If a player on a turn rolls 2 or more matching dice, he must pay $3 per matching die to each player if he lands on a red square, and receive $3 per matching die from each player if he lands on a blue square.
    2. If an evil twin or Dr Jekyll/Mr Hyde rolls 2 or more matching dice, the number of spaces he moves is instead determined by the sum of ((number of matching dice + 1) * the matched number) for all matching numbers, plus any non-matching numbers.
    3. If an evil twin who is a member of a gang that owns a Hideout rolls doubles, that evil twin teleports to the sibling of his current square after moving.
  25. Gangs

    1. There is one gang for each color in the game. There is also an Uncolored gang. Gangs are said to be "rivals" of all other gangs.
    2. Evil twins may be members of a gang. Each gang initally has no members.
    3. A gang member has a "mojo score", which starts out at 0 when the gang member joins a gang. The gang member with the most mojo is the gang leader. If there is a tie, all tied members are gang leaders.
    4. When an evil twin joins a gang, he must be "initiated" into the gang. When an evil twin is initiated into a gang, the gang steals $(50+50*X) from the player whom the new gang member is the evil twin, where X is the number of members already in the gang.
    5. If an evil twin who is not a member of a gang moves into a square occupied by one or more evil twins who are gang members, the evil twin that moved there will randomly select a gang member on that square, and join that member's gang.
    6. If an evil twin who is not a member of a gang moves into a square occupied by one or more evil twins, none of which are members of a gang, all evil twins on that square will join the gang with the color equal to the color of that square. If that square has no color, the evil twins on that square will join the Uncolored gang.
    7. If an evil twin who is a member of a gang moves into a square occupied by a member of a rival gang, the gang member who moved there will start a gang fight with each rival gang member on that square, one at a time.
    8. When a gang fight takes place, each combatant will randomly choose a number between 1 and the current number of players, add the number of members in his gang, and add his current mojo score. The combatant with the highest result wins the fight. If the results are tied, the combatant who started the fight wins. The loser of the gang fight immediately joins the gang that the winner is a member of, and loses one mojo point. The winner of the gang fight gains one mojo point.
    9. If the last member of a gang is defeated in a gang fight, all money owned by the defeated member's gang is given to the gang of the winner of the gang fight.
  26. Graffiti

    1. A player may use paint to create graffiti of any availble type on his current square. The color of the graffiti is the same color as the paint.
    2. A single square may not have more than one graffiti.
    3. Graffiti may not be the same color as the square it is in. If the color of a square becomes the same color as the graffiti in it, the graffiti is destroyed.
    4. An evil twin will not join a gang determined by the color of a square if that square contains graffiti.
    5. All effects of graffiti are only applied to the gang of the same color.
    6. The following graffiti types exist:
      TypeEffectNotes
      SharkThe gang receives a +1 bonus in all gang fights.
      JetEach non-jet graffiti in a square that is sequential with a square containing jet graffiti of the same color has its bonus doubled.
      PantherThe gang receives a +2 bonus in gang fights that take place in a square that contains a tree.
      ElephantThe gang receives a +3 bonus in gang fights that take place in a square that does not contain a tree.
  27. The Hospital and The Arena

    1. Square #21 is the Hospital and Square #21 (M) is the Arena.
    2. Each player has an integer property called Honor, initially 0. A player with less than -10 Honor is a Coward, and rolls one less die than normal when taking a turn. A player with more than 10 Honor is a Hero, and rolls one more die than normal when taking a turn.
    3. A player who takes an Ax from another player who has a greater than or equal number of Axes gains 1 Honor and his opponent loses 1 Honor.
    4. A player who has Axes and occupies the Arena square may issue any type of Challenge to any other player who has Axes, does not have any outstanding Challenges issued to him, and has not rejected a Challenge within the last week. When a player is issued a Challenge, he must either accept or reject it. If the player does not accept or reject a Challenge within 3 days of the Challenge being issued, he automatically rejects it. When a player leaves the Arena, all outstanding Challenges issued by him are cancelled.
    5. When a player acecpts a Challenge, he jumps to the Arena and fights an Ax Duel of the type specified by the Challenge with the player who issued the Challenge.
    6. When a player rejects a Challenge issued by a player who has a less than or equal number of Axes, the player who rejected the Challenge loses 1 Honor and the player who issued the Challenge gains 1 Honor.
    7. The following Challenge types exist:
      TypeEffect
      NormalA normal Ax Duel.
      SafeAny time a player would receive a Wound, he instead gives an Ax to his opponent.
      ForceEvery time a player rolls a 6, the player rolls that die again, with both rolls counting.
      DeadlyThe players continue fighting Ax Duels until one of them dies or runs out of Axes.
      Armored ClashThe effects of Safe and Force combined.
      All or nothingThe effects of Safe and Deadly combined.
      Spiked, painful, bloodstained pit of DEATH!The effects of Force and Deadly combined. Any player who did not die during the Challenge gains an amount of Honor equal to the number of Axes his opponent had at the start of the Challenge.
  28. Paint Balls from Space

    1. At random 1 to 6 day intervals, a Paint Ball from Space will hit a randomly selected square. The Paint Ball from Space will be any color of paint or paint thinner, with all options equally likely to occur. The Paint Ball from Space will have the same effect as applying its color of paint or paint thinner to the target square and randomly selected bordering squares, with the number of bordering squares hit chosen by the following probabilities:
      Bordering squares hitChance
      030%
      125%
      220%
      315%
      410%
  29. Gold

    1. Once per week, gold will be placed on squares in the same manner as trees.
    2. Players will not know where gold is placed. A player will only know whether or not the square he currently occupies contains gold.
    3. A player may take a Chunk of Gold or a Bit of Gold that is on his current square.
  30. Trapdoors

    1. A player may pay $500 to build a Trapdoor on the square he currently occupies. Trapdoors may only be built on the A-board.
    2. If a player lands on a square containing a Trapdoor, he moves to the sibling of that square. If there is only one Trapdoor on that square, there is a 20% chance of the player receiving a Wound. If there is more than one Trapdoor on that square, there is a (20+5X)% chance of the player receiving a Wound, where X is the number of Trapdoors on that square, not including the first one.
    3. A player who is on the M-board and is on the sibling of a square containing a Trapdoor, he may climb through that Trapdoor back into the A-board, providing that player did not fall through that Trapdoor within the past 24 hours.
    4. A player may pay $500 to destroy a Trapdoor on the square he currently occupies or an adjacent square.
  31. Square #1

    1. 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.
    2. Whenever a player lands on Square #1, he receives the money that is on Square #1.
  32. The Bank

    1. Square #36 (M) is the Bank.
    2. Any player who occupies the Bank square or a square sequential to the Bank may purchase any available type of Bond for $1000 or sell a Bond for its sell value. A Bond may not be sold until the amount of time specified by the type of Bond has elapsed, starting from when the Bond was purchased.
    3. Any player who has a store available to him that he does not own may buy and sell Bonds, but that player must pay a $5 service charge to the owner of the Store for each Bond bought or sold.
    4. The following Bond types exist:
      TimeSell Value
      1 Week$1020
      2 Week$1045
      4 Week$1101
      8 Week$1228
  33. The Ovens

    1. Square #5 is the Light Paradiso Oven. Any player occupying this square may buy a Light Cookie for $1000.
    2. Square #5 (M) is the Dark Inferno Oven. Any player occupying this square may buy a Dark Cookie for $1000.
  34. The Fishing Hole

    1. Square #17 is the Fishing Hole.
    2. Any player who occupies the Fishing Hole may pay $200 to go fishing, and may buy Good Baits for $100. There is a 50% chance that the player will catch a fish, which he must immediately sell for $400. This chance increases by 20% for each Good Bait purchased, up to a maximum of 90%.
    3. After a player fishes and leaves the Fishing Hole, he leaves it in a Right State. Any player occupying the Fishing Hole for the next 3 days receives a Wound and is pushed onto the successor of the Fishing Hole, and may not go fishing.
  35. The Ominous Cloud

    1. The Ominous Cloud hovers over a square on the A-board. If the square containing the Ominous Cloud is destroyed, the Ominous Cloud jumps to a randomly selected square on the A-board.
    2. The A-board has wind that can be blowing either forwards or backwards.
    3. Every 3 hours, the Ominous Cloud will move one square in the direction of the wind.
    4. Every 12 hours, there is a 25% chance that the wind will reverse direction. This happens before the Ominous Cloud moves.
    5. If a player lands on the square containing the Ominous Cloud, the following will happen:
      • If the player has a Fake Rare Item, he will lose it.
      • Otherwise, if the player has a rare item, he will lose it.
      • Otherwise, if the player has an Ax, he will lose one.
      • Otherwise, the player will lose $750.
  36. Trains

    1. Each board has a train track consisting of the squares with the following numbers:
      • 3
      • 9
      • 17
      • 19
      • 29
      • 33
      • 27
      • 23
      • 13
      • 11
    2. Each board has a train that occupies one square. Every two hours on the hour, each train has a 10% chance of moving to the next existing square on its train track. The next square after the last square on the train track is the first existing square on the train track.
    3. If a player occupies the same square as a train, he will be run over by the train, which has the following effects:
      • The player is placed on the predecessor of his current square
      • The player receives a Wound
      • There is a 50% chance of the train's current square being painted Red
      If a player lands on an uncolored square containing a train, the effects of the uncolored color property are ignored.
    4. When a player boards a train, he is moved to that train's square, and that player is considered to be aboard the train as long as he remains on the same square as that train.
    5. As long as a player is aboard a train, he is moved with the train. This does not trigger the effects of landing on a square or change the player's lap count.
    6. A player aboard a train cannot be hit by the train.
    7. A player aboard a train may at any time disembark from the train. Disembarking from a train places the player on the predecessor of his current square.
    8. A player aboard a train cannot perform any voluntary action for which the conditions, parameters, or immediate effects depend upon any information about that player's current square other than the set of players who occupy that square unless the action is the casting of a spell, or the rules explicity permit the action may be performed while aboard a train.
    9. If a square occupied by a train is destroyed, the train is moved to the next existing square on the track and all players aboard that train are moved to the Null Space.
  37. Dirty Snowballs

    1. Every 5 to 10 days, a Dirty Snowball will hit a randomly selected square, causing that square to be snowblasted.
    2. Snowblasting a square has the same effect as destroying the square, except the sibling of the snowblasted square will not be destroyed or snowblasted.
    3. A player who travels between boards to a snowblasted square will instead be sent to the Null Space.
    4. 3 days after a square is snowblasted, the snow melts, leaving a dirty square in that spot.
    5. All color related effects on a dirty square are ignored.
    6. A player who occupies a dirty square or a square bordering a dirty square may clean the dirty square. A player who cleans a dirty square receives $500 and must wait an extra 4 hours before taking his next turn. After a square is cleaned, it is no longer dirty.
  38. The Robot

    1. Every 5 hours, the Robot will do the following:
      • Move forward one square
      • If there is an instruction card on the Robot's current square, follow the instructions on that card
    2. A player may use an instruction card by placing it on his current square or an adjacent square, moving any card that is already on that square to the discard pile.
    3. Instruction cards are not tradeable.
    4. Players will know the number of cards other players have and the number of cards in the draw pile, but not what those cards are.
    5. The following instruction cards exist:
      NameInstruction
      Smile cardThe Robot wishes everyone a nice day.
      Warp cardThe Robot and all players on the same square as the Robot jump to the sibling of the Robot's current square.
      Up cardThe Robot moves to the square above its current square.
      Down cardThe Robot moves to the square below its current square.
      Left cardThe Robot moves to the square to the left of its current square.
      Right cardThe Robot moves to the square to the right of its current square.
      Money-giving cardIf the Robot has enough money to do so, it gives $100 to all players in the same column on the board as the Robot.
      Money-taking cardThe Robot takes $100 from each player who is in the same row on the board as the Robot.
      Gravity cardThe Star moves to the Robot's current square.
      Fertile cardIf the Robot's current square does not contain a Tree, then a Tree is placed there.
      Energy cardAll players who are on a square that is the same color as the Robot's current square each receive 100 Mana Energy.
      Defection cardAll gang members who are members of the gang that is the same color as the Robot's current square each join a randomly selected gang, and the Robot receives all of that gang's money.
      Messy cardA Paint Ball from Space immediately hits the Robot's current square.
      Fortune cardIf the Robot's current square does not contain gold, then gold is placed there.
      Storm cardThe Ominous Cloud jumps to the Robot's current square.
      Reset cardAll instruction cards on all squares are moved to the discard pile.
      Mining cardIf the Robot's current square contains gold, the gold is removed and a Chunk of Gold is placed on that square.
      Vein mining cardWhile the Robot's current square contains gold, the gold is removed, a Chunk of Gold is placed on that square, and the Robot moves forward one square.
    6. If the Robot's current square is destroyed, the Robot stops performing instructions, is sent to the Null Space, and reboots for 48 hours, during which time it does not move. After the Robot is finished rebooting, it moves to a randomly selected square on the board it was most recently on.
    7. In the event that the Null Space contains an instruction card, that card is moved to the discard pile.
    8. If a square containing an instruction card is destroyed, that card is moved to the discard pile.
    9. If a player is instructed to "draw a card", then if the draw pile is empty, the discard pile is shuffled to form a new draw pile, and then if the draw pile is not empty, the player receives the top card from the draw pile.
    10. If a card is "discarded", it is placed on top of the discard pile.
    11. If at any time a player has more than 20 instruction cards, one of that player's cards, randomly selected, is discarded.
    12. The Robot offers printing services to players who are on the same square as the Robot or an adjacent square. Printing services have a cost, and something that the player will receive in return.
    13. Whenever 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 who used the service does not receive anything, even though he has already paid the cost for the service.
    14. The following printing services are available:
      NameCostPlayer receivesNotes
      Print Card1 PaperThe player chooses a type of instruction card. There is a 50% chance that the player will receive that type of card, and a 50% chance that the player will receive a randomly selected type of card.
      Print Spell Book3 Papers1 Spell Book
      Print Magic Book15 Papers1 Magic Book
      Print Monopoly Money1 PaperOne of the following amounts of Monopoly money, randomly selected:
      • $1
      • $5
      • $10
      • $20
      • $50
      • $100
      • $500
  39. The Home Straight

    1. The Home Straight consists of the squares on the top row of all boards. A player who occupies one of these squares is on the Home Straight.
    2. "All movement in a turn" consists of all movement that is a direct result of rolling the dice.
    3. A player leaves the Home Straight if he moves from a square that is part of the Home Straight to a square that is not part of the Home Straight, unless the movement is part of all movement in a turn and the movement in that turn places that player on the Home Straight.
    4. If a player on the Home Straight takes a turn and lands on a square that is part of the Home Straight, and without leaving the Home Straight takes another turn and lands on a square that is part of the Home Straight, that player receives $1000 and is placed on the highest numbered square on his current board that is not part of the Home Straight.
  40. Monopoly Money

    1. Every time a player passes the first square on either board, that player receives $200 in Monopoly money.
    2. The Monopoly Bank has an unlimited amount of Monopoly money in Monopolyland.
    3. Every time a player lands on the first square on either board, that player receives $500 in Monopoly money.
  41. Mutated Aliens from Uranus

    1. If at any time there are more than 50 squares on either board, Nomopoly V will be attacked by Mutated Aliens from Uranus, which has the following effects:
      • Any snowblasted square will immediately melt into a dirty square.
      • While there are more than 36 squares on either board, destroy one randomly selected square.
      • All squares on each board will be renumbered in ascending order of square number from 1 to 36.
      • All players who are not on the Null Space gain 2 Honor.
  42. Life

    1. If a square contains a seed, that square is "alive", otherwise, that square is "dead".
    2. A square may not contain more than one seed. If an additional seed ends up on a square that already contains a seed, the additional seed turns into a Bit of Gold.
    3. A player may pick up and take possession of a seed that is on his current square.
    4. Every hour, the following will happen:
      • For each square, compute the number of neighbouring squares that have seeds.
      • Remove seeds from all squares where the computed number for that square is 0, 1, 4, 5, 6, 7, or 8.
      • Add a seed to all squares that do not have a seed and the computed number for that square is 3.
  43. Dweebles

    1. Every 72 hours, a Dweeble will be created on the first square of either the A-board or the M-board, chosen randomly.
    2. A Dweeble has a color that is randomly selected when it is created.
    3. Dweebles take turns at random intervals between 2 and 3 days.
    4. If a Dweeble is squashed, the square occupied by the Dweeble is painted the same color as the Dweeble, and the Dweeble is removed from the board.
    5. If multiple Dweebles would be squashed at the same time, the Dweeble that has been in existence for the longest time will be squashed first.
    6. A Dweeble that is the same color as the square is occupies has camouflage and cannot be squashed.
    7. A player may squash a Dweeble that is on his current square.
    8. If the Robot or a Train is on the same square as a Dweeble, the Dweeble is squashed.
    9. If an evil twin is on the same square as a Dweeble, it joins the gang with the same color as the Dweeble.
    10. If Mr Hyde is on a square containing an uncolored Dweeble, Mr Hyde destroys that square.
  44. Vandalism

    1. If a gang member lands on a building that is not either a gang-only building or a Recruitment Arcade whose Patron Gang is the one that the gang member belongs to, the gang member will do the following:
      • If the building is a Police Station, vandalize it
      • Othersise, issue a Threat to the owner of that building
    2. A player who is issued a Threat has 2 days to pay $100 to the gang of the gang member that issued the Threat. If the gang is not payed, the gang member who issued the Threat will vandalize the building that it made the Threat on.
    3. A gang member who issues a Threat does not take any turns until the gang is payed or the gang member vandalizes the building.
    4. After a building is vandalized 5 times, the building is taken over by the gang that last vandalized the building.
    5. A player may pay $200 to remove one instance of vandalism on a building on his current square.
  45. Nomopoly V Police Department

    1. When a Police Station is built, a Police Car is placed on the same square. If this Police Car is destroyed, it respawns in front of the Police Station 3 days later. If a Police Station is destroyed, its Police Car is also destroyed.
    2. A Police Car can see all squares bordering it.
    3. Once per day, each Police Car moves as follows:
      • If the Police Car can see a Hideout or a wanted gang member, it moves to that square
      • Otherwise it moves to a random square that it can see
    4. If a Police Car sees a gang fight or an act of vandalism, the Police Car immediately moves to the square where that event occurred.
    5. If a Police Car is on the same square as a gang member, a gang fight occurs between the Police Car and the gang member. For the purposes of the gang fight, the Police Car has a mojo value of 3, and a number of other gang members equal to the number of Police Stations on the board. If the Police Car wins, the gang member is arrested and is placed inside the Police Station that Police Car belongs to, and the Police Car returns to the Police Station. If the gang member wins, the Police Car is destroyed.
    6. An arrested gang member must stay in the Police Station. If a non-wanted, arrested gang member takes a turn, and the gang that it is a member of has more than $200, then the gang will pay $200 bail to the owner of the Police Station, the gang member leaves the Police Station and takes a turn, and becomes wanted.
    7. If a gang member stays arreste in a Police Station for a week, the gang members ceases to be arrested, wanted, or a gang member, and is placed outside the Police Station.
    8. If a Police Station is taken over by a gang, all gang members inside the Police Station join the gang that just took over the Police Station.
  46. Sieges

    1. If a Police Car or rival gang member is on the same square as a Hideout, it starts a Siege against that Hideout.
    2. While a Siege is in progress, no gang member inside the Hideout may leave it.
    3. Police Cars and rival gang members on the same square as a Siege do not make their normal movements.
    4. If there are ever no Police Cars or rival gang members on the same square as a Siege, the Siege ends.
    5. If a Siege lasts for at least one week, then, one at a time in ascending order of Mojo, each gang member in the Hideout fights random Police Cars or rival gang members outside the Hideout until either the gang member loses or there are no more Police Cars or rival gang members on that square. If the gang members in the Hideout succeed in removing all Police Cars and rival gang members from the Hideout square, the Siege ends. Otherwise, all of that gang's buildings are destroyed.
  47. The Board Bus

    1. A player who lands on the same square as the Board Bus may pay $300 to ride the Board Bus. When a player rides the Board Bus, the player and the Board Bus are placed on the sibling of their current square.
  48. Bingo

    1. A Bingo Card consists of a 5x5 grid of squares. When a Bingo Card is created, each cell on the card will be filled in with randomly selected squares that exist on the board at that time, and there will be no duplicates on the card unless there are less than 25 squares in existence at the time the card is created.
    2. When a game of Bingo starts, each player receives a Bingo card, and the Admin announces the following:
      • A winning combination
      • A prize
    3. Whenever a player lands on a square, that player marks off that square on all Bingo Cards he owns.
    4. If a player owns a Bingo Card that has a subset of marked off squares that meet the requirements of the current winning combination, that player may yell out "BINGO!" and receive the current prize. Once this happens, the current game of Bingo ends and all players lose their Bingo Cards. The Admin will then begin a new game of Bingo at a convenient time.