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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3. | Every player is either a Freemason or belongs to one of four
Teams: the North Team, the South Team, the East Team, or the West
Team. Each new player is added to one of the geographical Teams with
the fewest players, randomly and with equal probability.
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4. | Two players may declare themselves Best Friends if each of them
send mail stating their intentions to the admin during the same week.
Either one of the two players may end their state of friendship by
declaring her intent to the admin. A player may only have one Best
Friend at a time; no player may become Best Friends with anyone for at
least two weeks after a friendship she is part of is dissolved.
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5. | If, at any point, there are no players on a Team, then all
references to Teams will be removed from the ruleset.
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6. | A player can declare herself to be a Freemason at any time.
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7. | When a player joins the game, if there is no unowned square which
is not mentioned in the rules, a new square is created by New Clear
Fishing (with no fee being paid by anyone). The new player is then
given ownership of the lowest numbered unowned square which is not
mentioned in the rules.
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8. | A player may leave the game by informing the admin. The player
may choose one of the following to happen as they leave:
- All of the player's assets, including all cash, all property, and
all objects, will be donated to the Government. The Government
will retain all cash, and auction all property in accordance with
rule X.7. Objects will be auctioned off in the same auction as
one item, called a Grab Bag, and otherwise treated like property
to be auctioned.
- All of the player's assets, including all cash, all property, and
all objects, will be donated to the Corporation. The Corporation
will retain all cash, and offer to sell all property and objects
at 120% market value. Any player may purchase these property and
objects at any time from anywhere, first come first serve.
- All of the player's assets will be distributed randomly to the
other players in the following manner: One square of property,
one object, and a bundle of money up to $200 (as much as possible
to fill a bundle) is considered one "thing" (not and official
game term, but just for the purposes of this rule). The Admin
will pick a random player (with uniform probabiliy--not the
departing player, of course) that hasn't yet been given a thing
and give her one thing, until all things are given out. If every
player has received a thing by this rule, then the Admin will
pretend nobody received a thing, and continue giving out things.
- All of the player's assets will be distributed randomly to the
other players in her team, as per the method described in the
previous item.
- All of the player's assets will be donated to a surviving player
of the exiting player's choice.
If a departing player does not specify an asset dispursal method, the
choice will default to the first method.
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9. | If a player leaves the game, but in doing so causes a surviving
player to win within 1 week (either by qualifying as the Winner or
winning a Messed Up game), then the player leaving the game shall be
called the Ex-Scammer, and shall receive second place for outside
accounting purposes. If more than one exiting player is responsible
for the win, then second place shall be shared.
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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 non-Bankrupt player "is fined" or "loses" some amount of
money to the admin or The Government, then the amount is subtracted
from the player's money and added to The Government's money. If a
player (She) "pays" or "gives" some amount of money to another entity
in Nomopoly (He), then the amount is subtracted from Her money and
added to His money.
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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. | All amounts of money are rounded to the nearest dollar.
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5. | If a player is fined, loses, pays, or gives some amount of money
greater than the amount of money she has, that player is Bankrupt. If
the player is a member of a Team, and if that player's Team has enough
money collectively to pay the debt, then the player's Teammates will
each pay an equal amount to the Bankrupt player, the minimum amount
for the player to pay his debts. (This may cause other Teammates to
go Bankrupt.) After paying, if all the player's Teammates agree, the
player can be removed from the Team and turned into a Freemason. If a
Bankrupt player is not a member of a Team with enough funds to pay the
debt, and the player owns squares, then all squares owned by that
player become owned by the Government, the player is paid market value
for all of those squares and must then attempt to pay off the debt.
If a Bankrupt player is not a member of a Team with enough funds to
pay the debt, and the player owns no squares, then the money she has
is paid to her creditors, the player is marked with a Bad Credit
Rating, and the payment is considered to have been written off as bad
debt.
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6. | Anyone with a Bad Credit Rating may remove it by paying $200.
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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. | 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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4. | If a square is North, South, East, or West of another square, then
the two squares are said to be "adjacent".
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5. | The first square is known as the Southwest Corner of the board.
The Easternmost square of the first row is known as the Southeast
Corner of the board. The Northwest Corner of the board is the
Westernmost square of the last row, unless the last row has fewer
squares than the next-to-last row, in which case the Northwest Corner
is the Westernmost square of the next-to-last row. The Northeast
Corner of the board is the Easternmost square of the row which
contains the Northwest Corner.
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6. | If the board has at least nine squares, then for each of the four
geographic Teams, there is a region on the board known as that Team's
base. The West Team's base consists of all squares that can be
reached both by moving South from the Northwest Corner and by moving
North from the Southwest Corner. The East Team's base consists of all
squares that can be reached both by moving South from the Northeast
Corner and by moving North from the Southeast Corner. The South
Team's base consists of all squares that can be reached both by moving
East from the Southwest Corner and by moving West from the Southeast
Corner. The North Team's base consists of all squares that can be
reached both by moving East from the Northwest Corner and by moving
West from the Northeast Corner.
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7. | Any player may pay $300 to create a new square, numbered higher
than any other on the board. This process is known as New Clear
Fishing.
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8. | A square's "successor" is the square with the next highest number;
the highest numbered square's successor is the first square. A
square's "predecessor" is the square with the next lowest number; the
first square's predecessor is the highest numbered square.
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VII. | TURNS
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1. | When a player takes a turn, if there is at least one White square
on the board, then the player rolls two dice (or merely one if the
player is Sick or Hurt) and, once for each pip shown on the dice,
moves from her current square to its successor (or to its predecessor
if the player is In Reverse). 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. | When a player takes a turn, if there are no White squares on the
board, then no change is made to the game state.
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3. | If the dice rolled for a player's turn 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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4. | If a player has been speeding for two or more consecutive turns,
then the player will be fined $40 plus $15 for every turn in excess of
the first two.
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5. | If a player is moved from the highest numbered square to its
successor as part of a normal turn or CL turn, that player will earn
$400.
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6. | If a non-Speeding player rolls a 7 or 11, that player is given
$100 and is moved as if she had rolled twice the number of pips
showing. If a Speeding player rolls a 7 or 11, that player is fined
$50 and takes his turn In Reverse.
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VIII. | OWNERSHIP
|
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1. | If a player tells the admin of her wish to do so, she may transfer
any game item that she owns to any other player.
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2. | Each square may have an owner.
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3. | The owner of an unnamed square may give that square a name by
declaring a name to the admin.
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4. | A player who lands on an unowned square and has at least as much
money as that square's market value may become its owner by paying The
Government its market price.
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5. | When a player lands on a named square owned by another entity,
that player will pay the owner the rent value for the square.
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6. | If a square is colored a Corporate Color, anyone who collects rent
on it must then pay 20% of the rent collected to The Corporation.
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7. | If a square is colored a Government Color its owner must pay a
property tax of 5% of its market value to The Government once a week
or the square will become Government Property.
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8. | If one player owns at least three squares of a single color, and
no other player owns any squares of that color, then the owned squares
are said to make up a block, and the owner is said to own that block.
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9. | If a player is required to pay his Best Friend due to any rule in
this section, the amount of money she must pay is cut in half, rounded
down.
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10. | The owner of a square may rename it: To rename a square that has
not been renamed, the owner must pay $15 to The Government, to The
Corporation, and to each player. To rename a square that has been
renamed once, the player must pay $30 to the same sources. To rename
a square that has been renamed twice, the player must pay $100 to the
same sources. A player may rename a square that has been renamed
three times for free, but upon doing so becomes a Freemason. Any
attempts to rename a square that has been renamed four times will
destroy the square.
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11. | If a square is colored White, its owner must pay a $50 fine once a
week. The $50 will be evenly distributed between players who have
paid Dues to the WETHA and players who are Freemasons, with players
belonging to both groups getting twice the share of players who belong
to only one. Money leftover from rounding is removed from the game.
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12. | If a player ends three consecutive weeks on the same square, he
may notify the admin that he wants to set up a Homestead on that
square. A player with a Homestead on a square will never have to pay
rent for that square.
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13. | A player may donate a piece of land to Charity. Once donated,
players may request property given to Charity. At the beginning of a
week, the "poorest" player requesting the property will be given it,
where "poor" is defined as the player with the fewest properties, ties
broken by the player having the least money.
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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 two of her proposals is still
undecided, then the oldest undecided proposal is discarded to make
room for the new proposal.
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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. | If a proposal is rejected, the admin may opt to declare the
proposal as a complete waste of time if the proposal meets one or more
of the following criteria: it makes no changes in the rules; it is
incomprehensible; it is an exact duplicate of a proposal that has
already been submited and rejected.
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5. | When a player's proposal is judged by the admin and not found to
be a complete waste of time, that player will take a turn during after
the week's proposals have been judged, and after all turns earned for
previously made proposals have been taken.
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6. | A player will be awarded $100 for each accepted proposal. A
player will be fined $10 for each rejected proposal. These awards and
fines will take place immediately before the turn resulting from the
proposal is taken.
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7. | Every week, the Admin will judge each player's first undecided
proposal before judging any player's second undecided proposal. The
Admin will also judge all second undecided proposals before judging
any player's third undecided proposal.
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8. | The admin may choose to declare a proposal a Sick Proposal. Sick
Proposals will never be accepted when submitted by a player who is not
Sick.
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9. | If the admin accepts a proposal which he feels simplifies the
ruleset, the player who made the proposal will be awarded an extra
$100.
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X. | THE GOVERNMENT
|
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1. | An entity known as The Government exists.
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2. | Every square whose number is a multiple of 10 is owned by The
Government and considered to be "Public Property", unless another rule
states otherwise.
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3. | Every square whose number is both greater than 20 and is an odd
multiple of 5 is owned by The Government and considered to be a
"National Park", unless another rule states otherwise. Any player who
lands on a National Park will have to pay The Government $10.
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4. | A player may register to vote at any time by paying $100 to The
Government.
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5. | All properties owned by the Government which are neither National
Parks, Public Property, nor part of the Bridge are to be auctioned
off. Each property to be auctioned is listed on The Government Page
as "Going Once", "Going Twice", or "Gone". At the beginning of each
week "Gone" properties have their ownership transferred to the highest
Bidder, who pays her last Bid to the Government; "Going Twice"
properties become "Gone", "Going Once" properties become "Going
Twice"; and auctionable squares that aren't any of these become "Going
Once". Also listed on The Government page is the highest Bid to date
(but not the name of the highest bidder). The Corporation or player
may Bid any amount more than the current Bid on a "Going" property.
Players bid by sending a message to the admin; The Corporation
automatically bids half the market value of a square. The Government
can also auction off collections of items in the same way it
auctions off properties.
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6. | If, at the beginning of an update, The Government has more than
$15,000, then The Government will disperse its extra funds to all
players evenly.
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7. | The 45th square is the Nomopoly Metropolitan Zoological Gardens,
also known as the Zoo. Players who land in the Zoo will be fined $25,
and have the option of getting a Souvenir Hat or being fined another
$5.
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XIII. | COLORS
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1. | The only colors that exist in the game are Red, Orange, Yellow,
Green, Blue, Indigo, Maroon, Khaki, Navy, Teal, Lime, Fuschia, and
White. The first six are known as Corporate Colors, the next six are
known as Government Colors, and White is the only
Non-Profit-Organization Color.
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2. | All squares are White until colored otherwise.
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3. | The owner of a square may choose to paint in one of the Corporate
Colors. The cost of painting a square in this fashion is $50.
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4. | A player may purchase Government Issue Paint at a cost of $100 per
can. This paint can come in one of the Government Colors. A player
with a can of paint may pour it on the square that player occupies,
thus changing the color of the square and expending the can of paint.
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5. | A player may hire a Government Issue Painting Person (GIPPer) to
take a can of paint to any square owned by that player, and pour it on
there. The cost for this service is $50 above the cost of the paint.
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6. | A player may hire the GIPPer to take a can of paint to the
elephant and pour in on him, changing the Elephant Skin Color. The
cost for this service is $1000 plus the cost of the paint.
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7. | If any player owns a block in a particular color, no player may
change the color any square to the color of that block by any means,
unless another rule specifically states otherwise.
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8. | Involuntary colorings by the Elephant or by Sick players are
allowed to violate the block-color protection rule.
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9. | For $300, a player may apply a coat of Tefflon to any square she
owns. Any square which is coated in Tefflon may not be recolored by
any other means; all attempts to recolor such a square fail. Squares
may only have one coat of Tefflon at a time.
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10. | For $300, a player may remove a coat of Tefflon from any square he
owns.
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11. | Any player may apply a coat of glue on any square she owns or on
square she occupies at the cost of $10 times its ordinal number. Any
player (other than the owner) starting a normal turn from a square
coated in glue will one one die fewer than usual for determining
movement. Any player (other than the owner) passing through a square
coated with glue during a normal turn will lose one pip's worth of
movement. When a player is affected by a coat of glue, that coat of
glue is removed from the square. If a player landed on a square due
to its coat of glue, then as long as that player remains on that
square, the owner of the square may not collect rent.
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12. | Any player may apply a coat of grease on any square she owns. If
a rule states that a player or pseudoplayer should land on a greased
square, then he will land on the succeeding square instead.
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13. | Glue, grease, and Tefflon are coatings. If a square is coated
with one type of coating, then attempts to coat it with a different
type of coating will fail.
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XVIII. | DESTRUCTION
|
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1. | No square that is named in the rules may be destroyed.
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2. | If a square is destroyed, all players and items currently in that
square are moved to the closest Public Property immediately after the
destruction. A destroyed square is completely removed from the game,
losing all characteristics, including (but not limited to) ownership,
color, and market value. Any jumpgates t or from a destroyed square
no longer exist. Any other effects dependent on the existence of the
square are null and void. When a square is destroyed, if it was not
the highest-numbered square, then the highest-numbered square will be
renumbered to assume the number of the destroyed square.
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3. | If the destruction of a square causes a previously player-owned
square to become Government Owned, that player shall be paid the
market value of the square. If the square was a Corporate Color, the
Government will paint it a random Government Color.
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4. | A player may buy Explosive Insurance for $500. A player with
Explosive Insurance is unaffected by destruction of any sort, as are
any squares owned by that player. For each incident of destruction
averted, the player will have to pay $50; if the player does not want
to pay or if the player does not have enough money to pay, the player
will immediately lose the Explosive Insurance.
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5. | If a player destroys that which is owned by his Best Friend, the
player becomes an Freemason.
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XIX. | PRODUCTS, ORIGINAL AND REPACKAGED
|
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1. | If a Product has not been purchased within two weeks of its
creation then the Product will be removed from the rules.
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2. | Any Product which duplicates the effects of paint cans or paint is
considered to be Repackaged Product; the patent holder of the Original
Product is considered to be The Government or The Corporation,
determined by the color of the paint. Any Product which duplicates
the effects of glue, Lottery tickets, or extra dice is considered to
be a Repackaged Product; the patent holder of the Original Product is
considered to be The Government. Any Product which duplicates the
effects of Tefflon, deTefflonizing agents, New Clear Fishing, or
Explosive Insurance is considered to be a Repackaged Product; the
patent holder of the Original Product is considered to be The
Corporation.
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3. | (Passed Testing) A Warp Bubble is an Experimental Technology,
patent held by The Corporation. One can be purchased for $500. A
player with a Warp Bubble can choose to be transported to any square
on the board, landing on it. After it is used once, the Warp Bubble
will be removed from the game.
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4. | (Passed Testing) A Blockbuster is an Experimental Technology,
patent held by The Corporation. One can be purchased for $300 and
delivered to any square on the board. If the Blockbuster is not
disarmed within one week of its placement, then the square will be
destroyed. If the square is a member of a block, then all of the
squares in its block will also be destroyed. One way that the
Blockbuster can be disarmed is if a player lands on the square
containing the Blockbuster. Also, if the Blockbuster is placed in a
Team's base, then all members of the that Team are informed; if at
least three Team members (or all the members if there are fewer than
three) pay $50 then the Blockbuster will be disarmed. (Repackaged as
Fake Toy Bomb, a Novelty, sold for $325 with $275 royalty.)
|
5. | (Passed Testing) A Jumpgate Builder is an Experimental Technology,
patent held by The Corporation. For $500, a player may build a
Jumpgate between two squares he owns. For $500, a player may build a
Jumpgate between one square he owns and an unowned square, gaining
ownership of the square in the process. Jumpgate Builders must be
used immediately after purchase.
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6. | (Passed Testing) A Hot Spring Bath is an item sold for $40, patent
held by Vynd. If a Sick player owns a Hot Spring Bath, the player
becomes non-Sick. If a player bound by non-Rusty Chains owns a Hot
Spring Bath, the player's Chains become Rusty. If a non-Sick player
who is not bound by non-Rusty Chains owns a Hot Spring Bath, then the
Hot Spring Bath will disappear immediately.
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7. | (Passed Testing) The Eye Opener is a Caffeinity sold for $50,
patent held by Geppetto. If a player with an Eye Opener chooses to
drink the Eye Opener by informing the admin before significant work
toward the weekly update is made, then the admin will treat that
player's weekly efforts as if her email arrived before all other
players who aren't using an Eye Opener. The Eye Opener will then
disappear. (Repackaged as "Chez Caffeine's Eye Opener", a Beverage,
by Geppetto, sold for $50 with $40 royalty.)
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8. | (Passed Testing) The All-Nighter is a Caffeinity sold for $100,
patent held by Geppetto. A player with an All-Nighter may drink at
most one per week, removing the All-Nighter from the game and allowing
the player to submit one extra proposal per week, complete with all
the perks associated with proposals. (Repackaged as "Chez Caffeine's
All-Nighter", a Beverage, by Geppetto, sold for $100 with $75
royalty.)
|
9. | (Passed Testing) V-8 is a Beverage sold for $50, patent held by
Geppetto. A player with a V-8 may choose to drink it, removing the
V-8 from the game, causing the player to become non-Sick, and causing
another randomly selected palyer to become Sick. (Repackaged as
"Fancy Ketchup", a Candy, by Death, sold for $60 with $10 royalty.)
|
10. | (Passed Testing) A 'Bot is an Experimental Technology sold for
$150, patent held by the Corporation. If an action requires some sort
of payment, part of which would go to a player who held a job, then a
player with a 'Bot does not have to pay to perform the action. Each
time a 'Bot is called upon to absorb a payment, three dice are rolled
by the 'Bot owner, and if the owner rolls a total of three or fewer
pips, then the 'Bot will explode. An exploding 'Bot destroys the
closest destroyable square to the square occupied by its owner and
then disappears from the game. After absorbing three payments,
regardless of any malfunctions, the 'Bot will disappear from the game.
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11. | (Passed Testing) Disguise Kits, a type of Novelty, are sold
for $200, patent held by Geppetto. Any player who uses a Disguise Kit
can select a player to dress up as ("the Victim"). Then, all effects
of the Disguised player's passage through squares or landing on
squares (except for the change of position) will affect the Victim.
Once used, the Disguise Kit lasts either until the end of the week or
until the Victim has lost $500, whichever comes first.
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12. | (Passed Testing) The Impersonator 2000, patent held by Pabrowil,
has a price of $600. Impersonator 2000s and repackaged versions are
not currently sold on the market. Any player ("the User") who uses
the Impersonator 2000 can select a player to impersonate ("the
Victim"). While impersonating, all actions, voluntary and
involuntary, that move the User will affect the User; all other
actions will affect the Victim. Once turned on, the Impersonator 2000
will last for either a week or until the Victim has paid $1000,
whichever comes first. Half of all money received by the patent
holder for purchase or royalty of the Impersonator 2000 must be given
to the patent holder of the Disguise Kit. (Repackaged as "Better
Disguise Kit", a Novelty, sold for $600 with $60 royalty.)
|
13. | (Passed Testing) Fake Vomit, a type of Novelty, is sold for $50,
patent held by Geppetto. A player owning Fake Vomit can drop it in
any square she occupies, causing any other player who occupies that
square later to become Sick.
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14. | (Passed Testing) Gremlins, a type of Novelty, are sold for $150,
patent held by Geppetto. A player can release her Gremlins, affecting
the square she occupies. Gremlins released in a square with
Jumpgates, Blockbusters, or Tractor Beams will cause each of those
items to disappear. Gremlins released in squares with players who own
Surgeon Suits, Blockbusters, Da Speedsta, Warp Bubbles, or Radar
Detectors will cause those items to be removed from their owners'
possessions.
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XXI. | EASY MOVEMENT
|
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1. | A player is allowed up to two Easy Moves a week.
|
2. | If a Registered Voter requests it, The Government will transport
her to the Public Property square of her choice.
|
3. | If the owner of a square painted in a Corporate Color requests it,
The Corporation will transport him to the Corporate-owned square of
his choice.
|
4. | A player can hire a Taxi by shouting "Taxi!" and informing the
Admin of his intended destination. Taxis can move from one square to
its successor, from one square to its predecessor, and from a Jumpgate
square to its sister square. A Taxi will transport a player to his
destination by taking the shortest path possible that does include any
squares with Blockbusters, charging the player $10 for each move it
makes. A player can pay the Taxi an extra $500 to allow it to drive
through squares with Blockbusters. Anyone taking a Taxi trip becomes
Sick.
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5. | The owner of a Store may hitch a ride on a delivery truck and be
transported to his Store, provided that the devliery truck can make it
to the Store without driving through a square with a Blockbuster.
Delivery trucks repeatedly move from one square to its predecessor or
to its successor. By paying $500, the owner of a Store may be
transported to her Store regardless of Blockbuster locations.
|
6. | A player may Take a Walk, transporting himself to either the
successor or predecessor of the square he occupies.
|
XXII. | ACTIONS
|
---|
1. | An action is any attempt by a player to change the state of the
game, unless the rules for that attempted change specifically state
that it is not an action. Actions can be either voluntary or
automatic.
|
2. | Voluntary actions are taken by sending a message to the admin
informing her of the actions one wishes to take. Involuntary
actions are actions that a player is forced to take by the rules.
|
3. | Discussion, with the admin or other players, of the game, is never
an action, even if it leads to changes in the state of the game.
|
4. | If an attempted action is impossible or invalid, that action is
considered to have failed. Any cost or benefit associated with a
failed action is refunded or rescinded unless otherwise specified in
the rules.
|
5. | No player may take a voluntary action that would render herself
Bankrupt. Actions that would have this effect are invalid and
automaticaly fail with no loss of money for the player who attempted
it.
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6. | The admin will post the results of all actions, failed or
otherwise, when he posts the proposals judged that week.
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7. | By default, actions can not be taken back. Once an action has
been submited to the admin, it can be considered to have happened (or
failed), although the results will not be known immediately. It is of
course, still possible to take some other action that would negate the
effects of one's previous action.
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8. | If, during an update, a player takes an involuntary action which
places him in a square, then at the beginning of the next update that
player is allowed to take voluntary actions as if he were currently
occupying that square.
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XXVII. | DISPUTES
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1. | A player (the Accuser) may start a dispute with another player
(the Defendant) by emailing the admin an accusation with a charge,
supporting facts, and a recognized Penalty. The admin will post the
accusation. During the following week, the Accuser and the Defendant
may select which dispute-settling mechanism they prefer, send in
arguments in their favor in the event of a Goverment Court, and allot
dice in the event of a Corporate Trial. If the players agree on the
dispute-settling mechanism, then the dispute-settling mechanism will
be the one they agree upon; otherwise it will determined in the
following manner: If one of the players is on a Corporate-colored
square and the other is on a non-Corporate-colored square, then the
dispute will be settled in Government Courts; otherwise, the dispute
will be settled in Corporate Trials. At the end of the second week,
the admin will follow the rules laid out by the dispute-settling
mechanism to determine the outcome of the dispute. If one player wins
the dispute, the other will suffer the Penalty.
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2. | Disputes between players may be settled by Government Courts.
Both disputing players pay The Government $150, and the admin will
decide which of the players wins the dispute.
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3. | Disputes between players may be settled in Corporate Trials. In a
corporate trial, each player rolls a pair of dice, and the player with
the highest total wins. A player in a Corporate Trial may buy Extra
Dice specifically for use in one trial for $50 each. In case of a
tie, another Corporate Trial is held.
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4. | A recognized Penalty is that a payment must be made to another
player, a shop, or any other organization recognized by the admin
(excluding the WETHA). A player who must pay damages can refuse to
pay, or perhaps may not have enough money to pay; the admin will then
take the ceiling of the binary logarithm of the sum to be paid, round
up, multiply by ten, and award the player that many pounds of Chains.
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5. | A recognized Penalty is that at most 100 pounds of Chains should be
attached to a player.
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6. | A recognized Penalty is the removal of Registered Voter status.
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XXVIII. | THE WIDE EYED TREE HUGGING ANARCKISTS
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1. | The Wide Eyed Tree Hugging Anarckists may be referred to as "the
WETHA" without inflicting scorn.
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2. | Anyone may pledge allegiance to the WETHA by voluntarily paying
Dues.
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3. | Any time a player who has paid Dues is required to pay rent, she
will roll four dice once for each dollar of Dues they have paid. If
any one of those rolls totals fewer than five pips, the player will
not pay rent. If none of those rolls totals fewer than five pips, the
player will pay an extra dollar of rent.
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4. | The WETHA owns Lodges, which are pollutants, on the 28th and 53rd
squares. If the board contains at least 83 squares, there will be
Lodge owned by the WETHA on the 83rd square. Lodges may not be coated
or destroyed.
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5. | If a Team member who has not paid Dues to the WETHA and has at
least two properties lands on a Lodge, then the second least valuable
property that they own will be transferred to the WETHA and placed at
the end of its Giveaway Queue (provided that the property is not part
of a Jumpgate and is not named in the rules).
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6. | If a Team member who has paid Dues lands on a Lodge, then that
player will pay $50 to the WETHA (not paying Dues, but as a fine).
That player will then receive the first item on the WETHA's Giveaway
Queue, removing it from the Queue.
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7. | If a Freemason lands on a Lodge, then that player will then
receive the first item on the WETHA's Giveaway Queue, removing it from
the Queue.
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8. | Any player who has paid Dues to the WETHA may plant a tree on any
square that does not contain a Store, is not coated with Tefflon, and
is not a pollutant. A square with a tree may not become a Store,
coated with Tefflon, or a pollutant. Trees can only be removed with
the destruction of the square.
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XXXII. | LABOR
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1. | Both The Government and The Corporation can offer jobs to the
public. After the announcement of the job, its requirements, its pay,
and its perks, players have one week to bid for the job. The player
who offers to pay the most will then pay that amount to the entity
offering the job, earning the job.
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2. | Anyone may quit their job at any time. When a player quits his
job, the entity responsible for the job will repost the job and rehire
as if it were a new offering.
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3. | A player may only hold one job at a time. If a player accepts a
second job, she automatically quits the first job.
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4. | The job of Head GIPPer is offered by The Government. Any time a
player hires a GIPPer or applies glue to a square, the Head GIPPer
will be transported to the square that is painted or glued. The Head
GIPPer will then get paid 75% of what The Government collects for
painting or gluing.
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5. | The job of Taxi Driver is offered by The Government. Any time a
player takes a Taxi, the Taxi Driver will be transported to the final
destination of the Taxi ride. The Taxi Driver will then get paid 75%
of what the The Government collects for the Taxi ride.
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XXXIII. | PSEUDPLAYERS
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1. | Each of these pseudoplayers has a position on the board and is
controlled by the admin, who has the power to make decisions for it
whenever a choice is available. None of these pieces has the
abilities of a player unless specifically noted.
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2. | An elephant has escaped from the Zoo. The elephant can be colored
any color that is legal for a square to be colored. Once per week, it
rolls one die and behaves as follows: on a it moves South (if possible); on a it moves West (if possible); on a it moves East (if possible); on a it moves North (if possible); on a all players sharing a square with the elephant become Sick; on
a the elephant removes all coatings
from its current square and recolors the square to match the Elephant
Skin Color.
Players who occupy the same square as the elephant may "feed" it
items, donating the item to the elephant. If the elephant owns four
items, then each time it receives a new item it has a 50% chance of
Expelling. When the elephant Expels, half of its items are destroyed,
the other half are given to the player whose feeding caused it to
Expel, all players occupying the same square become Sick, and the
elephant's current square becomes painted in the Elephant Expulsion
Color.
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3. | A Phantom Piece will take a turn once per week. If any rule
states that the Phantom Piece should land in a square, the Phantom
Piece will not land in the square but merely occupy it. After moving,
the color of the square that the Phantom Piece occupies will impact
each player:
- Red, Expansion (Corporate Virtue): If a square is unowned, The
Corporation buys the lowest numbered unowned square and builds a
branch of the ETF on it.
- Orange, Bonus Issues (Corporate Virtue): All Corporate
stockholders receive $1 for each 10 Shares they own. The number of
Stocks present in the game increase by 10%.
- Yellow, Extortion (Corporate Vice): All players pay $200 to the
Corporation.
- Green, Pollution (Corporate Vice): If any Factory is not a
pollutant, then a random Factory becomes a pollutant. Otherwise, a
random successor or predecessor of a Factory becomes a pollutant.
- Blue, Creative Accounting (Corporate Vice): All the Corporation's
money is transferred to the SBA, along with whatever additional funds
are required to make the trasnfer total at least $4000.
- Indigo, Negligence (Corporate Vice): Players who do not own
Corporate Stock become Sick.
- Maroon, Social Security (Government Virtue): The Government
divides all its money evenly among players, keeping any remainder.
- Navy, Health Care (Government Virtue): All Sick players become
Non-Sick.
- Khaki, Science & Technology (Government Virtue): All players may
purchase one Experimental Technology, paid for by The Government
whenever possible.
- Teal, Infrastructure (Government Virtue): Eight new squares will
be added to the board.
- Lime, Palm-Greasing (Government Vice): All players who are not
Registered Voters pay $300. Each Registered Voter receives an equal
share of the collected money, not to exceed $200, with surplus going
to the SBA.
- Fuchsia, Taxation (Government Vice): All players pay $500 to The
Government.
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4. | A Corporate Player will take a turn once per week, moving as if it
always uses one Extra Die for rolling. The Corporate Player behaves
in all ways as a player, except it cannot get Sick and it does not
move in the CL phase. If the Corporate Player lands on a square owned
by another player, and if The Corporation has at least $2500, then the
Corporate Player will offer to buy the square for a price of 2.17
times the square's market value (rounded down) plus $300 if the square
has a Store plus $200 for each Original Product sold at the Store. If
a player gives a non-Corporate-colored square to the Corporate Player,
the square will be changed to a randomly chosen Corporate color.
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5. | The Insane Scary Screaming Suicidal Guy (TISSSG) will take a turn
once per week, moving as if it always uses one Extra Die for rolling.
When TISSSG finishes his move, he will scream at all players who
occpuy his square, causing them to be Hurt. If TISSSG also occupies
the same square as any pseudoplayers, all pseudoplayers on that square
(including TISSSG) will be destroyed. Any player may pay $350,
causing The Insane Scary Screaming Suicidal Guy to become The Sane
Mellow Silent Guy (TSMSG). TSMSG moves as TISSSG, but does not Hurt
other players or pseudoplayers. If TSMSG ever moves to a square which
includes The Elephant, TSMSG will be trampled to death and removed
from the game.
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XXXVI. | IMPENDING DOOM
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1. | A Tornado may strike soon, probably by the end of May, producing
chaotic effects.
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2. | When the Tornado hits, all trees will be ripped from the ground,
removed from the board.
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3. | When the Tornado hits, all squares not anchored down by being
mentioned in the ruleset (directly or indirectly) will be shuffled.
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4. | When the Tornado hits, every player and pseudoplayer will be moved
to a random square. The Phantom Piece will then take three turns,
with everyone suffering the consequences of each move.
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5. | When the Tornado hits, time as we know it will stop utterly,
causing the time between weeks to extend indefinitely, perhaps for the
summer or perhaps forever.
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6. | Each player may submit their choice for their favorite square
name; if one square receives more votes of support than any other by
the end of the game, then the owner of that square will receive $150.
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7. | TISSSG will chew off his own hand and beat himself to death with
it, removing himself from the game, as the fearsome tornado
approaches.
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