Modify Hacksaw.
A player may only use a hacksaw when they have at least 72 action points. When used by a fused player, both him and his other head become normal, be unable to be fused again until they take a turn, be unable to take a turn for 72 hours, and stop gaining Action Points for 72 hours.
Alter Rule #22.3 to read the following:
Stuck on You 15 Become fused by the effects of a Fusion Magnet.
Breaking Up is Hard to Do 10 Use a hacksaw to separate yourself from your Other Head.
Modify Hacksaw.
A player may only use a hacksaw when they have 72 action points. When used by a fused player, both him and his other head become normal, be unable to be fused again until they take a turn, be unable to take a turn for 72 hours, and stop gaining Action Points for 72 hours.
Replace the rule regarding players rolling dice for their turns (at the time of this proposal, 9b) with the following:
"When a player takes a turn, he will select a direction (one of forward, backward, up, or down), roll up to two dice he owns, move in the selected direction on the board the number of squares indicated by his movement points while observing Rough Terrain, and receive a randomly selected sticker, with the random selection weighted by the frequency values of the stickers."
Replace all negative integer named stickers (be they on dice, carried as items, dropped on the board, etc.) with their positive integer named equivalent (so -1 is replaced with 1, -2 with 2, etc.). Then remove negative integer named stickers from the rules.
Dice
Dice and stickers become items which may be dropped and traded like other items.
Add the following item available at shops:
Normal D6
Cost: $500
Stock: 2
Normal D8
Cost: $500
Stock: 2
Monster combat, part 2
Combat can occur between two forces. Each force is made up of one or more combatants. A "combatant" can be either a player, or a monster that has a combat strength defined in its monster type definition. When combat occurs, the force that contains the player/monster who initiated the combat is known as the "attacking force", the other force in the combat is the "defending force". Combat is resolved with the following steps:
1) Monsters fight with a combat strength as defined in their monster type definition. Players fight with a combat strength of 10.
2) Continue fighting "rounds" of combat until all combatants in one or both forces are dead. A round consists of the following steps:
a) Randomly select a combatant, with the random selection weighted by the combatant's levels.
b) A random combatant in the force that does not contain the selected combatant loses a number of hit points equal to the combat strength of the selected combatant, and is immediately removed from the combat if he has 0 or less hit points. The selected combatant is considered to be the one who "killed" or "defeated" the dead combatant (for the purposes of rules that depend on who kills a player/monster).
3) The force that did not completely die (if any) is the winning force. All members of the winning force that did not die during combat evenly divide among them (rounded up) a number of experience points equal to the sum of (level * combat strength) for each combatant in the non-winning force.
Any player or monster that dies during combat is immediately removed from the combat, and is no longer a combatant in that combat. However, all other effects of dying do not happen until the combat is finished.
Any time a fused player is in combat, his other head will automatically fight in that combat in the same force as him.
If a player occupies a square that contains one or more monsters that could be valid combatants, the player may choose to initiate combat. The attacking force will consist of the player who initiated combat, and the defending force will consist of all monsters on that square that are valid combatants. The player who initiated combat loses 10 action points, plus 10*X action points for each monster in the defending force that has less a level lower than the initiating player, where X is the difference in levels between the player and the monster.
Octitonitrons have a combat strength of 8.
All Octotonitrons on the board at the time this proposal is implemented will have their levels immediately changed to 8.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: Any combination of flat dollar amounts, random variables, and/or current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building: What items/resources are needed to construct this device? What players/entities are able to build it, and how?
* Inventory Limit: How many of this item can a player possess on their person at one time?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
This proposal defines the first device.
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: 2x Smithore
* Building Materials: 2 Smithore, only by the Exchange (see below)
* Inventory Limit: 3 per player
* Ownership Limit: none
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. They must then specify the resource they want the BURRO to harvest (SOre/Crys/Food/Ener).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), and has been outfitted to harvest a resource.
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Harvested units are placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
***************
The Exchange
***************
The Exchange is a globally accessible marketplace that primarily deals with harvestable resources, but will also deal in technological devices. Players may access the Exchange at any time provided they have not done so in the last 12 hours.
When one accesses the Exchange, they are able to buy and sell any items defined as resources (currently Smithore, Crystite, Food, Energy, and Dilithium) and any items defined as devices (currently BURROs).
They are also able to change what any and all of their BURROs are currently harvesting, individually. However, doing this remotely (instead of landing on the BURRO and doing it yourself) costs money:
Outfit a BURRO for Food: $250
Outfit a BURRO for Energy: $500
Outfit a BURRO for Smithore: $750
Outfit a BURRO for Crystite: $1000
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit. Smithore price changes to round(500 * ((80 + d40) / 100)) every 24 hours.
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (The Exchange only *buys* it). Priced at 1000 per unit. Crystite price changes to (500 + d1000) every 24 hours.
* 0 units of Dilithium, priced at (50% market value of Energy, round down). Price constantly keys off of 50% of the market value of Energy. Dilithium continues to generate Energy and decay (perform checks every 72 hours) while in the Exchange's stock (though it doesn't make anyone sick). Energy created this way goes into The Exchange's inventory.
* 30 BURROs, priced at (market value of 2 Smithore) each. Price constantly keys off of the market value of 2 Smithore.
Every 6 hours, the Exchange will attempt to build one BURRO out of the Smithore it holds, unless it doesn't have enough (2), or there are already 30 or more BURROs in its inventory.
"The Exchange is in the business of making money."
The Exchange buys resources from players @ 85% of the market price (except for Smithore and Crystite, which it buys *at* market price), and sells resources to players @ 115% of the market price. Round decimals down.
The Exchange has its own cash balance, which starts at $0. The game will keep track of its cash balance after every transaction. This balance is capable of being negative, unlike player funds; it will buy things from players even if it doesn't have enough positive cash (it simply goes into "debt").
At any time, players are able to view the Exchange's cash balance, current stock of items and the buy/sell prices it has set for each resource.
*************************
HARVESTING AMENDMENT
*************************
The terrain-altering effects of Camels, Sherpas, and Alligators DO NOT APPLY to Harvesting; harvesting treats all terrain as normal.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: Any combination of flat dollar amounts, random variables, and/or current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building: What items/resources are needed to construct this device? What players/entities are able to build it, and how?
* Inventory Limit: How many of this item can a player possess on their person at one time?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
This proposal defines the first device.
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: 2x Smithore
* Building Materials: 2 Smithore, only by the Exchange (see below)
* Inventory Limit: 3 per player
* Ownership Limit: none
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. They must then specify the resource they want the BURRO to harvest (SOre/Crys/Food/Ener).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), and has been outfitted to harvest a resource.
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Harvested units are placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
***************
The Exchange
***************
The Exchange is a globally accessible marketplace that primarily deals with harvestable resources, but will also deal in technological devices. Players may access the Exchange at any time provided they have not done so in the last 12 hours.
When one accesses the Exchange, they are able to buy and sell any items defined as resources (currently Smithore, Crystite, Food, Energy, and Dilithium) and any items defined as devices (currently BURROs).
They are also able to change what any and all of their BURROs are currently harvesting, individually. However, doing this remotely (instead of landing on the BURRO and doing it yourself) costs money:
Outfit a BURRO for Food: $250
Outfit a BURRO for Energy: $500
Outfit a BURRO for Smithore: $750
Outfit a BURRO for Crystite: $1000
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit. Smithore price changes to round(500 * ((80 + d40) / 100)) every 24 hours.
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (The Exchange only *buys* it). Priced at 1000 per unit. Crystite price changes to (500 + d1000) every 24 hours.
* 0 units of Dilithium, priced at (50% market value of Energy, round down). Price constantly keys off of the market value of Energy. Dilithium continues to generate Energy while in the Exchange's stock (though it doesn't make anyone sick).
* 30 BURROs, priced at (market value of 2 Smithore) each. Price constantly keys off of the market value of 2 Smithore.
Every 6 hours, the Exchange will attempt to build one BURRO out of the Smithore it holds, unless it doesn't have enough (2), or there are already 30 or more BURROs in its inventory.
"The Exchange is in the business of making money."
The Exchange buys resources from players @ 85% of the market price (except for Smithore and Crystite, which it buys *at* market price), and sells resources to players @ 115% of the market price. Round decimals down.
The Exchange has its own cash balance, which starts at $0. The game will keep track of its cash balance after every transaction. This balance is capable of being negative, unlike player funds; it will buy things from players even if it doesn't have enough positive cash (it simply goes into "debt").
At any time, players are able to view the Exchange's cash balance, current stock of items and the buy/sell prices it has set for each resource.
*************************
HARVESTING AMENDMENT
*************************
The terrain-altering effects of Camels, Sherpas, and Alligators DO NOT APPLY to Harvesting; harvesting treats all terrain as normal.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: Any combination of flat dollar amounts, random variables, and/or current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building: What items/resources are needed to construct this device? What players/entities are able to build it, and how?
* Inventory Limit: How many of this item can a player possess on their person at one time?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
This proposal defines the first device.
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: 2x Smithore
* Building Materials: 2 Smithore, only by the Exchange (see below)
* Inventory Limit: 3 per player
* Ownership Limit: none
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. They must then specify the resource they want the BURRO to harvest (SOre/Crys/Food/Ener).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), and has been outfitted to harvest a resource.
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Harvested units are placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
***************
The Exchange
***************
The Exchange is a globally accessible marketplace that primarily deals with harvestable resources, but will also deal in technological devices. Players may access the Exchange at any time provided they have not done so in the last 12 hours.
When one accesses the Exchange, they are able to buy and sell any items defined as resources (currently Smithore, Crystite, Energy, and Dilithium) and any items defined as devices (currently BURROs).
They are also able to change what any and all of their BURROs are currently harvesting, individually. However, doing this remotely (instead of landing on the BURRO and doing it yourself) costs money:
Outfit a BURRO for Food: $250
Outfit a BURRO for Energy: $500
Outfit a BURRO for Smithore: $750
Outfit a BURRO for Crystite: $1000
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit. Smithore price changes to round(500 * ((80 + d40) / 100)) every 24 hours.
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (The Exchange only *buys* it). Priced at 1000 per unit. Crystite price changes to (500 + d1000) every 24 hours.
* 30 BURROs, priced at (market value of 2 Smithore) each. Price constantly keys off of the market value of 2 Smithore.
Every 6 hours, the Exchange will attempt to build one BURRO out of the Smithore it holds, unless it doesn't have enough (2), or there are already 30 or more BURROs in its inventory.
"The Exchange is in the business of making money."
The Exchange buys resources from players @ 85% of the market price (except for Smithore and Crystite, which it buys *at* market price), and sells resources to players @ 115% of the market price. Round decimals down.
The Exchange has its own cash balance, which starts at $0. The game will keep track of its cash balance after every transaction. This balance is capable of being negative, unlike player funds; it will buy things from players even if it doesn't have enough positive cash (it simply goes into "debt").
At any time, players are able to view the Exchange's cash balance, current stock of items and the buy/sell prices it has set for each resource.
*************************
HARVESTING AMENDMENT
*************************
The terrain-altering effects of Camels, Sherpas, and Alligators DO NOT APPLY to Harvesting; harvesting treats all terrain as normal.
Whenever an achievement is changed or removed, all players lose that achievement. (This is to prevent having now dead achievements.)
When a player loses an achievement, they also lose Gamerscore equal to its Gamerscore.
Achievements cannot apply before they are implemented.
/////Change/////
Snake Eyes
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 1.
Double Deuce
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 2.
Three for Me
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 3.
Four Score
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 4.
Five Alive
5
Roll the dice and have two or all dice, whichever is more, land on sides labelled 5.
High Roller
5
Roll the highest possible number on each die you roll in a turn.
////////////////
/////Create/////
Boxcars
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 6.
Lucky Sevens
10
Roll the dice and have two or all dice, whichever is more, land on sides labeled 7.
Octo-Eights
10
Roll the dice and have two or all dice, whichever is more, land on sides labeled 8.
Human Combine
15
Harvest or pickup every type of resource currently in existence.
First Aid
10
Heal an injury.
NOM NOM NOM NOM NOM
5
Use food.
GLUG GLUG GLUG GLUG
5
Use a liquid.
Item Dealer
50
Have owned every item currently in existence.
////////////////
Whenever an achievement is changed, all players lose that achievement. (This is to prevent having now dead achievements.)
When a player loses an achievement, they also lose Gamerscore equal to its Gamerscore.
Achievements cannot apply before they are implemented.
/////Change/////
Snake Eyes
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 1.
Double Deuce
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 2.
Three for Me
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 3.
Four Score
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 4.
Five Alive
5
Roll the dice and have two or all dice, whichever is more, land on sides labelled 5.
High Roller
5
Roll the highest possible number on each die you roll in a turn.
////////////////
/////Create/////
Boxcars
5
Roll the dice and have two or all dice, whichever is more, land on sides labeled 6.
Lucky Sevens
10
Roll the dice and have two or all dice, whichever is more, land on sides labeled 7.
Octo-Eights
10
Roll the dice and have two or all dice, whichever is more, land on sides labeled 8.
Human Combine
15
Harvest or pickup every type of resource currently in existence.
First Aid
10
Heal an injury.
NOM NOM NOM NOM NOM
5
Use food.
GLUG GLUG GLUG GLUG
5
Use a liquid.
Item Dealer
50
Have owned every item currently in existence.
////////////////
***************
Devices
***************
Devices are a subclass of item that can have a set of actions (orders/responses). By default, they can be picked up, possessed, and dropped on squares.
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. They must then specify the resource they want the BURRO to harvest (SOre/Crys/Food/Ener).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), and has been outfitted to harvest a resource.
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Harvested units are placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
***************
The Exchange
***************
Randomly add a Shop to each row and column of the board so that each row has exactly 2 Shops, and each column has exactly 2 Shops, and no Shop is adjacent/bordering another Shop.
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit. Smithore price changes to round(500 * ((80 + d40) / 100)) after every player's turn.
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it). Priced at 1000 per unit. Crystite price changes to (500 + d1000) every 24 hours.
* 30 BURROs, priced at (value of 2 Smithore) each. Price constantly keys off of the price of 2 Smithore.
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs.
The Exchange will buy resources from players @ 80% of the current price (except for Smithore and Crystite, which it buys at current price), and sells resources to players @ 120% of the market price. Round decimals down.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource.
*************************
IF PROPOSAL #64 PASSES...
*************************
Append the following to the effect of Shai-Hulud's "Move" effect:
If a BURRO or a player attempts to harvest resources on a square that a Shai-Hulud is on, treat terrain-based results as all 0's (i.e. you will only get units if the random variance is positive).
Amend the following to the effect of Shai-Hulud's "Surface" action:
Requirement: There must be players, non-Shai-Hulud monsters, or devices installed on the Shai-Hulud's square.
Rest time: 1 day
Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players). All devices installed on the Shai-Hulud's square are destroyed.
*************************
HARVESTING AMENDMENT
*************************
The terrain-altering effects of Camels, Sherpas, and Alligators DO NOT APPLY to Harvesting; treat all terrain as normal.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. Upon doing so, they must specify the resource they want the BURRO to harvest (Smithore, Crystite, Food, Energy).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), has been outfitted to harvest a resource, and owner possesses at least 1 Energy (see exception below).
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Resulting resource units are immediately placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
***************
The Exchange
***************
Randomly add a Shop to each row and column of the board so that each row has exactly 2 Shops, and each column has exactly 2 Shops, and no Shop is adjacent/bordering another Shop.
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit. Smithore price changes to round(500 * ((80 + d40) / 100)) after every player's turn.
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it). Priced at 1000 per unit. Crystite price changes to (500 + d1000) every 24 hours.
* 30 BURROs, priced at (value of 2 Smithore) each. Price constantly keys off of the price of 2 Smithore.
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs.
The Exchange will buy resources from players @ 80% of the current price (except for Smithore and Crystite, which it buys at current price), and sells resources to players @ 120% of the market price. Round decimals down.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource.
*************************
IF PROPOSAL #64 PASSES...
*************************
Append the following to the effect of Shai-Hulud's "Move" effect:
If a BURRO or a player attempts to harvest resources on a square that a Shai-Hulud is on, treat terrain-based results as all 0's (i.e. you will only get units if the random variance is positive).
Amend the following to the effect of Shai-Hulud's "Surface" action:
Requirement: There must be players, non-Shai-Hulud monsters, or devices installed on the Shai-Hulud's square.
Rest time: 1 day
Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players). All devices installed on the Shai-Hulud's square are destroyed.
***************
DEVICES
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: This can be a combination of flat dollar amounts, random variables, and current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building Materials: What items/resources are needed to construct this device, and who may do so.
* Inventory Limit: How many of this item can a player possess on their person?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* BSDCT:
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. Upon doing so, they must specify the resource they want the BURRO to harvest (Smithore, Crystite, Food, Energy).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), has been outfitted to harvest a resource, and owner possesses at least 1 Energy (see exception below).
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Resulting resource units are immediately placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
I leave it up to Jeff to find a suitable icon to represent an installed BURRO. :)
***************
THE EXCHANGE
***************
Randomly add a Shop to each row and column of the board so that each row has exactly 2 Shops, and each column has exactly 2 Shops, and no Shop is adjacent/bordering another Shop.
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it)
* 30 BURROs, priced at $1000 each (2x Smithore price)
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs. For thematic purposes, one may call the Exchange's supply of BURROs "The Corral". :)
The Exchange will buy resources from players @ 80% of the market price (except for Smithore and Crystite, which it buys at market price), and sells resources to players @ 120% of the market price.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource (i.e. possibly add "Exchange" to the list of menu items at the top of each page)
***************
MARKET PRICE
***************
Each item in the game defined as a resource will have a market price assigned to it, that may change based on various economic factors. All other items that have been defined either have a set price, or are always and continually based on the current market value of the resources used to construct those items.
Unless otherwise noted, all items defined as resources are subject to the Market Value formula being applied at the end of any player's turn. Being affected by Market Value requires that the resource have a starting price when it is first defined. Being affected by Supply & Demand requires that the resource have a means of determining its demand and supply values (which will form a ratio, see below).
===The Market Value Formula===
After a player completes their turn, change the price of each resource to the average price/unit of all units bought/sold/traded over an 84 hour period (either with the Exchange, or between players). If no units have been traded in that time, the price does not change.
----------------------
SMITHORE
Starting Price: $500 (hard minimum of $350)
The Exchange sells Smithore @ 120% market price, and buys it *at* market price (not 80%).
After applying the Market Value routine after each player's turn, further variate Smithore price by adding (d300 - 150). Smithore price is hard-lower-limited at $350, and cannot go below this.
----------------------
FOOD
Starting Price: $150 (minimum of $150)
----------------------
ENERGY
Starting Price: $100 per unit (minimum of $100)
----------------------
CRYSTITE
Starting Price: $500 + d1000
Price changes every 24 hours to $500 + d1000. It is not affected by market value.
The Exchange never sells Crystite, and only buys it at the set price (not at 80%).
----------------------
DILITHIUM
Starting Price: $50 per unit
Price is always 1/2 the market price of Energy. It is not affected by market value.
Dilithium possessed by the Exchange generates Energy and decays every 72 hours as if in a player's inventory (without the threat of sickness; the Exchange doesn't get sick). The Exchange's facilities, however, can cause Dilithium to produce 1 Energy 66% of the time instead of 33% of the time.
*************************
IF PROPOSAL #64 PASSES...
*************************
If a BURRO or a player attempts to harvest resources on a square that a Shai-Hulud is on, treat terrain-based results as all 0's (i.e. you will only get units if the random variation is positive).
Amend the following to the text of Shai-Hulud's "Surface" action:
* Requirement: There must be players, non-Shai-Hulud monsters, or devices installed on the Shai-Hulud's square.
* Rest time: 1 day
* Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players). All devices installed on the Shai-Hulud's square are destroyed.
*******************
HARVESTING REVISION
*******************
Camels, Sherpas, and Alligators DO NOT affect Harvesting - the terrain is treated as normal.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: This can be a combination of flat dollar amounts, random variables, and current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building Materials: What items/resources are needed to construct this device, and who may do so.
* Inventory Limit: How many of this item can a player possess on their person?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* BSDCT:
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. Upon doing so, they must specify the resource they want the BURRO to harvest (Smithore, Crystite, Food, Energy).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), has been outfitted to harvest a resource, and owner possesses at least 1 Energy (see exception below).
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Resulting resource units are immediately placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
I leave it up to Jeff to find a suitable icon to represent an installed BURRO. :)
***************
The Exchange
***************
Randomly add a Shop to each row and column of the board so that each row has exactly 2 Shops, and each column has exactly 2 Shops, and no Shop is adjacent/bordering another Shop.
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it)
* 30 BURROs, priced at $1000 each (2x Smithore price)
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs. For thematic purposes, one may call the Exchange's supply of BURROs "The Corral". :)
The Exchange will buy resources from players @ 80% of the market price (except for Smithore and Crystite, which it buys at market price), and sells resources to players @ 120% of the market price.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource (i.e. possibly add "Exchange" to the list of menu items at the top of each page)
***************
Market Price
***************
Each item in the game defined as a resource will have a market price assigned to it, that may change based on various economic factors. All other items that have been defined either have a set price, or are always and continually based on the current market value of the resources used to construct those items.
Unless otherwise noted, all items defined as resources are subject to the Market Value formula being applied at the end of any player's turn. Being affected by Market Value requires that the resource have a starting price when it is first defined. Being affected by Supply & Demand requires that the resource have a means of determining its demand and supply values (which will form a ratio, see below).
===The Market Value Formula===
After a player completes their turn, change the price of each resource to the average price/unit of all units bought/sold/traded over an 84 hour period (either with the Exchange, or between players). If no units have been traded in that time, the price does not change.
----------------------
SMITHORE
Starting Price: $500 (hard minimum of $350)
The Exchange sells Smithore @ 120% market price, and buys it *at* market price (not 80%).
After applying the Market Value routine after each player's turn, further variate Smithore price by adding (d300 - 150). Smithore price is hard-lower-limited at $350, and cannot go below this.
----------------------
FOOD
Starting Price: $150 (minimum of $150)
----------------------
ENERGY
Starting Price: $100 per unit (minimum of $100)
----------------------
CRYSTITE
Starting Price: $500 + d1000
Price changes every 24 hours to $500 + d1000. It is not affected by market value.
The Exchange never sells Crystite, and only buys it at the set price (not at 80%).
----------------------
DILITHIUM
Starting Price: $50 per unit
Price is always 1/2 the market price of Energy. It is not affected by market value.
Dilithium possessed by the Exchange generates Energy and decays every 72 hours as if in a player's inventory (without the threat of sickness; the Exchange doesn't get sick). The Exchange's facilities, however, can cause Dilithium to produce 1 Energy 66% of the time instead of 33% of the time.
*************************
IF PROPOSAL #64 PASSES...
*************************
If a BURRO or a player attempts to harvest resources on a square that a Shai-Hulud is on, treat terrain-based results as all 0's (i.e. you will only get units if the random variation is positive).
Amend the following to the text of Shai-Hulud's "Surface" action:
* Requirement: There must be players, non-Shai-Hulud monsters, or devices installed on the Shai-Hulud's square.
* Rest time: 1 day
* Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players). All devices installed on the Shai-Hulud's square are destroyed.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on
squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: This can be a combination of flat dollar amounts, random variables, and current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever
that is.
* Building Materials: What items/resources are needed to construct this device, and who may do so.
* Inventory Limit: How many of this item can a player possess on their person?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* BSDCT:
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. Upon doing so, they must specify the resource they want the BURRO to harvest (Smithore, Crystite, Food, Energy).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), has been outfitted to harvest a resource, and owner possesses at least 1 Energy (see exception below).
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is
configured for. Resulting resource units are immediately placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
I leave it up to Jeff to find a suitable icon to represent an installed BURRO. :)
***************
The Exchange
***************
Randomly add a Shop to each row and column of the board so that each row has exactly 2 Shops, and each column has exactly 2 Shops, and no Shop is adjacent/bordering another Shop.
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity
to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it)
* 30 BURROs, priced at $1000 each (2x Smithore price)
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs. For thematic purposes, one may call the Exchange's supply of
BURROs "The Corral". :)
The Exchange will buy resources from players @ 80% of the market price (except for Smithore and Crystite, which it buys at market price), and sells resources to players @ 120% of the market price.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource (i.e. possibly add "Exchange" to the list of menu items at the top of each
page)
***************
Market Price
***************
Each item in the game defined as a resource will have a market price assigned to it, that may change based on various economic factors. All other items that have been defined either have a set price, or are
always and continually based on the current market value of the resources used to construct those items.
Unless otherwise noted, all items defined as resources are subject to the Market Value formula being applied at the end of any player's turn. Being affected by Market Value requires that the resource have a
starting price when it is first defined. Being affected by Supply & Demand requires that the resource have a means of determining its demand and supply values (which will form a ratio, see below).
===The Market Value Formula===
After a player completes their turn, change the price of each resource to the average price/unit of all units bought/sold/traded over an 84 hour period (either with the Exchange, or between players). If no
units have been traded in that time, the price does not change.
----------------------
SMITHORE
Starting Price: $500 (hard minimum of $350)
The Exchange sells Smithore @ 120% market price, and buys it *at* market price (not 80%).
After applying the Market Value routine after each player's turn, further variate Smithore price by adding (d300 - 150). Smithore price is hard-limited at $350, and cannot go below this.
----------------------
FOOD
Starting Price: $150 (minimum of $150)
----------------------
ENERGY
Starting Price: $100 per unit (minimum of $100)
----------------------
CRYSTITE
Starting Price: $500 + d1000
Price changes every 24 hours to $500 + d1000. It is not affected by market value.
The Exchange never sells Crystite, and only buys it at the set price (not at 80%).
----------------------
DILITHIUM
Starting Price: $50 per unit
Price is always 1/2 the market price of Energy. It is not affected by market value.
Dilithium possessed by the Exchange generates Energy and decays every 72 hours as if in a player's inventory (without the threat of sickness; the Exchange doesn't get sick). The Exchange's facilities,
however, can cause Dilithium to produce 1 Energy 66% of the time instead of 33% of the time.
*************************
IF PROPOSAL #64 PASSES...
*************************
If a BURRO or a player attempts to harvest resources on a square that a Shai-Hulud is on, treat terrain-based results as all 0's (i.e. you will only get units if the random variation is positive).
Amend the following to the text of Shai-Hulud's "Surface" action:
* Requirement: There must be players, non-Shai-Hulud monsters, or devices installed on the Shai-Hulud's square.
* Rest time: 1 day
* Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players). All devices installed on the Shai-Hulud's square are destroyed.
New Stickers!
Each type of sticker has a class, which is either Movement, Attack, or Special. All previously existing types of stickers have the Movement class.
Each type of sticker has an energy cost. When a sticker with a positive energy cost is rolled, the energy cost must be paid. If the rolling player does not have enough energy to pay the energy costs of all the stickers rolled, then she pays no energy and none of the rolled stickers with positive energy costs take effect.
All Movement stickers have an energy cost of 0.
The effect of an Attack sticker targets one or more other players or monsters, chosen by the player who rolled it (hereafter the attacker), in the square where the she ends her movement. The attacker can not choose her Other Head as a target for an Attack sticker. If there are no eligible targets or the attacker chooses not to perform the Attack, it has no effect, but the energy cost is paid nonetheless. No more than one Attack sticker can take effect on any turn; if more than one is rolled, then the attacker must choose which one (if any) to perform.
The following new stickers are defined:
Name: Pickpocket
Frequency: 10
Class: Attack
Targets: One player
Energy Cost: 1
Effect: The attacker steals $100 from the target. If the target has less than $100, then all his money is stolen.
Name: Wedgie
Frequency: 5
Class: Attack
Targets: One player or monster
Energy Cost: 1
Effect: If the target is a player, he does not gain hourly action points for the next 6 hours. If the target is a monster, it rests an extra 24 hours before performing its next action.
Name: King of the Hill
Frequency: 5
Class: Attack
Targets: One or more players
Energy Cost: 3
Effect: The targets are pushed into randomly chosen bordering squares.
Name: Steal Item
Frequency: 1
Class: Attack
Targets: One player
Energy Cost: 10
Effect: The attacker steals one item of her choice from the target. Dice cannot be stolen.
Name: Bulldozer
Frequency: 5
Class: Special
Energy Cost: 2
Effect: The rolling player may move all peaks from the square she lands on into any one bordering square.
Name: Healing
Frequency: 5
Class: Special
Energy Cost: 5
Effect: The rolling player loses all injuries.
Name: Fusion Ward
Frequency: 2
Class: Special
Energy Cost: 5
Effect: The rolling player cannot fuse with other players until her next turn.
***************
Devices
***************
Devices are a subclass of item that can have a set of actions that can be deliberately ordered of it, or in response to various game events. By default, they can be picked up, possessed, and dropped on squares unless otherwise specified.
Devices should be defined with the following parameters:
* Name
* Cost: This can be a combination of flat dollar amounts, random variables, and current prices of various resources/items. For example, 2x Smithore would be the current value of 2 units of Smithore, whatever that is.
* Building Materials: What items/resources are needed to construct this device, and who may do so.
* Inventory Limit: How many of this item can a player possess on their person?
* Ownership Limit: How many of this item can a player claim ownership of, regardless of where they exist?
* BSDPT: (stands for Buy/Sell/Drop/Pickup/Trade)
* B: Details on how the device can be bought.
* S: Details on how the device can be sold.
* D: Details on how the device can be dropped.
* P: Details on how the device can be picked up.
* T: Details on how the device can be traded.
* Actions: Similar to creatures, devices can perform certain actions depending on the situation. Actions have these parameters:
* Name
* Requirement: The conditions for this action to be performed
* Rest Time: How often the game engine should check for the requirements in order to carry out the effect
* Effect: What the action does
New device!
* BURRO (Barely Useful Resource Reclamation Operative)
* Cost: Market price of 2 Smithore units
* Building Materials: 2 Smithore units, only by the Exchange
* Inventory Limit: 3
* Ownership Limit: none
* BSDCT:
* B: Can be bought from the Exchange at cost
* S: Can be sold to the Exchange at 50% of cost
* D: Can be dropped at the end of a turn, retaining ownership, and triggering Outfit action (see below). Absolutely and only one BURRO may occupy a square at any time.
* P: Can be picked up if it is owned by the player, if they occupy the BURRO's space at the end of a turn, but may then be immediately re-dropped with a new Outfit configuration.
* T: Can be traded to other players, with the ownership transferring to the new bearer.
* Actions
* Outfit
* Requirement: Player may drop a BURRO on the square they occupy at the end of a turn. Upon doing so, they must specify the resource they want the BURRO to harvest (Smithore, Crystite, Food, Energy).
* Rest Time: N/A (event-triggered)
* Effect: BURRO leaves player's inventory and now occupies the square, and is configured to harvest the specified resource.
* Harvest
* Requirement: BURRO is owned by a player, resides on a square (outside any player's inventory), has been outfitted to harvest a resource, and owner possesses at least 1 Energy (see exception below).
* Rest Time: 24 hours
* Effect: If the BURRO's owner has at least 1 Energy, consume 1 Energy and perform a harvesting action on the square it occupies, according to the rules for harvesting and the resource the BURRO is configured for. Resulting resource units are immediately placed in the BURRO owner's inventory. EXCEPTION: An Energy BURRO does not require, nor consume Energy to perform this action.
To encourage development of our strangely-weathered planet, each player will receive a free BURRO upon implementation of this proposal.
I leave it up to Jeff to find a suitable icon to represent an installed BURRO. :)
***************
The Exchange
***************
If a player passes over a square containing a Shop in the process of moving, they may choose to forego all remaining movement they are allowed/required to take, and land on the square containing the Shop (and therefore buy/sell/trade).
Expand the definition of Shops to include an commodity exchange called The Exchange. The Exchange has an inventory all its own that is accessible from all Shops, when one would normally have the opportunity to buy/sell/trade items from that Shop.
The Exchange's inventory will initially consist of:
* 18 units of Smithore, priced at $500 / unit
* 45 units of Food, priced at $150 / unit
* 45 units of Energy, priced at $100 / unit
* 0 units of Crystite (Exchange does not sell Crystite, but will buy it)
* 30 BURROs, priced at $1000 each (2x Smithore price)
Every 72 hours, the Exchange will attempt to build as many BURROs as it can from the Smithore it holds, until it runs out, or there are 30 BURROs. For thematic purposes, one may call the Exchange's supply of BURROs "The Corral". :)
The Exchange will buy resources from players @ 80% of the market price (except for Smithore and Crystite, which it buys at market price), and sells resources to players @ 120% of the market price.
At any time, players are able to view the Exchange's current stock of items and the buy/sell prices it has set for each resource (i.e. possibly add "Exchange" to the list of menu items at the top of each page)
Market Price
Each item in the game defined as a resource will have a market price assigned to it, that may change based on various economic factors. All other items that have been defined either have a set price, or are always and continually based on the current market value of the resources used to construct those items.
Unless otherwise noted, all items defined as resources are subject to the Market Value formula and the Supply & Demand Formula, both of which are processed, in order, at the end of any player's turn. Being affected by Market Value requires that the resource have a starting price when it is first defined. Being affected by Supply & Demand requires that the resource have a means of determining its demand and supply values (which will form a ratio, see below).
===The Market Value Formula===
After a player completes their turn, change the price of each resource to the average price/unit of all units bought/sold/traded over a 84 hour period (either with the Exchange, or between players). If no units have been traded in that time, the price does not change.
===The Supply & Demand Formula===
Then apply the Supply & Demand Formula as follows:
New Price = Current Price * ((.25 * .75 (D/S)) ^ (1/P))
Where P = number of active players, D = the "demand" of the resource in question, and S = the "supply" of the resource in question. Each resource calculates this re-valuation separately, and with a few minor differences.
----------------------
SMITHORE
Starting Price: $500 (hard minimum of $350)
The Exchange sells Smithore @ 120% market price, and buys it *at* market price (not 80%).
Supply for Smithore = (Smithore in Exchange/2) + BURROs in Exchange, and BURROs in all players' inventories (NOT installed on squares).
Demand for Smithore = The number of BURROs needed to bring every player's count of owned BURROs to the same amount as the player owning the most, + P (the number of active players). EXAMPLE: If 2 players owned 3 BURROs apiece and the 20 other players owned only 1, the demand would be (20*2) + 22 = 62. Demand for Smithore is hard-upper-limited by the number of squares on the board that do not have BURROs installed; therefore, once the board starts to fill up (and the min of demand and uninstalled squares approaches 0), demand should decline sharply.
The D/S ratio is bound between 0.25 and 3.00, and can never exceed these values for the purposes of the Smithore formula.
After applying the Market Value & Supply/Demand formulas after each player's turn, further variate Smithore price by adding (d300 - 150). Smithore price is hard-limited at $350, and cannot go below this.
----------------------
FOOD
Starting Price: $150 (minimum of $150)
Supply for Food = Exchange stock + all Food owned by all players
Demand for Food = (Sum total of each player's (current Action Points - Action Points needed to take a turn)) / (the number of Action Points a unit of Food gives when consumed). Round the result down.
----------------------
ENERGY
Starting Price: $100 per unit (minimum of $100)
Supply for Energy = Exchange stock (+ 1/2 Dilithium stock) + all Energy owned by all players
Demand for Energy = 24-hour energy requirements for all devices in play, for those actions which are automatically triggered/checked (such as BURRO's Harvest).
----------------------
CRYSTITE
Starting Price: $500 + d1000
Price changes every 24 hours to $500 + d1000. It is not affected by supply and demand, nor market value. The Exchange never sells Crystite, and only buys it at the set price (not at 80%).
----------------------
DILITHIUM
Starting Price: $50 per unit
Price is always 1/2 the market price of Energy. It is not affected by supply and demand, nor market value.
Dilithium possessed by the Exchange generates Energy and decays every 72 hours as if in a player's inventory (without the threat of sickness; the Exchange doesn't get sick). The Exchange's facilities, however, can cause Dilithium to produce 1 Energy 66% of the time instead of 33% of the time.
Modify the relationship of Mountains and Resources. Only Smithore will offer a +1 bonus on Mountains, while other resources will not have the +1 bonus.
Create a new item:
Name: Melange
Effect upon use: The player using this item may add or subtract one movement point from their total for the turn.
Special rules: Can only be used by a player after rolling the dice for a turn but before moving. If a player does not use Melange within one week (168 hours) of last using it, they are unable to gain action points for 3 days (72 hours).
Create a new monster type named Shai-Hulud with the following actions:
Name: Surface
Requirement: There must be players or non-Shai-Hulud monsters on the Shai-Hulud's square.
Rest time: 1 day
Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players).
Name: Create Spice Blow
Requirement: The Shai-Hulud must be on an Oasis or Plains square.
Rest time: 3 days
Effect: If the square's terrain type is Oasis, change it to Desert. If the square's terrain type is Plains, change it to Oasis. At the end of its rest time, if it still exists, kill the Shai-Hulud and create 3d4 Melange on its current square.
Name: Reproduce
Requirement: The Shai-Hulud must be on a Desert square, it must be the only Shai-Hulud on that square, and there must be less than 10 Shai-Hulud on the board.
Rest time: 3 days
Effect: Add a new Shai-Hulud to the board occupying the original Shai-Hulud's square.
Name: Move
Requirement: There must be a square adjacent to the Shai-Hulud's square which has one of the following terrain types: Oasis, Desert, Plains.
Rest time: 1 day
Effect: Move to the adjacent square with the least peaks. If there is a tie, move to one of those which has a terrain type appearing first in the following list: {Oasis, Desert, Plains}. If there is still a tie, choose one of those at random.
Special Rules: If a Shai-Hulud is ever on a Swamp square, kill it.
When this proposal is implemented, add 10 Shai-Hulud to the board randomly located on Desert or Oasis squares.
Create a new item:
Name: Melange
Effect upon use: The player using this item may add or subtract one movement point from their total for the turn.
Special rules: Can only be used by a player after rolling the dice for a turn but before moving. If a player does not use
Melange within one week (168 hours) of last using it, they are unable to gain action points for 3 days (72 hours).
Create a new monster type named Shai-Hulud with the following actions:
Name: Surface
Requirement: There must be players or non-Shai-Hulud monsters on the Shai-Hulud's square.
Rest time: 1 day
Effect: Each non-Shai-Hulud monster on the Shai-Hulud's square is placed on a random adjacent square. Then each player on the Shai-Hulud's square is placed on a random adjacent square (it need not be the same square for all monsters/players).
Name: Create Spice Blow
Requirement: The Shai-Hulud must be on an Oasis or Plains square.
Rest time: 3 days
Effect: If the square's terrain type is Oasis, change it to Desert. If the square's terrain type is Plains, change it to Oasis. At the end of its rest time, if it still exists, kill the Shai-Hulud and create 3d4 Melange on its current square.
Name: Reproduce
Requirement: The Shai-Hulud must be on a Desert square, it must be the only Shai-Hulud on that square, and there must be less than 10 Shai-Hulud on the board.
Rest time: 3 days
Effect: Add a new Shai-Hulud to the board occupying the original Shai-Hulud's square.
Name: Move
Requirement: There must be a square adjacent to the Shai-Hulud's square which has one of the following terrain types: Oasis, Desert, Plains.
Rest time: 1 day
Effect: Move to the adjacent square with the least peaks. If there is a tie, move to one of those which has a terrain type appearing first in the following list: {Oasis, Desert, Plains}. If there is still a tie, choose one of those at random.
Special Rules: If a Shai-Hulud is ever on a Swamp square, kill it.
When this proposal is implemented, add 10 Shai-Hulud to the board randomly located on Desert or Oasis squares.
The Points don't matter:
No future proposal can make points (specifically the points that determine who is 'winning') relevant to the actual game in any way. That is, points can not affect anything in the game, as they are merely for bragging rights.
This proposal does not affect other types of points, such as Movement Points.
Monster combat, part 1 (since it would be really long all at once):
All players and monsters have "Hit Points", "Level", and "Experience" properties (all numbers). When a player or monster enters the game, he will have 100 hit points, 0 experience, and a level equal to the lowest-level player in the game. All players and monsters on the board at the time this proposal is implemented will have 100 hit points, 0 experience, and level 1.
Monster types may also have an optional "Combat Strength" property.
When a player/monster has experience greater than or equal to 10 times his level, his experience decreases by 10 times his level and his level increases by 1.
When a player/monster has hit points less than or equal to 0, the player/monster dies. A monster that dies is removed from the board. When a player dies, his action points is set to 0, he is sent to Square #1 without triggering the effects of leaving, passing or landing on any squares, and his hit points are reset to 100.
All proposals shall have a title, which communicates the intention of the proposal.
(E.g. a proposal "Every players wears trousers, t-shirts and underwear. ..." could have the title "Clothes")
Canteen fixes
=================
If a player carrying one or more empty canteens passes over or lands on an oasis, all of those canteens are automatically filled with water. If a player carrying one or more canteens full of water passes over or lands on an oasis, all of those canteens are automatically emptied and then filled with water. If a player receives a canteen as a result of landing on an oasis, the canteen is filled with water.
Water in a canteen turns stagnant ten days after it is filled. Stagnant water is, nonetheless, water, so it is treated just like water by the Rules, with one exception: a player who drinks stagnant water will become ill for 4 days. Illness has the same movement-reducing effect as does a meteorite injury, and illness can be cured with a healing potion.
Canteens are also sold (empty) in stores for $250 each. Each store starts with a stock of 10 empty canteens to sell. Future rules may designate a way for stores to be re-stocked, but for now there is a limited supply of canteens available at each store.
Upon implementation of this rule, all empty canteens everywhere (whether carried by players or elsewhere), except for those in stock in stores, immediately become filled with water.
A dehydrated player can use the water in a canteen to cease being dehydrated. The canteen, itself, is no longer a "usable" item.
Canteen fixes
=================
If a player carrying one or more empty canteens passes over or lands on an oasis, all of those empty canteens are automatically filled with water.
Upon implementation of this rule, all empty canteens anywhere (whether carried by players or elsewhere) immediately become filled with water.
A dehydrated player can use the water in a canteen to cease being dehydrated. The canteen, itself, is no longer a "usable" item.
Players cannot choose an optional effect if it would result in them having negative Nomopoly dollars. If a player is forced to make a choice where all options would result in a negative amount of money, they must choose the option that results in the lowest magnitude of negative dollars (ie: the highest negative number/closest to $0).
Change sticker name "Blank Sticker" to "0", and change its effect to "Gain 0 movement points."
If a die would have less than two sides, it ceases to exist.
Players may now hire the services of the Dice Smith.
If a player has not hired the Dice Smith within the past 48 hours, they may hire the Dice Smith to perform one of the following tasks:
Add Side
Effect: The player selects one of their dice. The Dice Smith increases the number of sides by one. The initial sticker on the new side is 0. The player pays $100 per side that was initially on the die (so a six-sided die becomes seven-sided and would cost $600).
Remove Side
Effect: The player selects one side of one of their dice with at least three sides. The Dice Smith removes that side and the sticker that was on it from the die. The player pays $3000/N, where N is the original number of sides on the die (so a five-sided die becomes four-sided and would cost $600, with a lower limit of two sides).
Bore Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one higher than the name of the original sticker if it exists.
Fill Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one lower than the name of the original sticker if it exists.
Canteen fixes
=================
If a player carrying one or more empty canteens passes over or lands on an oasis, all of those empty canteens are automatically filled with water.
Upon implementation of this rule, all empty canteens anywhere (whether carried by players or elsewhere) immediately become filled with water.
A dehydrated player can use the water in a canteen to cease being dehydrated. The canteen, itself, is no longer a "usable" item.
Points for Passage
====================
Every time a proposal passes, the Player that made the proposal shall gain a number of points equal to the margin between the numbers of "Yes" and "No" votes that were cast on that proposal. In other words, if the proposal passes 12 to 5, the player that proposed it will receive 12 - 5 = 7 points. (There is no points penalty for proposals that are withdrawn or otherwise fail to pass.)
A Use for Smithore
====================
A device is an item that, when used, does not disappear, but is instead "installed on" the player's current square, where it will remain, owned by that player, and performing some action on behalf of the player, even after the player leaves the square.
A player may use two smithore meteorites (or 5 units of smithore) to create a Multiple Use Labor Element, also known as a MULE. A MULE is a device that, once installed on a square, may be set by to harvest smithore, energy, food, or crystite for the player. Every 24 hours after installation, each MULE will harvest either zero or one unit of the selected resource, with probabilities based on the type of terrain:
Probability of harvesting one unit of selected resource:
Smithore Food Energy Crystite
Desert 25% 5% 90% 20%
Plains 25% 75% 75% 10%
Oasis 10% 75% 50% 5%
Swamp 5% 25% 10% 1%
Mountains
(per peak) +10% -5% -5% +10%
If the probability indicated is ever less than 1%, then the actual probability will be 1%, so that there will always be some chance of a MULE producing a chosen resource, however slim that chance might be.
As an example, a MULE installed on a desert square would have a 5% chance of harvesting one food in a given 24 hour period. A MULE on a plains square with two mountain peaks would have a 30% chance of harvesting one unit of crystite in that same time period. A MULE installed on a swamp square with three mountain peaks would have a 1% chance of harvesting an energy unit, since the probability can never be below 1%.
Stickers may have a color, which may impart them with an additional effect. All stickers are initially White. The following colors are defined:
Color: White
Cost: $0
Effect: The sticker can be painted any color by paying its cost.
Color: Green
Cost: $500
Effect: When rolled, this movement does not obey Rough Terrain, rules to the contrary notwithstanding.
Color: Yellow
Cost: $500
Effect: When rolled, the player may choose to land on any square that would be passed over by the movement, ending the movement there.
Color: Red
Cost: $500
Effect: When rolled, the player may choose to reroll the same dice, ignoring the original result. If the player rolls another Red sticker on the reroll, he may not choose to reroll a second time.
Color: Transparent
Cost: $1000
Effect: When applied to a die, the sticker gains the color and original effect of the sticker it replaces, in addition to its normal effect. This effect is not cumulative; the sticker does not gain any effects that the replaced sticker had previously gained via transparency.
**********
Resources
**********
This proposal further defines existing resources, how they may be used, and how they are collected.
All resources are items with quantifiable units (referred to as "units" unless otherwise specified/proposed).
SMITHORE (expanding definition)
Smithore is a durable metal that can be used to build various devices. None have been defined as of yet.
CRYSTITE (expanding definition)
Crystite is a strange, translucent stone that is flawless in structure, and is pretty to look at. Therefore, it has a precious value to it in addition to possible use in magic potions.
DILITHIUM (expanding definition)
Dilithium is a radioactive isotope whose emanations can be focused and stored as electricity.
FOOD
Food is tasty organic material that you put in your mouth, swallow, and digest. It helps keep you refreshed and strong.
ENERGY
Energy is stored electrical potential that can be used to power devices, damage players/items/objects, etc. Rules for energy use are undefined as of this proposal.
**********
HARVESTING
**********
After the player has moved their full allotment of MP and is unable to move further by any required rules, they *may* choose to harvest on the square they are located in.
When a player Harvests, he must specify which resource he is harvesting from these four: Smithore, Food, Energy, Crystite. (Dilithium apparently comes only from space at the moment, though geologists are still exploring!)
The player then receives an amount of that resource depending on the terrain of the space he currently occupies, based on the following chart.
Smithore Food Energy Crystite
Desert 1 0 4 0
Plains 1 3 3 0
Oasis 0 2 2 0
Swamp 0 1 1 0
Mountains +1 per peak
After this chart is considered, a random variation is applied (d100):
01: -3 units
02-07: -2 units
08-31: -1 unit
32-69: No change
70-93: +1 unit
94-99: +2 units
00: +3 units
If the resulting value is negative, then the player was unsuccessful in harvesting (that's the result that is displayed to the user, not the value itself; nothing is taken from the player).
**********
USE
**********
At the end of one's turn, after movement has completed, the player may do the following:
* Consume Food in their inventory, to a maximum of 4. Each Food consumed in this manner instantly gives the player 9 Action Points (any points exceeding the maximum of 250 are ignored without effect). This has the potential to allow a player to take turns sooner, or perform other activities that would consume Action Points.
**********
CAPACITY, SPOILAGE, AND DECAY
**********
A player may not possess more than 50 units of Smithore, 50 units of Crystite, and 50 units of Dilithium. Any amount exceeding these limits is discarded and removed from play unless a rule explicitly states otherwise. (If I have 45 and would receive 10, I receive 5 and the excess 5 is lost.)
When a player's turn is over and they cannot take any further action, a maintenance routine will run which performs the following, in order:
* For each unit of Dilithium a player possesses, perform the following checks:
* * 1/3 chance the player will gain a unit of Energy.
* * 1/3 chance the player will lose 2 Action Points due to radiation exposure.
* * 1/3 chance the player will lose the unit of Dilithium that triggered this check (so if the player starts with 50 units before these checks, there will be 50 checks performed regardless of how many are lost).
**********
METEORITES (expanded)
**********
When a player acquires a meteorite, it immediately breaks down into (1d4) units of resources matching that meteorite's type, which are put in the player's inventory. The meteorite is removed from play.
The ingredients to make a Healing Potion are revised to be: 8 units of Crystite, and a canteen full of water.
[size=18pt][b]Resources[/b][/size]
This proposal further defines existing resources, how they may be used, and how they are collected.
All resources are items with quantifiable units (referred to as "units" unless otherwise specified/proposed).
[size=14pt][b]SMITHORE (expanding definition)[/b][/size]
Smithore is a durable metal that can be used to build various devices. None have been defined as of yet.
[size=14pt][b]CRYSTITE (expanding definition)[/b][/size]
Crystite is a strange, translucent stone that is flawless in structure, and is pretty to look at. Therefore, it has a precious value to it in addition to possible use in magic potions.
[size=14pt][b]DILITHIUM (expanding definition)[/b][/size]
Dilithium is a radioactive isotope whose emanations can be focused and stored as electricity.
[size=14pt][b]FOOD[/b][/size]
Food is tasty organic material that you put in your mouth, swallow, and digest. It helps keep you refreshed and strong.
[size=14pt][b]ENERGY[/b][/size]
Energy is stored electrical potential that can be used to power devices, damage players/items/objects, etc. Rules for energy use are undefined as of this proposal.
[size=16pt][b]HARVESTING[/b][/size]
After the player has moved their full allotment of MP and is unable to move further by any required rules, they *may* choose to harvest on the square they are located in.
When a player Harvests, he must specify which resource he is harvesting from these four: Smithore, Food, Energy, Crystite. (Dilithium apparently comes only from space at the moment, though geologists are still exploring!)
The player then receives an amount of that resource depending on the terrain of the space he currently occupies, based on the following chart.
[code]
Smithore Food Energy Crystite
Desert 1 0 4 0
Plains 1 3 3 0
Oasis 0 2 2 0
Swamp 0 1 1 0
Mountains +1 per peak
[/code]
After this chart is considered, a random variation is applied (d100):
[list]
[*]01: -3 units
[*]02-07: -2 units
[*]08-31: -1 unit
[*]32-69: No change
[*]70-93: +1 unit
[*]94-99: +2 units
[*]00: +3 units
[/list]
If the resulting value is negative, then the player was unsuccessful in harvesting (that's the result that is displayed to the user, not the value itself; nothing is taken from the player).
[size=16pt][b]USE[/b][/size]
At the end of one's turn, after movement has completed, the player may do the following:
[list][*]Consume Food in their inventory, to a maximum of 4. Each Food consumed in this manner instantly gives the player 9 Action Points (any points exceeding the maximum of 250 are ignored without effect). This has the potential to allow a player to take turns sooner, or perform other activities that would consume Action Points.[/list]
[size=16pt][b]CAPACITY, SPOILAGE, AND DECAY[/b][/size]
A player may not possess more than 50 units of Smithore, 50 units of Crystite, and 50 units of Dilithium. Any amount exceeding these limits is discarded and removed from play unless a rule explicitly states otherwise. (If I have 45 and would receive 10, I receive 5 and the excess 5 is lost.)
When a player's turn is over and they cannot take any further action, a maintenance routine will run which performs the following, in order:
[list][*]For each unit of Dilithium a player possesses, perform the following checks:[list][*]1/3 chance the player will gain a unit of Energy.[*]1/3 chance the player will lose 2 Action Points due to radiation exposure.[*]1/3 chance the player will lose the unit of Dilithium that triggered this check (so if the player starts with 50 units before these checks, there will be 50 checks performed regardless of how many are lost).[/list][/list]
[size=16pt][b]METEORITES (expanded)[/b][/size]
When a player acquires a meteorite, it immediately breaks down into (1d4) units of resources matching that meteorite's type, which are put in the player's inventory. The meteorite is removed from play.
The ingredients to make a Healing Potion are revised to be: 8 units of Crystite, and a canteen full of water.
Stickers may have a color, which may impart them with an additional effect. All stickers are initially White. The following colors are defined:
Color: White
Cost: $0
Effect: The sticker can be painted any color by paying its cost.
Color: Green
Cost: $500
Effect: When rolled, this movement does not obey Rough Terrain, rules to the contrary notwithstanding.
Color: Yellow
Cost: $500
Effect: When rolled, instead of using the total number of Movement Points rolled, the player may choose to use any number of Movement Points up to and including the total rolled.
Color: Red
Cost: $500
Effect: When rolled, the player may choose to reroll the same dice, ignoring the original result. If the player rolls another Red sticker on the reroll, he may not choose to reroll a second time.
Color: Transparent
Cost: $1000
Effect: When applied to a die, the sticker gains the color and effect of the sticker it replaces, in addition to its normal effect.
Each player will have a number referred to as a Gamerscore. Each player's Gamerscore will initially be 0. The symbol for Gamerscore will be G, in the format "#G" where # is the amount of Gamerscore.
There will be a number of conditions called Achievements. Each player may earn a specific Achievement only once, and all players have the opportunity to earn every Achievement. One player earning an Achievement does not prevent others from doing so.
When a player earns an Achievement, they will receive a message stating "#G - Achievement Unlocked: [Achievement Name]", with # being the amount of Gamerscore for the achievement and [Achievement Name] being the name of the achievement. As well, the Gamerscore for that Achievement is added to their Gamerscore, and the Achievement will be listed in their profile along with the date and time it was earned.
No events prior to this proposal passing will have an effect on a player's Achievements. Any Achievements that require cumulative effects will only start counting effects after this proposal is implemented.
The Achievements are as follows:
Payday
5G
Pass from the highest numbered square to the lowest numbered square, and elect to earn your Salary.
Barter
10G
Complete a trade with another player. You may not trade money for money in this instance.
Beast Rider
20G
Have used all 3 of the animal items: Sherpa, Camel, and Alligator.
Snake Eyes
5G
When you roll the dice, have both dice land on a side labelled "1".
Double Deuce
5G
When you roll the dice, have both dice land on a side labelled "2".
Three for Me
5G
When you roll the dice, have both dice land on a side labelled "3".
Four Score
5G
When you roll the dice, have both dice land on a side labelled "4".
Five Alive
5G
When you roll the dice, have both dice land on a side labelled "5".
High Roller
5G
When you roll the dice, have both dice land on a side labelled "6".
Not Going Anywhere for a While?
10G
After rolling the dice, your roll causes you to end your turn on the same square it began on.
(Clarification: It must be the value of the roll of the dice that causes this, not any other outside force.)
Prisoner
5G
Be trapped by the Rber Ducky.
Shopper
5G
Purchase an item from a Shop.
Cleaned the Place Out
20G
Buy the last of an item in stock at a Shop.
Water...
15G
Become dehydrated.
Planned Fusion
15G
Fuse by the effects of a Fusion Magnet.
Unplanned Fusion
10G
Use a hacksaw to separate yourself from your Other Head.
World Traveller
50G
Through the course of the game, have landed on every square currently in existence.
(Clarification: The squares need only exist at the time you earn the Achievement. If one is destroyed, it no longer has be landed on. If more are created, they do have to be landed on.)
Everyone Hates You
30G
Have a Proposal you created be Rejected with 0 Yes votes.
Everyone Loves You
60G
Have a Proposal you created be Accepted with 0 No votes.
=====Mini-Proposals and Quickfixes=====
Any rules proposal that is equal to or less than 100 words is a mini-proposal.
Any mini-proposal that only modifies existing rules is a Quickfix instead.
Mini-proposals and quickfixes voting periods end P% of the voting period faster, where P is (Q*(Y-N))/T, where
Q is 150 if it is a Quickfix, 100 if a Mini-proposal
Y is the number of players who vote Yes.
N is the number of players who vote No.
(Y-N) Cannot be less than 0.
T is the total number of players.
If P would be greater than 40, it becomes 40 instead. (reducing the total time to 3 days) If P would be less than 0, it becomes 0 instead. (not letting the total time over 5 days.)
When a proposal passes that was a Quickfix or a Mini-Proposal, the player who proposed it can't submit proposals for 5 days past the time that the passed Quickfix or Mini-proposal was submitted.
=====Mini-Proposals and Quickfixes=====
Any rules proposal that is equal to or less than 100 words is a mini-proposal.
Any mini-proposal that only modifies existing rules is a Quickfix instead.
Mini-proposals and quickfixes voting periods end P% of the voting period faster, where P is (Q*(Y-N))/T, where
Q is 1.5 if it is a Quickfix, 1 if a Mini-proposal
Y is the number of players who vote Yes.
N is the number of players who vote No.
(Y-N) Cannot be less than 0.
T is the total number of players.
If P would be greater than 40%, it becomes 40% instead. (reducing the total time to 3 days)
When a proposal passes that was a Quickfix or a Mini-Proposal, the player who proposed it can't submit proposals for 5 days past the time that the passed Quickfix or Mini-proposal was submitted.
Change sticker name "Blank Sticker" to "0", and change its effect to "Gain 0 movement points."
Players may now hire the services of the Dice Smith.
If a player has not hired the Dice Smith within the past 48 hours, they may hire the Dice Smith to perform one of the following tasks:
Add Side
Cost: $500
Effect: The player selects one of their dice. The Dice Smith increases the number of sides by one (so a six-sided die becomes seven-sided). The initial sticker on the new side is 0.
Remove Side
Cost: $500
Effect: The player selects one side of one of their dice with at least three sides. The Dice Smith removes that side and the sticker that was on it from the die (so a six-sided die becomes five-sided, with a lower limit of two sides).
Bore Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one higher than the name of the original sticker if it exists.
Fill Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one lower than the name of the original sticker if it exists.
=====Mini-Proposals and Quickfixes=====
Any rules proposal that is equal to or less than 100 words is a mini-proposal.
Any mini-proposal that only modifies existing rules is a Quickfix instead.
Mini-proposals and quickfixes voting periods end N% of the voting period faster, where N is (Q*(Y-N))/T, where
Q is 1.5 if it is a Quickfix, 1 if a Mini-proposal
Y is the number of players who vote Yes.
N is the number of players who vote No.
(Y-N) Cannot be less than 0.
T is the total number of players.
If N would be greater than 40%, it becomes 40% instead. (reducing the total time to 3 days)
When a proposal passes that was a Quickfix or a Mini-Proposal, the player who proposed it can't submit proposals for 5 days past the time that the passed Quickfix or Mini-proposal was submitted.
Change sticker name "Blank Sticker" to "0", and change its effect to "Gain 0 movement points."
Players may now hire the services of the Dice Smith.
If a player has not hired the Dice Smith within the past 48 hours, they may hire the Dice Smith to perform one of the following tasks:
Add Side
Cost: $500
Effect: The player selects one of their dice. The Dice Smith increases the number of sides by one (so a six-sided die becomes seven-sided). The initial sticker on the new side is 0.
Remove Side
Cost: $500
Effect: The player selects one side of one of their dice. The Dice Smith removes that side and the sticker that was on it from the die (so a six-sided die becomes five-sided).
Bore Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one higher than the name of the original sticker if it exists.
Fill Hole
Cost: $250
Effect: The player selects one side of one of their dice which has a sticker with an integer name. The Dice Smith replaces that sticker with a sticker having an integer name which is one lower than the name of the original sticker if it exists.
Multi-Directional Movement (Again.)
Amend rule 9b:
When a player takes a turn, he will roll up to two dice he owns, then move the distance and direction indicated by his movement points while observing Rough Terrain, and receive a randomly selected sticker, with the random selection weighted by the frequency values of the stickers.
When a sticker is replaced, every single item by that name is changed to be the new item; this includes both stickers on dice and stickers in the possession of players.
Replace Sticker 1 with:
Name: Forward 1
Effect: Gain 1 Forward Movement Point.
Frequency: 10
Replace Sticker 2 with:
Name: Forward 2
Effect: Gain 2 Forward Movement Points.
Frequency: 10
Replace Sticker 3 with:
Name: Forward 3
Effect: Gain 3 Forward Movement Points.
Frequency: 10
Replace Sticker 4 with:
Name: Forward 4
Effect: Gain 4 Forward Movement Points.
Frequency: 10
Replace Sticker 5 with:
Name: Forward 5
Effect: Gain 5 Forward Movement Points.
Frequency: 10
Replace Sticker 6 with:
Name: Forward 6
Effect: Gain 6 Forward Movement Points.
Frequency: 10
Replace Sticker -1 with:
Name: Backward 1
Effect: Gain 1 Backwards Movement Point.
Frequency: 10
Replace Sticker -2 with:
Name: Backward 2
Effect: Gain 2 Backwards Movement Points.
Frequency: 10
Replace Sticker -3 with:
Name: Backward 3
Effect: Gain 3 Backwards Movement Points.
Frequency: 10
Replace Sticker -4 with:
Name: Backward 4
Effect: Gain 4 Backwards Movement Points.
Frequency: 10
Replace Sticker -5 with:
Name: Backward 5
Effect: Gain 5 Backwards Movement Points.
Frequency: 10
Replace Sticker -6 with:
Name: Backward 6
Effect: Gain 6 Backwards Movement Points.
Frequency: 10
===Add stickers===
Name: Up 1
Effect: Gain 1 Up Movement Point.
Frequency: 10
Name: Up 2
Effect: Gain 2 Up Movement Points.
Frequency: 10
Name: Up 3
Effect: Gain 3 Up Movement Points.
Frequency: 10
Name: Up 4
Effect: Gain 4 Up Movement Points.
Frequency: 10
Name: Up 5
Effect: Gain 5 Up Movement Points.
Frequency: 10
Name: Up 6
Effect: Gain 6 Up Movement Points.
Frequency: 10
Name: Down 1
Effect: Gain 1 Down Movement Point.
Frequency: 10
Name: Down 2
Effect: Gain 2 Down Movement Points.
Frequency: 10
Name: Down 3
Effect: Gain 3 Down Movement Points.
Frequency: 10
Name: Down 4
Effect: Gain 4 Down Movement Points.
Frequency: 10
Name: Down 5
Effect: Gain 5 Down Movement Points.
Frequency: 10
Name: Down 6
Effect: Gain 6 Down Movement Points.
Frequency: 10
=====Mini-Proposals and Quickfixes=====
Any rules proposal that is equal to or less than 100 words is a mini-proposal.
Any mini-proposal that only modifies existing rules is a Quickfix instead.
Mini-proposals and quickfixes voting periods end N% of the voting period faster, where N is (Q*A)/T, where Q is 1.5 if it is a Quickfix, 1 if a Mini-proposal, A is the number of players who vote to accept the proposal and T is the total number of players. (If a Mini-proposal has 20% of the vote as accepted, then the voting period ends in 4 days instead, and as a Quickfix it would end in 3.5.)
When a proposal passes that was a Quickfix or a Mini-Proposal, the player who proposed it can't submit proposals for 5 days past the time that the passed Quickfix or Mini-proposal was submitted.
Create new stickers allowing for movement up and down.
Name: Up 1
Effect: Gain 10 Movement Points.
Frequency: 5
Name: Up 2
Effect: Gain 20 Movement Points.
Frequency: 5
Name: Up 3
Effect: Gain 30 Movement Points.
Frequency: 5
Name: Down 1
Effect: Gain -10 Movement Point.
Frequency: 5
Name: Down 2
Effect: Gain -20 Movement Points.
Frequency: 5
Name: Down 3
Effect: Gain -30 Movement Points.
Frequency: 5
If a third person lands on the same square with two other people already on that square, the two headed monster will become a three headed monster. All three people will be fused together.
Create a new type of monster: Octotonitron
This proposal creates 8 Octotonitrons at random on the board.
Octotonitrons have two possible actions:
Attack: Requires players to be on the same square. All players on the Octotonitron's square lose $800.
Reset time: 8 days
Move: The octotonitron moves in a random direction (up, down, left or right) 1d8 spaces.
Reset time: 1 day.
If Proposal #29 is implemented: When an Octotoniton is killed, the player who defeated it gains a Normal d8.
(Create a type of die: Normal d8. Sides: 8, Initial Stickers: 1, 2, 3, 4, 5, 6, 7, 8 Effects: None.
Define Sticker Types- 7: Gain 7 Movement Points 8: Gain 8 Movement Points)
If Proposal #29 is not implemented: When an Octotonitron is killed, the player who defeated it gains $8000.
If Proposal #31 is implemented: Each Octotonitron is singing a random note. If you pass or land on a square containing an Octotonitron:
-If you are singing the same note as the Octotonitron, you are immediately trapped on its square.
-If you are singing a note an interval of a tritone away from the note the Octotonitron is singing, the monster is killed (Octotonitrons hate tritones). The tritones are defined as:
C-Gb
Db-G
D-Ab
Eb-A
E-Bb
F-B
Meteors!
At a random time, once per day, a meteor shower will occur, dropping 1d4-1 (0-3) meteorites on the board, with each meteorite hitting a random square. Each meteorite is randomly composed of smithore, crystite, or dilithium, with an equal chance for each.
If a square hit by a meteorite is occupied at the time by one or more players, then each player on that square has a 10% chance of being injured by the meteorite. Players suffering from meteorite injuries will move one square less per turn than they otherwise would move (with a minimum of zero -- injuries don't make you move backwards!). Meteorite injuries heal after 10 days, and their movement-slowing effects are cumulative (in other words, a player with two meteorite injuries will have his movements reduced by 2 squares, until one or both injuries heals).
A meteorite is an item.
Unless otherwise specified, any item may be picked up by a player who occupies the same square as that item. Once an item is picked up, the player will automatically carry it along whenever the player moves to another square. A player may also drop any item he or she is carrying, at which point the item will be placed upon that square, and leave the possession of the player.
Containers are a class of items which may be empty, or contain another item or items. Whenever a container is picked up, dropped, moved, carried, or otherwise transported, all of the container's contents go along with it.
A canteen is a container which may contain at most one item in a liquid state, and no other items.
If a player possesses three crystite meteorites and a canteen full of water, then that player may use the three meteorites to transform the water into a healing potion, which is a liquid item. A healing potion, when used, heals all of the using player's injuries.
[Note: I expect that future rules may define other varieties of potions, or find other uses for the various varieties of meteorites.]
Each player has an Action Points property, initially 0.
Action points doesn't necessarily have to be an integer but can never be negative.
Every hour on the hour, each player who has less than 250 action points gains 1 action point.
Repeal the rule that says players may only take a turn if they haven't done so in the past 3 days.
Add a new rule: Taking a turn costs 72 action points.
*** The remainder of this proposal has no effect if Proposal #31 is not accepted ***
Repeal the rule that says players may only change the key they are humming in if they haven't done so in the past 3 days.
Add a new rule: Changing the key you are humming in costs 72 action points.
Randomly select 5 squares from 51 to 100 (inclusive) and change their terrain type to Oasis.
Randomly select 10 non-Oasis squares and change their terrain type to Swamp.
Add the following tradeable items to the game which can only be used after rolling for the turn but before moving (a player taking a turn would roll, see the result, and decide whether or not they wished to use any or all of these items):
Name: Sherpa
Effect upon use: During this turn, the player using this item treats all mountainous squares as if they had no peaks.
Name: Camel
Effect upon use: During this turn, the player using this item treats all deserts as plains.
Name: Alligator
Effect upon use: During this turn, the player using this item treats all swamps as plains.
Add the following effects to terrain (these would also be ignored where appropriate based on the above movement modifiers):
Mountains: Whenever a player lands on a mountain, that player has a 25% chance of getting one sherpa.
Desert: Whenever a player lands on a desert, that player has a 25% chance of getting one camel.
Swamps: Whenever a player lands on a swamp, that player has a 25% chance of getting one alligator.
At the time this proposal is implemented, one Shop will be created on each row and column of the board, such that there can only be one shop in any given row, one shop in any given column, and that no two shops are adjacent or bordering each other. Any time a player lands on a square with a Shop, they will be able to purchase one item from the shop.
All items available in shops will have a Quantity, which is the number of items that will be stocked at that shop. The store's inventory will restock (to become equal to the Quantity set for that item) at Midnight on Sunday (that is to say, 1 minute after 11:59 PM on Saturday) in whichever time zone is convenient for Jeff.
At the time this proposal is implemented, the following items will be available at the shops:
Hacksaw
Price: $300
Quantity: 5
Effect: Can only be used when a customer would be able to take a turn. When used by a Fused Player, both they and their Other Head become Normal, and will not be able to fuse again until after they have taken a turn. However, both Heads will suffer physical trauma, and will be unable to move for 3 days, just as if they had taken a move.
Anti-Fusion Potion
Price: $500
Quantity: 5
Effect: When used, the player will not be able to become fused for a period of 9 days. However, there will be a 10% chance the effect will backfire, and will not protect the player from being fused. There will be no indication that a potion has backfired.
Amend rule 12.b: If exactly 2 players that are not affected by an Anti-Fusion Potion occupy a square and both are normal, they fuse with each other. The player that a fused player is fused with is known as his Other Head.
(This is to say, if 3 people are on a square, all are normal, but one is under the effects of an Anti-Fusion Potion, the other two will fuse together.)
At the time this proposal is implemented, one Shop will be created on each row of the board, such that no two shops are on adjacent squares. Any time a player lands on a square with a Shop, they will be able to purchase one item from the shop.
All items available in shops will have a Quantity, which is the number of items that will be stocked at that shop. The store's inventory will restock (to become equal to the Quantity set for that item) at Midnight on Sunday (that is to say, 1 minute after 11:59 PM on Saturday) in whichever time zone is convenient for Jeff.
At the time this proposal is implemented, the following items will be available at the shops:
Hacksaw
Price: $300
Quantity: 5
Effect: Can only be used when a customer would be able to take a turn. When used by a Fused Player, both they and their Other Head become Normal, and will not be able to fuse again until after they have taken a turn. However, both Heads will suffer physical trauma, and will be unable to move for 3 days, just as if they had taken a move.
Anti-Fusion Potion
Price: $500
Quantity: 5
Effect: When used, the player will not be able to become fused for a period of 9 days. However, there will be a 10% chance the effect will backfire, and will not protect the player from being fused. There will be no indication that a potion has backfired.
Amend rule 12.b: If exactly 2 players that are not affected by an Anti-Fusion Potion occupy a square and both are normal, they fuse with each other. The player that a fused player is fused with is known as his Other Head.
(This is to say, if 3 people are on a square, all are normal, but one is under the effects of an Anti-Fusion Potion, the other two will fuse together.)
A set of squares is said to be contiguous if a path can be traced through bordering squares from any square in the set to any other square in the set, such that the path consists only of squares in the set. The separation of two squares in a contiguous set is the length of the shortest such path that can be traced between those two squares.
A contiguous set of two or more squares is a mountain range if each square in the set contains at least one peak and the set is not a proper subset of a larger mountain range. A peak that is not part of any mountain range is said to be a lonely mountain.
Each mountain range has exactly two poles, defined as the two maximally separated squares in the range that are closest to a best fit line of all the peaks in the range. If more than one pair of squares meet this definition, then one such pair is chosen arbitrarily to be the poles. The poles of a mountain range may change whenever its extent or peaks change.
The extent and peaks of a mountain range can only change in three ways:
1) Uplift: 1/2 of the squares in the mountain range, chosen at random, gain a new peak.
2) Subsidence: 1/2 of the squares in the mountain range, chosen at random, lose a peak. This may result in a reduction in the extent of the mountain range, or even a split into multiple distinct ranges.
3) Extension: Each square that borders one of the poles of the mountain range and contains no peaks gains one peak.
The effect of an earthquake is that each mountain range independently undergoes uplift, subsidence, or extension, chosen at random. These changes shall be performed separately for each mountain range before the extents and poles of the ranges are redetermined. This effect replaces any previously defined effect of earthquakes.
An earthquake shall occur once every 168 hours, unless another rule specifies a different means for earthquakes to occur.
MUSIC
Each player is humming in a music key (initially C). A player may change their key at any time, so long as they have not done so in the previous 72 hours. A player may hum in any of the following keys: C, Db, D, Eb, E, F, Gb, G, Ab, A, Bb, B
Whenever there are three or more players on a single space:
{
* If the combination of their keys forms a major chord then a Muse is created on that square.
* If the combination of their keys forms a minor chord then a Cacophony is created on that square.
* If the combination of their keys forms a diminished chord then all fused players on that square cease to be fused.
* If the combination of their keys forms an augmented chord then each such player immediately takes another turn.
}
More than one of the above effects may be triggered if there are four or more players on that space.
If the rules do not define monsters, then change the above first two bulleted points to:
{
* If the combination of their keys forms a major chord then each player on that square receives $500.
* If the combination of their keys forms a minor chord then each player on that square loses $500.
}
If the rules define monsters, add the following monsters to the rules:
Muse
Actions:
Name: Leap
Requirements: There are no players on the same square
Rest Time: A random interval between 0 and 5 days
Effect: The muse moves to a square with a number exactly 1d6 more than the current square it occupies. If no such square exists the muse does not move. This movement ignores terrain, MP, and any other movement related effects.
Name: Inspire
Requirements: Exactly one player on the same square
Rest Time: Until the player moves
Effect: When the player next takes a turn he/she rolls two additional six sided dice.
Name: Frolic
Requirements: Two or more players on the same space
Rest Time: 3 days
Effect: Each player on the same space as the Muse gains $100.
Cacophony
Actions:
Name: Surge
Requirements: There are no players on the same space
Rest Time: a random interval between 0 and 5 days
Effect: The Cacophony is relocated to a random space
Name: Earbleed
Requirements: There are one or more players on the same square
Rest Time: until hushed by a player and for 3 days thereafter.
Effect: Each player on the same square or who moves to that square is stunned by the discordance and may not take a turn until any one player pays (loses) $1000 to "hush" the Cacophony.
If the rules define certain squares as "shops" then add the following item available at shops:
Noise-Cancelling Headphones
Price: $250
Quantity: 1
Effect: The player who carries this item may ignore any restrictions placed upon them by a Cacophony.
A set of squares is said to be contiguous if a path can be traced through bordering squares from any square in the set to any other square in the set, such that the path consists only of squares in the set. The separation of two squares in a contiguous set is the length of the shortest such path that can be traced between those two squares.
A contiguous set of two or more squares is a mountain range if each square in the set contains at least one peak and the set is not a proper subset of a larger mountain range. A peak that is not part of any mountain range is said to be a lonely mountain.
Each mountain range has exactly two poles, defined as the two maximally separated squares in the range that are closest to a best fit line of all the peaks in the range. If more than one pair of squares meet this definition, then one such pair is chosen arbitrarily to be the poles. The poles of a mountain range may change whenever its extent or peaks change.
The extent and peaks of a mountain range can only change in three ways:
1) Uplift: 1/2 of the squares in the mountain range, chosen at random, gain a new peak.
2) Subsidence: 1/2 of the squares in the mountain range, chosen at random, lose a peak. This may result in a reduction in the extent of the mountain range, or even a split into multiple distinct ranges.
3) Extension: Each square that borders one of the poles of the mountain range and contains no peaks gains one peak.
Whenever an earthquake occurs, each mountain range independently undergoes uplift, subsidence, or extension, chosen at random. These changes shall be performed separately for each mountain range before the extents and poles of the ranges are redetermined.
An earthquake shall occur once every 168 hours, unless another rule specifies a different means for earthquakes to occur.
*Amend Turns*
* A player may take a turn if they have not taken a turn in the past 72 hours.
* When a player takes a turn, they roll up to 2 dice they own.
* The player moves forward a number of spaces equal to their Movement points. (If it is negative, they move backwards equal to the absolute value of their movement points.)
* If your movement points are negative, and you would lose movement points from terrain, instead, gain that many.
* If your movement points are initially positive in a turn, and they would be negative, set them to 0. If your movement points are initially negative in a turn, and they would be positive, set them to 0.
* When a player's turn is over, his Movement Point value is set to 0, and cannot be changed until their next turn.
* If your movement points are ever a non - integer number, round towards 0.
* You may not do anything not specifically stated between the beginning and the end of your turn (i.e. you may not apply stickers during your turn, but only before and after.)
=Add Stickers=
Create a type of items called Dice. (singular die, plural dice) Dice have a name, a type, a number of sides, initial stickers and an effect. Each player may name their dice whatever they wish, the name of the dice has no effect on the game. Each side has 1 sticker applied to it. Dice can only be used to roll for your turn, and are not destroyed upon use. To roll a die, A side on the die is chosen at random, and the sticker on that side has it's effect activate. Stickers effects only activate when they are rolled, unless otherwise stated.
Create a type of items called Stickers. Stickers have a name, an effect, and a frequency. When a sticker is used, it replaces one sticker on one side of a die you own. Stickers may not be taken off of dice once applied.
At the end of a players turn, that player gains 1 random sticker based upon the frequency rule. The frequency rule is that each sticker has a chance (F/T) to be chosen, where F is that sticker's frequency, and T is the total of all the different types of stickers frequencies combined. (Initially, this means you have an even chance to get any type of sticker.)
Upon creation, Each player gets 5 (Five) Normal d6.
/////Items created upon implementation/////
Types of dice:
Type: Normal d6
Sides: 6
Inital Stickers: 1, 2, 3, 4, 5, 6
Effects: None
Types of Stickers:
Name: 1
Effect: Gain 1 Movement Point.
Frequency: 10
Name: 2
Effect: Gain 2 Movement Points.
Frequency: 10
Name: 3
Effect: Gain 3 Movement Points.
Frequency: 10
Name: 4
Effect: Gain 4 Movement Points.
Frequency: 10
Name: 5
Effect: Gain 5 Movement Points.
Frequency: 10
Name: 6
Effect: Gain 6 Movement Points.
Frequency: 10
Name: -1
Effect: Gain -1 Movement Point.
Frequency: 10
Name: -2
Effect: Gain -2 Movement Points.
Frequency: 10
Name: -3
Effect: Gain -3 Movement Points.
Frequency: 10
Name: -4
Effect: Gain -4 Movement Points.
Frequency: 10
Name: -5
Effect: Gain -5 Movement Points.
Frequency: 10
Name: -6
Effect: Gain -6 Movement Points.
Frequency: 10
Name: Blank Sticker
Effect: Nothing
Frequency: 10
WEATHER
The moment that this proposal is implemented (if approved), the current state of weather will be "Normal". There are 5 states of weather: Normal, Dry, Rainy, Drought, and Flooded.
Every 12 hours after that, a weather check is performed.
When this occurs, roll a d10, taking into account the current Weather state. If the roll is not a 10, the weather state will change based on the following:
If state is DROUGHT
1-3 Drought, 4-6 Dry, 7-8 Normal, 9 Rainy
If state is DRY
1-2 Drought, 3-5 Dry, 6-8 Normal, 9 Rainy
If state is NORMAL
1 Drought, 2-3 Dry, 4-6 Normal, 7-8 Rainy, 9 Flooded
If state is RAINY
1 Dry, 2-4 Normal, 5-7 Rainy, 8-9 Flooded
If state is FLOODED
1 Dry, 2-3 Normal, 4-6 Rainy, 7-9 Flooded
The following effects occur each time the state of the weather is determined, even if it does not change (i.e. the roll result is the same as the current state)
DROUGHT:
* Randomly select 1/4 of the squares on the map (round down)
** If a selected square is a Plains, it becomes an Oasis.
** If a selected square is an Oasis, it becomes a Desert.
** If a selected square is a Swamp, it becomes a Plains.
* The same rules that apply to the Dry state also apply to the Drought state.
DRY:
Until the state changes, Rough Terrain effects for Swamp are ignored by all game elements/players that would invoke it, and canteens cannot be gained at Oases (if such things exist).
NORMAL:
No special rules.
RAINY:
(If dehydration rules exist...)
Until the state changes, players cannot become dehydrated, and are no longer dehydrated if they were.
(If dehydration rules do not exist...)
Until the state changes, all Plains and Swamp squares subtract/deduct an additional Movement Point from players/elements that pass over them. (If a player has negative MP as a result of moving backwards, this will "add" a point instead, the intent being that the penalty for traversing Plains/Swamp increases by 1 no matter what.)
FLOODED:
* Randomly select 1/4 of the squares on the map (round down)
** If a selected square is a Desert, it becomes an Oasis.
** If a selected square is an Oasis, it becomes a Plains.
** If a selected square is a Plains, it becomes a Swamp.
** If a selected square has at least one peak symbol, one is removed from the square (erosion).
* The same rules for the Rainy state also apply to the Flooded state.
-------------------
If the Weather Check roll is a 10, however, then an Earthquake happens. This does not change the current weather state, but is rather an "event" that carries out a sequence of steps and then completes. Weather events do not retrigger the effects of the current state (unless they are lasting effects anyway).
EARTHQUAKE:
* Randomly select 1/4 of the squares on the map (round down)
** IF a selected square has at least one peak symbol, randomly select a square that borders the selected one, and move a single peak symbol from the selected square, to that bordering square.
** ELSE (if that square has no peaks), there is a 50% chance that one will be added to the selected square.
Sense of Accomplishment
* A player who, in the course of their turn, passes from the highest numbered square to the lowest numbered square may opt to receive 5 points instead of their salary.
* The player with the greatest number of points is said to be winning at Nomopoly.
* Winning is a status in which the player may act smug or conceited around the other players.
* The status of winning has no effect on who wins Nomopoly and confers no other benefits besides from the previously stated ones.
Meteors!
At a random time, once per day, a meteor shower will occur, dropping 1d4-1 (0-3) meteors on the board, with each meteor hitting a random square.
If a square hit by a meteor is occupied at the time by one or more players, then each player on that square has a 10% chance of being injured by the meteor. Players suffering from meteor injuries will move one square less per turn than they otherwise would move (with a minimum of zero -- injuries don't make you move backwards!). Meteor injuries heal after 10 days, and their movement-slowing effects are cumulative (in other words, a player with two meteor injuries will have his movements reduced by 2 squares, until one or both injuries heals).
A meteor is an item.
Unless otherwise specified in an item's description, any item may be picked up by a player who occupies the same square as that item. Once an item is picked up, the player will automatically carry it along whenever the player moves to another square. A player may also drop any item he or she is carrying, at which point the item will be placed upon that square, and leave the possession of the player.
If a player possesses three meteors, that player may use them to create a healing potion. A healing potion is an item that, when used, heals all of the using player's meteor injuries.
*Amend Turns*
* A player may take a turn if they have not taken a turn in the past 72 hours.
* When a player takes a turn, they roll up to 2 dice they own.
* The player moves forward a number of spaces equal to their Movement points. (If it is negative, they move backwards equal to the absolute value of their movement points.)
* If your movement points are negative, and you would lose movement points from terrain, instead, gain that many.
* If your movement points are initially positive in a turn, and they would be negative, set them to 0. If your movement points are initially negative in a turn, and they would be positive, set them to 0.
* When a player's turn is over, his Movement Point value is set to 0, and cannot be changed until their next turn.
* If your movement points are ever a non - integer number, round towards 0.
=Add Stickers=
Create a type of items called Dice. (singular die, plural dice) Dice have a name, a type, a number of sides, initial stickers and an effect. Each player may name their dice whatever they wish, the name of the dice has no effect on the game. Each side has 1 sticker applied to it. Dice can only be used to roll for your turn, and are not destroyed upon use. To roll a die, A side on the die is chosen at random, and the sticker on that side has it's effect activate. Stickers effects only activate when they are rolled, unless otherwise stated.
Create a type of items called Stickers. Stickers have a name, an effect, and a frequency. When a sticker is used, it replaces one sticker on one side of a die you own. Stickers may not be taken off of dice once applied.
At the end of a players turn, that player gains 1 random sticker based upon the frequency rule. The frequency rule is that each sticker has a chance (F/T) to be chosen, where F is that sticker's frequency, and T is the total of all the different types of stickers frequencies combined. (Initially, this means you have an even chance to get any type of sticker.)
Upon creation, Each player gets 5 (Five) Normal d6.
/////Items created upon implementation/////
Types of dice:
Type: Normal d6
Sides: 6
Inital Stickers: 1, 2, 3, 4, 5, 6
Effects: None
Types of Stickers:
Name: 1
Effect: Gain 1 Movement Point.
Frequency: 10
Name: 2
Effect: Gain 2 Movement Points.
Frequency: 10
Name: 3
Effect: Gain 3 Movement Points.
Frequency: 10
Name: 4
Effect: Gain 4 Movement Points.
Frequency: 10
Name: 5
Effect: Gain 5 Movement Points.
Frequency: 10
Name: 6
Effect: Gain 6 Movement Points.
Frequency: 10
Name: -1
Effect: Gain -1 Movement Point.
Frequency: 10
Name: -2
Effect: Gain -2 Movement Points.
Frequency: 10
Name: -3
Effect: Gain -3 Movement Points.
Frequency: 10
Name: -4
Effect: Gain -4 Movement Points.
Frequency: 10
Name: -5
Effect: Gain -5 Movement Points.
Frequency: 10
Name: -6
Effect: Gain -6 Movement Points.
Frequency: 10
Name: Banana Sticker
Effect: When you roll this, if you haven't rolled this Banana sticker, gain a Banana Sticker, 100 Nomopoly dollars, and re-roll this die. If you have rolled this Banana sticker, Do nothing. (You can gain from multiple Banana Stickers on same or different dice, but not from the same one twice.)
Frequency: 10
Name: Blank Sticker
Effect: Nothing
Frequency: 10
*Amend Turns*
* A player may take a turn if they have not taken a turn in the past 72 hours.
* When a player takes a turn, they roll up to 2 dice they own.
* The player moves forward a number of spaces equal to their Movement points. (If it is negative, they move backwards equal to the absolute value of their movement points.)
* If your movement points are negative, and you would lose movement points from terrain, instead, gain that many.
* If your movement points are initially positive in a turn, and they would be negative, set them to 0. If your movement points are initially negative in a turn, and they would be positive, set them to 0.
* When a player's turn is over, his final Movement Point value is set to 0, and cannot be changed until their next turn.
* If your movement points are ever a non - integer number, round towards 0.
=Add Stickers=
Create a type of items called Dice. (singular die, plural dice) Dice have a name, a type, a number of sides, initial stickers and an effect. Each player may name their dice whatever they wish. Each side has a sticker applied to it. Dice can only be used to roll for your turn, and are not destroyed upon use. To roll a die, A side on the die is chosen at random, and the sticker on that side has it's effect activate.
Create a type of items called Stickers. Stickers have a name, an effect, and a frequency. When a sticker is used, it replaces one sticker on one side of a die you own. Stickers may not be taken off of dice once applied.
At the end of a players turn, that player gains 1 random sticker based upon the frequency rule. The frequency rule is that each sticker has a chance (F/T) to be chosen, where F is that sticker's frequency, and T is the total of all the different types of stickers frequencies combined. (Initially, this means you have an even chance to get any type of sticker.)
Upon creation, Each player gets 5 (Five) Normal d6.
/////Items created upon implementation/////
Types of dice:
Type: Normal d6
Sides: 6
Inital Stickers: 1, 2, 3, 4, 5, 6
Effects: None
Types of Stickers:
Name: 1
Effect: Gain 1 Movement Point.
Frequency: 10
Name: 2
Effect: Gain 2 Movement Points.
Frequency: 10
Name: 3
Effect: Gain 3 Movement Points.
Frequency: 10
Name: 4
Effect: Gain 4 Movement Points.
Frequency: 10
Name: 5
Effect: Gain 5 Movement Points.
Frequency: 10
Name: 6
Effect: Gain 6 Movement Points.
Frequency: 10
Name: -1
Effect: Gain -1 Movement Point.
Frequency: 10
Name: -2
Effect: Gain -2 Movement Points.
Frequency: 10
Name: -3
Effect: Gain -3 Movement Points.
Frequency: 10
Name: -4
Effect: Gain -4 Movement Points.
Frequency: 10
Name: -5
Effect: Gain -5 Movement Points.
Frequency: 10
Name: -6
Effect: Gain -6 Movement Points.
Frequency: 10
Name: Banana Sticker
Effect:, If you haven't rolled this side this turn, Gain a Banana sticker, and 100 Nomopoly Dollars, Then roll this die again. (You can gain from multiple Banana Stickers on same or different dice, but not from the same one twice.)
Frequency: 10
Name: Blank Sticker
Effect: Nothing
Frequency: 10
On every space who's number is divisible by 10 will be a Shop. Any time a player lands on a square with a Shop, they will be able to purchase one item from the shop.
All items available in shops will have a Quantity, which is the number of items that will be stocked at that shop. The store's inventory will restock (to become equal to the Quantity set for that item) at Midnight on Sunday (that is to say, 1 minute after 11:59 PM on Saturday) in whichever time zone is convenient for Jeff.
At the time this proposal is implemented, the following items will be available at the shops:
Hacksaw
Price: $300
Quantity: 5
Effect: Can only be used when a customer would be able to take a turn. When used by a Fused Player, both they and their Other Head become Normal, and will not be able to fuse again until after they have taken a turn. However, both Heads will suffer physical trauma, and will be unable to move for 3 days, just as if they had taken a move.
Anti-Fusion Potion
Price: $500
Quantity: 5
Effect: When used, the player will not be able to become fused for a period of 9 days. However, there will be a 10% chance the effect will backfire, and will not protect the player from being fused. There will be no indication that a potion has backfired.
Amend rule 12.b: If exactly 2 players that are not affected by an Anti-Fusion Potion occupy a square and both are normal, they fuse with each other. The player that a fused player is fused with is known as his Other Head.
(This is to say, if 3 people are on a square, all are normal, but one has an Anti-Fusion Potion, the other two will fuse together.)
A Fusion Magnet is an untradeable item. A player may only possess one Fusion Magnet.
If at any time a square is occupied by exactly two players who possess Fusion Magnets, and these two players are not fused with each other, those two players' Other Heads (if they exist) become Normal and the players with Fusion Magnets fuse with each other. The two Fusion Magnets disappear. The players with Fusion Magnets do not become Normal at any time during this transaction.
If a player and their Other Head at any time both possess Fusion Magnets, the two Fusion Magnets disappear.
A Fused player who, in the course of their turn, passes from the highest numbered square to the lowest numbered square may opt to receive a Fusion Magnet instead of their salary.
Fusion Magnets cannot be used.
If a player lands on the same square occupied by another player, the player that landed on the square should be allowed to move one square ahead of the occupied square.
On every space who's number is divisible by 10 will be a Shop. Any time a player lands on a square with a Shop, they will be able to purchase one item from the shop.
All items available in shops will have a Quantity, which is the number of items that will be stocked at that shop. The store's inventory will restock (to become equal to the Quantity set for that item) at Midnight on Sunday in whichever time zone is convenient for Jeff.
At the time this proposal is implemented, the following items will be available at the shops:
Hacksaw
Price: $300
Quantity: 5
Effect: Can only be used when a customer would be able to take a turn. When used by a Fused Player, both they and their Other Head become Normal. However, they will suffer physical trauma, and will be unable to move for 3 days, just as if he had taken a move.
Anti-Fusion Potion
Price: $500
Quantity: 5
Effect: When used, the player will not be able to become fused for a period of 9 days. However, there will be a 10% chance the effect will backfire, and will not protect the player from being fused. There will be no indication that a potion has backfired.
Amend rule 12.b: If exactly 2 players that are not affected by an Anti-Fusion Potion occupy a square and both are normal, they fuse with each other. The player that a fused player is fused with is known as his Other Head.
(This is to say, if 3 people are on a square, all are normal, but one has an Anti-Fusion Potion, the other two will fuse together.)
A Fusion Magnet is an untradeable item. A player may only possess one Fusion Magnet.
If at any time a square is occupied by exactly two players who possess Fusion Magnets, and these two players are not fused with each other, those two players' Other Heads become Normal and the players with Fusion Magnets fuse with each other. The two Fusion Magnets disappear.
If a player and their Other Head at any time both possess Fusion Magnets, the two Fusion Magnets disappear.
A player who, in the course of a turn, passes from the highest numbered square to the lowest numbered square may opt to receive a Fusion Magnet instead of their salary.
Fusion Magnets cannot be used.
Monsters are computer-controlled characters that occupy a square on the board.
Each monster on the board will be of a certain type that is defined in the rules.
Each monster type definition will have a (possibly empty) list of actions. Each action contains the following properties:
- Name
- Requirements (conditions that must be true for this action to be performed)
- Rest time (an amount of time)
- Effect (what this action does)
Monster type definitions may also include other special rules that apply to monsters of that type.
If a monster is not resting, it will perform the first action in its action list for which the requirements are met. After performing that action, the monster will rest for the amount of time indicated by that action's rest time. If the monster does not meet the requirements for any of its actions, it will perform no action and rest for 1 hour.
When a monster is created and placed on the board, it will immediately rest for 24 hours before performing any actions.
When a monster is killed, it is removed from the board.
If a monster is instructed to move, all rules that determine the number of squares to move (such as rough terrain if it is accepted) also apply to the monster.
Define the following monster type:
Name: Rber Ducky
Rber Ducky has only one action in its action list:
Name: Move
Requirements: none
Rest time: Random amount of time between 0 days and 10 days
Effect: Roll a 6-sided dice and move forward the number of squares indicated on the dice
Special rules: The Rber Ducky likes to hold prisoners. Therefore, players who occupy the same square as the Rber Ducky are not allowed to leave that square until the Rber Ducky moves elsewhere. This overrides any other rule that would otherwise allow a player to leave a square.
This proposal creates one Rber Ducky on a randomly selected square.
Adds the following Rule:
8. The Board
l. Each space on the board shall have a value equal to $10 multiplied by the space's number. For example, Space #15 is worth $150.
Add or remove squares until the board consists of 100 squares.
---
Modify the board as follows:
1. The squares are laid out two-dimensionally in a grid with 10 columns. Square #1 is in the bottom left corner, and each successive square up to Square #10 can be found by moving right. Square #11 is above Square #1, and each successive square up to Square #20 can then be found by moving right. This pattern continues for as many squares as there are on the board, however, if the highest numbered square is not a multiple of 10, the last row will contain less than 10 squares. The board layout will have gaps if all squares up to the highest numbered square do not exist.
2. Square B is said to be above square C if B's number is the lowest positive integer a multiple of 10 greater than C's on the board. If a square has no squares above it in this manner, the lowest numbered square on the board in the first non-empty column to the right of that column is above it. If there are no non-empty columns to the right of that column, the lowest numbered square in the left-most column on the board is above that square. A square is below the square that is above it.
3. A square is said to be "adjacent" to another square if it is either next to, previous to, above, or below that square.
4. Moving forward consists of moving towards the next square. Moving backward consists of moving towards the previous square. Moving up consists of moving towards the square above. Moving down consists of moving towards the square below.
---
Modify turns as follows:
1. Before a player takes a turn, a player may first select a direction (up, down, forward, or backward). If a player does not choose a direction, the player is assumed to have chosen forward.
2. When a player takes a turn, that player rolls 2d6 (the sum of two six-sided dice) and moves that many squares in the chosen direction.
The Desert
Randomly select (X/10) spaces, rounded to the nearest integer, with halves going to even, where X is the total number of spaces on the board.
The selected spaces cease to be Desert (if they were Desert) and become Oasis.
The following apply only if Proposal #11 has not been implemented:
* All other spaces become desert.
* All spaces are desert or oasis unless stated otherwise by the rules.
* Whenever a new space is added to the board, it becomes desert.
The following apply regardless of whether Proposal #11 has been implemented:
* When a player takes a turn in which he does not pass through or land on any non-desert space, he becomes dehydrated.
* When a dehydrated player passes through or lands on an oasis, he ceases to be dehydrated.
* A dehydrated player rolls only half the normal number of dice (rounded up) when taking a turn.
* A canteen is an item. A dehydrated player can use a canteen to cease being dehydrated.
* When a player lands on an oasis, he gains one canteen.
The Desert
If Proposal #11 has been implemented then:
* Randomly select (X/10) spaces, where X is the total number of spaces on the board.
* The selected spaces cease to be Desert (if they were Desert) and become Oasis.
If Proposal #11 has not been implemented, then:
* All spaces are desert unless stated otherwise by the rules.
* Spaces whose numbers are divisible by 10 are not desert; they are oases.
Regardless of whether Proposal #11 has been implemented:
* When a player takes a turn in which he does not pass through or land on any non-desert space, he becomes dehydrated.
* When a dehydrated player passes through or lands on an oasis, he ceases to be dehydrated.
* A dehydrated player rolls only half the normal number of dice when taking a turn.
* A canteen is an item. A dehydrated player can use a canteen to cease being dehydrated.
* When a player lands on an oasis, he gains one canteen.
If half the total number of players rounded down plus one (this will be referred to as a majority) have voted the same way on a proposal. The proposal will be moved to the appropriate next phase 24 hours from the time that the last player making the majority voted. Dead if majority of votes are no and pending if majority of votes are yes. If additional players vote with or against the majority after the 24 hour period has started the time does not reset. If any one of the voting players that created the majority change there vote resulting in less that a majority the 24 hour period stops. If the majority is re-formed either for or against the proposal the 24 hour timer will reset and start counting again. This will happen even if not all players have had a chance to vote on a proposal. This rule will stop applying if one or more of the following conditions are met:
There are 2 or fewer players left in the game
There are a negative number of players
There are an infinite numbers of players
if half the total number of players rounded down plus one have voted the same way on a proposal. The proposal will be moved to the appropriate next phase at the end of that day. Dead if majority of votes are no and pending if majority of votes are yes. This will happen even if not all players have had a chance to vote on a proposal. This rule will stop applying if one or more of the following conditions are met:
There are 2 or fewer players left in the game
There are a negative number of players
There are an infinite numbers of players
Terrain
If there are currently less than 50 squares on the board, add additional squares (numbering them consecutively) until the total number of squares is 50.
Amend the current rules for movement with the following:
* When a player takes a turn and rolls dice for movement (whatever that entails), the value generated by the dice will be called his Movement Points (MP).
* If the player has at least 1 Movement Point remaining, he will pass over the squares on the board (forward/ahead, or in any other manner currently defined), one square at a time, subtracting 1 from his Movement Points for each square after he passes over it.
* Having passed over a square and subtracting a MP, if the method of movement has not specifically altered/ignored the application of Rough Terrain, the effects of that square's Terrain is applied to the player.
* During the act of moving, after having passed over a square and after any applicable Rough Terrain effects have been carried out, if a player's Movement Point value is less than 1, he lands in the square he most recently passed over. No further movement is allowed unless explicitly granted by another rule (and the rule should indicate whether Rough Terrain is observed).
* No other activities performed during a turn are modified by the above unless those activities explicitly reference Rough Terrain.
* When a player's turn is over, his final Movement Point value is discarded/forgotten, and cannot be recalled/referenced by other rules.
Rough Terrain - this defines an official term used to describe the difficulty (or ease) in passing over spaces with physical/environmental features that may impede/enhance movement/actions. Items / game effects may be created which can grant immunity to or impose additional restrictions for rules that invoke Rough Terrain.
The following Rough Terrain effects occur when players *pass over* squares with the corresponding terrain types (in parentheses, suggestions to the Admin on how to visually indicate terrain types, but not hard-set into the proposal per se):
Desert (beige/sand-colored) - No additional effects.
Mountains (peak symbol) - Any space with at least one "peak symbol" is considered to be Mountainous, in addition to other modifiers (Desert, Plains, Swamp, etc). Whenever a player passes over a mountain space, he loses additional MP equal to the number of peak symbols in that space.
Plains (no visual changes, or maybe light-green) - No effects.
Oasis (beige/sand-colored, with blue circle) - No effects.
Swamp (green-brown murk) - Whenever a player passes over a Swamp space, he loses 2 additional MP.
Initial/Future Generation of Terrain
(The numbering of the following is only for ease-of-reading, and are not insertions/amendments to actual rule numbers.)
Given that X = the current number of squares on the board, do the following (rounding values down when necessary):
1. Randomly select (2X/9) spaces, and do the following:
1.1 Place a peak symbol (Admin's choice of implementation) on each selected space.
1.2 Randomly distribute (2X/9) additional peak symbols among the selected spaces, but with the restriction that no space has more than 3 peak symbols in total.
2. Among all spaces, regardless of whether they have peaks or not, randomly assign (3X/5) to be Desert. All other spaces are defined as Plains.
3. If additional spaces are added to the board after this proposal is enacted, randomly determine each new space's terrain as follows:
3.1 Define Y as the total number of *new* spaces that will be added in total. If Y = 1, skip to step 3.4
3.2 After the spaces have been added, randomly select (2Y/9) spaces from among the new additions.
3.2.1 Place a peak symbol (Admin's choice of implementation) on each selected space.
3.2.2 Randomly distribute (2Y/9) additional peak symbols among the selected spaces, but with the restriction that no space has more than 3 peak symbols in total.
3.3 Among all newly-added spaces, regardless of whether they have peaks or not, randomly assign (3Y/5) to be Desert. All other newly-added spaces are defined as Plains. End.
3.4 If a game effect causes only a single square to be added, it has a 60% chance of being a Desert (otherwise, it's a Plains). Independent of that outcome, roll d100: on 1-20, add 1 mountain peak; on 21-30, add 2 mountain peaks; on 31-35, add 3 mountain peaks; on 36-100, do nothing more.
Terrain
If there are currently less than 50 squares on the board, add additional squares (numbering them consecutively) until the total number of squares is 50.
9b. When a player takes a turn, he will do the following in order (unless explicitly allowed by another rule):
9b1: He will roll two six-sided dice and sum the result; this result will be called his Movement Points (MP).
9b2: Until he has less than 1 Movement Point remaining, he will pass over the squares on the board (forward, or in any other manner currently defined), one square at a time, subtracting 1 from his Movement Points for each square after he passes over it.
9b3: When a player's Movement Point value is less than 1, he lands in the square he currently occupies.
9b4: When a player's turn is over, his Movement Point value is discarded/forgotten.
Rough Terrain - this defines an official term used to describe the difficulty in passing over spaces with physical/environmental features that may impede movement/actions. Items / game effects may be created which can grant immunity to or impose additional restrictions for rules that invoke Rough Terrain.
The following Rough Terrain effects occur when players pass over squares with the corresponding terrain types:
Desert (beige/sand-colored) - No additional effects.
Mountains (peak symbol) - Any space with at least one "peak symbol" is considered to be Mountainous, in addition to other modifiers (Desert, Plains, Swamp, etc). Whenever a player passes over a mountain space, he loses additional MP equal to the number of peak symbols in that space.
Plains (no visual changes, or maybe light-green) - No effects.
Oasis - No effects.
Swamp (green-brown murk) - Whenever a player passes over a Swamp space, he loses 2 additional MP.
Initial/Future Generation of Terrain
Given that X = the current number of squares on the board, do the following (rounding values down when necessary):
1. Randomly select (2X/9) spaces, and do the following:
1.1 Place a peak symbol (Admin's choice of implementation) on each selected space.
1.2 Randomly distribute (2X/9) additional peak symbols among the selected spaces, but with the restriction that no space has more than 3 peak symbols in total.
2. Among all spaces, regardless of whether they have peaks or not, randomly assign (3X/5) to be Desert. All other spaces are defined as Plains.
3. If additional spaces are added to the board after this proposal is enacted, randomly determine each new space's terrain as follows:
3.1 Define Y as the total number of *new* spaces that will be added in total.
3.2 After the spaces have been added, randomly select (2Y/9) spaces from among the new additions.
3.2.1 Place a peak symbol (Admin's choice of implementation) on each selected space.
3.2.2 Randomly distribute (2Y/9) additional peak symbols among the selected spaces, but with the restriction that no space has more than 3 peak symbols in total.
3.3 Among all newly-added spaces, regardless of whether they have peaks or not, randomly assign (3Y/5) to be Desert. All other newly-added spaces are defined as Plains.
Salary
Create for all players an Attribute called Salary.
Whenever a player passes from the highest-numbered space to the lowest-numbered space, they gain their salary.
The starting salary for all players shall be $1000, but may be modified for each individual player through other rules or game events.
If this rule is repealed, expires, or ends in any way, all players immediately gain their salary (as a severance package).
Terrain
Add spaces to the board until there are 50 total spaces.
9b. When a player takes a turn, he will do the following in order (unless explicitly allowed by another rule):
9b1: He will roll two six-sided dice and sum the result; this result will be called his Movement Points (MP).
9b2: Until he has less than 1 Movement Point remaining, he will pass over the squares on the board (forward, or in any other manner currently defined), one square at a time, subtracting 1 from his Movement Points for each square after he passes over it.
9b3: When a player's Movement Point value is less than 1, he lands in the square he currently occupies.
9b4: When a player's turn is over, his Movement Point value is discarded/forgotten.
Rough Terrain - this defines an official term used to describe the difficulty in passing over spaces with physical/environmental features that may impede movement/actions. Items / game effects may be created which can grant immunity to or impose additional restrictions for rules that invoke Rough Terrain. The following is a list of terrain types which invoke Rough Terrain:
Desert (beige/sand-colored) - No additional effects.
Mountains (peak symbol) - Any space with at least one "peak symbol" is considered to be Mountainous, in addition to other modifiers (Desert, Plains, Swamp, etc). Whenever a player passes over a mountain space, he loses additional MP equal to the number of peak symbols in that space.
Plains (no visual changes, or maybe light-green) - No effects.
Oasis - No effects.
Swamp (green-brown murk) - Whenever a player passes over a Swamp space, he loses 2 additional MP.
Initial Generation of Terrain
If X = the current number of spaces on the board as of the moment this proposal is implemented, perform the following (rounding down when necessary):
Randomly select (2X/9) spaces, and do the following:
Place a peak symbol (Admin's choice of implementation) on each space.
Randomly distribute (2X/9) more peak symbols among those selected spaces, but minding that no space has more than 3 peak symbols in total.
Among all spaces, regardless of whether they have peaks or not, randomly assign 30 to be Desert. All other spaces are defined as Plains.
Lord Ettin the Terrible, at last achieving revenge for having to do twice as much work as his classmates on school, has cast a terrible Fusion Curse upon the board.
Players can be Normal or Fused with another Player. Initially, all players are Normal.
If there are ever exactly two players on the same square, both of which are Normal, each Fuses with the other and they become a hideous two-headed monster! This monster is known as a Fusion.
The Player that a Fused Player is Fused with is known as their Other Head.
Should a Fused Player move or be moved, they take their Other Head along with them. Unless a rule specifically separates the two, they will always be on the same space. Should they ever be separated by such a rule, they cease to be Fused and become Normal again.
Should a Fused Player leave the game, their Other Head becomes normal.
Should a Fused Player win, their Other Head wins as well.
Lord Ettin the Terrible, at last achieving revenge for having to do twice as much work as his classmates on school, has cast a terrible Fusion Curse upon the board.
Players can be Normal or Fused with another Player. Initially, all players are Normal.
If there are ever exactly two players on the same square, both of which are Normal, each Fuses with the other and they become a hideous two-headed monster!
The Player that a Fused Player is Fused with is known as their Other Head.
Should a Fused Player move or be moved, they take their Other Head along with them. Unless a rule specifically separates the two, they will always be on the same space. Should they ever be separated by such a rule, they cease to be Fused and become Normal again.
Should a Fused Player win, their Other Head wins as well.
Add or remove squares until the board consists of 100 squares.
---
Replace rule 8d. with the following:
The squares are laid out two-dimensionally in a grid with 10 columns. Square #1 is in the bottom left corner, and each successive square up to Square #10 can be found by moving right. Square #11 is above Square #1, and each successive square up to Square #20 can then be found by moving right. This pattern continues for as many squares as there are on the board, however, if the highest numbered square is not a multiple of 10, the last row will contain less than 10 squares. The board layout will have gaps if all squares up to the highest numbered square do not exist.
---
Replace rules 8j. & k. with the following:
j. Square B is said to be above square C if B's number is the lowest positive integer multiple of 10 greater than C's on the board.
If a square has no squares above it in this manner, the lowest numbered square on the board in the first non-empty column to the right of that column is above it. If there are no non-empty columns to the right of that column, the lowest numbered square in the left-most column on the board is above that square.
A square is below the square that is above it.
k. A square is said to be "adjacent" to another square if it is either next to, previous to, above, or below that square.
l. A square is said to be "bordering" another square if it is either directly above, below, to the left of, or to the right of that square on the layout of the board.
m. Moving forward consists of moving towards the next square. Moving backward consists of moving towards the previous square. Moving up consists of moving towards the square above. Moving down consists of moving towards the square below.
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Replace rule 9b. with the following:
b. Before a player takes a turn, a player may first select a direction (up, down, forward, or backward). If a player does not choose a direction, the player is assumed to have chosen forward.
c. When a player takes a turn, that player rolls 2d6 (the sum of two six-sided dice) and moves that many squares in the chosen direction.
I propose that the following new sections be added to the Rules:
The Map
1. In addition to the Board, there shall also be an additional field of play, known as the Map.
2. The Map will consist of a positive integral number of hexagon-shaped territories. The map must always contain at least one territory.
3. Each territory (which may also be referred to by any other similarly unambiguous term, such as "hex") will be given a unique positive integral number for reference. If at any time a new territory is added to the map, it will receive a number one higher than the highest numbered territory previously used on the map. Other than for reference, the number gives no additional meaning or status to a territory.
4. Upon implementation of this rule, the map shall contain 19 territories, arranged and numbered the same way as the Initial Map that was used for Nomic Risk, as illustrated on this web page: http://www.jeffyakel.net/nomicrisk/InitialMap.html
5. If two territories share a common border, they are said to be adjacent to each other.
6. The map shall remain contiguous. In other words, it shall always be possible to find a route from any territory on the map to any other territory on the map by making a series of single moves from territory to adjacent territory. (It is irrelevant for the purpose of determining contiguity whether or not the rules would allow such a sequence of moves to actually be made in the game. Contiguity only depends upon the topographic properties of the map.)
Units
1. A unit is a game piece belonging to a particular player.
2. Each unit must always belong to one, and only one, player at a time. A player may own any non-negative integral number of units, including zero.
3. A unit that occupies a single territory on the map is said to be in play. All units must either be in play, or in their owning player's inventory.
4. Initially, all players will have zero units in play, and zero units in inventory. New players joining the game will also start with zero units in play or in inventory.
[Note: the idea here is to define a 2-D field of play (the Map), and give a very broad framework for pieces (Units) to be used on that field of play. It is up to future rules to define what types of Units might exist, and how they might be acquired and used by the players.]
Any player who has more than 10 times as much money as all other players money combined wins the game.
Players may at any time donate any amount of their money to the Admin. The act of donating money will not be revealed to other players. Each player is able to see the total amount he has donated during the game, but not the amount other players have donated.
Jeff will randomly select a "Doomsday" to occur between 4 and 6 months from the day this proposal is implemented. Players will not be informed as to when Doomsday is. When Doomsday occurs, the player who has donated the most money to the Admin over the course of the entire game is the winner. In the event of a tie, all tied players will equally share the title of Nomopoly VI winner.
The initial rule set of Nomopoly VI is to be known as Proposal 0.
Section 10.d of Proposal 0 is modified to state " Once a "Pending" proposal has been implemented by the Admin, it is moved to "Active" status. "
All proposals that have been accepted and implemented at the time of this proposal being implemented are moved to "Active" status. This includes Proposal 0.
A proposal is the child of any non-negative integer number of proposals.
A proposal is the parent of any non-negative integer number of proposals.
For every pair of proposals A and B, if proposal A is the child of proposal B, than proposal B is a parent of proposal A.
For every pair of proposals C and D, if proposal C is the parent of proposal D, than proposal D is a child of proposal C.
A proposal shall not be the child or parent of itself.
All proposals that are not Proposal 0 are children of Proposal 0.
All proposals shall have an expiration date, which is a date and time.
When a proposal enters the "Active" status, that proposal's expiration date is set to be 1 second in the future from the time it became active and then has its expiration date moved forward by 30 days.
For each proposal X, proposal X's parental tree is the set of all proposals that are proposal X's parent joined by set union with the parental trees of all of proposal X's parents.
When a proposal has its expiration date moved forward(i.e. to a later date) for any reason other than the execution of this statement, all of the proposals in that proposal's parental tree have their expiration date moved forward the same amount.
When a proposal has its expiration date moved backwards(i.e. to a sooner date)for any reason other than the execution of this statement, all of proposals that have this proposal in their parental tree have their expiration date moved backwards the same amount.
When the time and date is equivalent to or after an "Active" proposal's Expiration date, that proposal expires.
When a proposal expires, all actions that proposal defines as happening "When this proposal expires" occur. Once these actions have been done, the proposal shall no longer have effect on the game state and is moved to the "Expired" status.
Actions that were defined by a proposal with the "Expired" status can not occur. Items, entities, and attributes that were defined by a proposal with the "Expired" status are removed from the game.
A proposal is a child of any active proposal that creates any entity it refers to.
A proposal may explicitly state itself as the child of a proposal.
A proposal may not move its own expiration date forward, but it may move its own expiration date backwards.
A proposal may cause itself to expire.
(For reference, N is a non-zero positive integer, and Q is a color, either Black, Red, Blue or Yellow)
--Creations upon implementation:
Add or remove squares from the board until it contains exactly 40 squares. If squares are to be removed, remove the highest numbered removable squares without players on them before any other. (for example, if there are 41 squares, and square 41 is unable to be removed by another rule, and square 40 has a player on it, remove square 39.)
Give each square one of the following colors: either Black, Red, Blue or Yellow, with the following restrictions:
There will be 10 squares of each of the four colors.
No 2 bordering squares will share a color.
The admin may decide the pattern or randomness of these colors.
Create a deck of cards called the "Cube Deck". This deck upon creation contains 40 cards, each one corresponding to a different space on the board. It will be shuffled randomly initially. The deck has an order of its cards, the first card being the "top" and the last card being the "bottom". Placing a card "on top" puts it before any other card, making it the "top" card, and placing a card "on bottom" puts it after every other card, making it the "bottom" card. The order does not change unless otherwise modified by the rules and/or actions. The number of cards within it will be made public, however, the order and contents will not be.
Create a discard pile called the "Cube Deck Discard". This initially contains zero cards. It has all of the same properties as the Cube Deck, except that it's contents and order are public.
Create a supply. This supply is not on the board and is not owned by any player. It contains 200 cubes of each color (Black, Red, Blue and Yellow) initially. These cubes are items that may either be on a space, in the supply, or owned by a player. Cubes may not be used as per rule 6B, but only by a Cube Action.
--Cube Actions:
Cube Actions have 3 properties. A name, a cost, and an effect. When you gain a Cube Action, you must name 1 of the following names, follow the text of it's cost, and it's effect occurs. If it has any optional parameters, they must be declared before the effect occurs. If you cannot do the cost or you do not meet the requirements, or the effect would be unable to be completed fully, you cannot do the action. You must choose exactly 1 Cube Action.
The syntax for a Cube Action is:
Name - Cost - Effect
The Cube Actions are:
Pass - None - Lose 100 Nomopoly Dollars. If you have less than 100 Nomopoly dollars, lose all of them instead.
Intensify - Put one of your cubes of each color into the supply - Each card in the discard is placed on top of the Cube Deck in a random order. The players are not informed of the order.
Peek - Put n of your cubes with the same color into the supply, n is a non-zero positive integer - You may look at the first 2n+1 cards in the Cube Deck or all of them, whichever is less.
Spread - Place a Q colored cube onto any space on the board - Add an additional Q colored cube to the same space if the space has only 1 Q colored cube.
Spring Up - Put any 1 of your cubes into the supply - Take the bottom card of the deck, and place it on top of the deck. The players are not informed of what this card is.
Exchange - Give any player 1 cube - Take at most 1 cube from the player you gave a cube to.
Purchase - Give any player with at least 1 cube 1000 Nomopoly Dollars - Take 1 cube from that player.
--Explosions:
If at any time, a space contains 4 or more cubes of any single color Q, it explodes Q. (For example, if a space has 5 blue cubes, it explodes blue.)
When a space explodes Q, do the following steps:
1. Return all but 3 Q cubes from the space to the supply. (For example, if a space had 5 blue cubes, return all but 3 blue cubes to the supply)
2. Place a Q Explosion Marker on the space. (for example, Blue Explosion Marker)
3. Place 1 Q cube on each bordering space without a Q explosion marker unless this number of cubes would be greater than the number of cubes in the supply.
4. If all spaces on the board have 3 or less Q cubes, remove all Q Colored Explosion markers from the board, otherwise, trigger their explosions.
--Revise 9. Turns
a. A player may take a turn if they have not taken a turn in the last 72 hours.
b. When a player takes a turn, they follow the following steps:
1. Roll two 6-sided dice and move ahead on the board the number of squares indicated by the sum of the dice.
2. If you leave or pass over the highest numbered square and pass over or land on the lowest numbered square in this turn, you gain a Cube Action Token. This is an item that when used, forces you to take a Cube Action.
3. If the space you land on has any number of cubes on it, you take one of the color that has the most cubes on that space. If there is a tie, and one of the tied colors matches the color of the space you are on, take one of the color the space is. If there is still a tie, take one cube from the tied colors at random. This is not optional.
4. Place the top card of the Cube Deck on top of the Cube Deck Discard. Place one cube on the space on the card that is the same color as the space.
--Add to 8. The Board
l. Whenever a space is created, give it a random color (either Black, Red, Blue or Yellow) of those which there exist the least number of that color spaces on the board and does not match a bordering space's color. If a space borders every color, disregard bordering spaces for determining color. (for example, if there are 12 red, 11 blue, 10 yellow and 10 black squares, randomly make it either yellow or black. If it instead bordered a black square, it would be yellow. If it bordered both a black and yellow square, it would be blue. If it bordered a red, blue, black and yellow square, it would randomly gain a color of all of the colors tied for the least number of squares, in this case, yellow or black.) Also, place a card on top of the Cube Deck Discard that matches the created space.
m. Whenever a space ceases to exist, return all cubes on it to the supply, and remove the matching card from either the deck or discard, notifying all players what the card is and where it is being removed from. Return all players on that space to the lowest numbered space on the board.
--Other
If there is ever a number of cubes that is non-integer in any space, the supply, or under any players possession, round towards 0.
A player, A space, the supply, or any other thing that can possess cubes may not possess a negative number of cubes, If it would, it instead possesses 0 cubes.
No player may take any action which forces or allows any thing that possesses cubes to possess a negative number of cubes.
If there are not enough cubes in the supply of the correct color to be transferred to a different location, no cubes are moved from the supply.
If at any time the Cube Deck has 0 cards, Each card in the discard is placed on top of the Cube Deck in a random order. The players are not informed of the order. Then any current action continues.
If at any time you ever have more than 1 Cube Action Token, Immediately use a "Pass" action with all but 1 of them.