I. | THE ADMIN
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1. | The position of "the admin" is held by me, Brian Tivol (tivol@mit.edu).
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2. | The admin is responsible for maintaining and publishing: a history
of player submissions and their moves; the status of the board and the
dice; and the ruleset and its consequences.
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3. | The admin owns and rolls two fair six-sided dice.
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4. | The admin may edit player's submissions to make them suitable for
publishing as long as their meaning is preserved. Such changes can
include adding HTML tags and correcting typos.
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5. | The decision of the admin is final.
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II. | PLAYERS
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1. | Anyone may join the game and become a player by informing the
admin. Each player must have a unique email address and a unique name
that will not confuse or annoy the game's community.
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2. | The admin is not considered to be a player.
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III. | ENDING THE GAME
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1. | The game will end immediately (and perhaps drastically) should the
admin ever receive serious and unreconcilible legal threats from the
manufacturer of a board game.
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IV. | MONEY
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1. | Each player starts the game with $1000 of Nomopoly money.
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2. | If a player "is fined", "pays" to the admin, or "loses" some
amount of money, the amount is subtracted from the player's total.
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3. | If a player "gets" or "is awarded" some amount of money, the
amount is added to the player's total.
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4. | If one player "pays" or "gives" some amount of money to another
player, then the first player is fined that amount. If the fine is
successful, then the second player is awarded the same sum.
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V. | PRICES
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1. | The default "market value" of a square is ten Nomopoly dollars
times the square's ordinal number.
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VI. | THE BOARD
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1. | The game shall include a collection of sequentially numbered
squares known as the board. The board shall always contain at least
one square.
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2. | Each player occupies exactly one square. There is no limit to the
number of players that may occupy the same square. New players will
start on the first square.
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3. | A block consists of all squares that have the same color
associated with them. Squares that are not associated with colors may
not be part of a block.
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4. | When the board contains more than one square, squares in the board
are laid out in a two-dimensional, snaking pattern of vertically
stacked rows. Each row, except possibly the last, contains
(floor(sqrt(total-squares)) squares. In the first row, each
square's successor borders its eastern side, except for the highest
numbered square in the row, whose successor can be found bordering its
northern side. In the second row, each square's successor can be found
bordering its western side, except for the highest numbered square in
the row, whose successor can be found bordering its northern side. The
pattern then repeats, alternating between east and west until the last
square is reached. "East", "West", "North", and "South" refer to
directions across the board in terms of this layout. When the board
only contains one square, these directions and its layout are
degenerate.
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VII. | TURNS
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1. | When a player takes a turn, the admin rolls two dice for her and,
once for each pip shown on the dice, moves her from her current square
to its successor (or to the first square if her current square does
not have a successor). The player is said to "leave" her current
square and to "pass through" each square after that until the final
advance is made. The player is then said to "land in" or "land on"
that square. Only other rules governing passing through or leaving
squares can interrupt the series of consecutive advances made in a
turn.
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2. | If the dice show doubles, the player earns another turn to be
taken immediately. During the extra turn, that player is considered
to be "speeding".
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VIII. | OWNERSHIP
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1. | Squares may have an owner.
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2. | The owner of an unnamed square may give that square a name by
declaring a name to the admin.
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3. | A player who lands on an unowned square and has at least as much
money as that square's market value has the option to purchase it
(provided that no other player already has the option to purchase it).
While the player has the option to purchase a square, she may own the
square by paying its market price. Choosing to buy, explicitly
choosing not to buy, or letting seven days pass from the time she
lands on the square will end her option to purchase.
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4. | If they both tell the admin of their deal, a player (he) may pay
another player (she) any price they both agree on, and the admin will
transfer ownership of a mutually agreed upon square from her to him.
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IX. | PROPOSALS
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1. | Players may propose to add new rules or change the existing rules
of the game by submitting a proposal to the admin.
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2. | If a player submits a proposal while another of her proposals is
still undecided, then the later proposal wholly replaces the earlier
one.
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3. | The admin will judge all properly submitted proposals, accepting
or rejecting them. If a proposal is accepted, the admin will then
alter the game state to implement all of the proposal's changes.
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4. | When a player's proposal is judged by the admin, that player will
take a turn.
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