Nomopoly II (Mail) | Proposals Rules Players Board Gov't Top |
---|---|
Week 6 | |
prev next |
Actions |
---|
Here comes Week 6:
Proposal 95 |
---|
The Corporation, after seceding from the Government, has now declared war against the Government. The Corporation is now cranking out weapons to use against the Government. Both sides see this as a small war that will be finished quickly, but when you have 20th century tactics with 21st century weapons...
In response to this, players may pledge loyalty to either the Government or the Corporation. When a player allies with one of the two entities, any property they have that is colored one of the non-allied's colors in repainted in a color of the allied entity.
In personal response to this great tragedy, I have broken allegiance to the Government, and put my Metal-Detector Warehouse into full steam production.
Hopefully, the war will be long and expensive, so that the players may get the most money out of it...
Rejected. Players are already divided into four geographic factions, and I can't abide any in-fighting due to political reasons.
Proposal 96 |
---|
If, at the beginning of an update, The Corporation has more than $15,000, then The Corporation will disperse its extra funds to The Government.
Accepted. Looks like a reasonable parallel between the two powers' rules, keeping them balanced.
Proposal 97 |
---|
(If $600 in damages are done this week to things covered by a $500 policy, the Corporation will spend $500 to buy back the policy. If $300 in damages are done to things covered by a $500 policy this week, the Corporation will prevent or pay the damages. If another $300 in damages are done next week the Corporation will pay again, since it's still cheaper to pay it off than to buy it back)
Rejected. This strikes not as a broader rewriting of Explosion Insurance, but as something utterly different. I'm unsure what you mean by damage, but the only thing that inherently changes the market value of a square is the creation of a pollutant nearby; I'm not convinced Insurance is the best metaphor for that. Knowing that destruction doesn't change the market value of a square (which is not based on its population), the Corporation would chose to pay an owner his $0, not prevent the explosion, and then charge the upkeep. This makes Explosion Insurance pretty stupid.
Proposal 98 |
---|
[Players] vs. Best Friend: If a player destroys a square that is the property of his best friend, his team declares him an Outlaw, and he is not member of a team anymore.
Accepted. Players may be a member of one of the four teams, or they may be Outlaws. Note that a friendship may survive an incident like this.
Proposal 99 |
---|
I hearby propose a new rule: Vynd's Hot Springs Resort
Vynd's Hot Springs Resort is renowned for it's soothing baths and pleasant locale. Any player who lands on Vynd's Hot Springs Resort may take any or all of the following actions, in addition to the normal effects of landing on a square.
For a cost of $20, a player may lie on the beach and get a suntan.
For a cost of $40, a player may bathe in the famous hot springs. Sick players who bathe in the hot springs are no longer sick.
Fees for the use of Vynd's Hot Springs Resort are paid to it's owner, who must give half of the proceeds to the Corporation. The owner may use the various effects of Vynd's Hot Springs Resort whenever he land there by paying half of their normal price directly to the Corporation. If Vynd's Hot Springs Resort is unowned, no one may use the above effects.
In addition to the above effects, anyone who is under the effects of glue that lands on or passes through Vynd's Hot Springs Resort has the glue instantly removed. Their movement returns to normal immediately. Note that this effect is true wether or not Vynd's Hot Springs Resort is owned. Vynd's Hot Springs Resort can never have a coat of glue applied to it.
Accepted as a new section. I will allow any player who occupies Vynd's Hot Springs Resort to purchase items, allowing for Taxi trips for the sick.
Proposal 100 |
---|
The Corporation has decided to become a publicly listed body. To this end it now has 2000 $2 shares. While shares remain unsold, any player may purchase as many shares as they like (provided they want less than the number available). Once all 2000 are sold, the only way to acquire shares is to negotiate with another player on a "fair" price. Purchasing shares is an action.
From now on, all moneys gained by the Corporation will be split 50/50 between the General Fund (which is the current fund) and the Dividend Fund (with rounding up going to the General Fund). Each time the Dividend Fund exceeds $200, all shareholders receive $0.1 per share, rounded off to the nearest $1. If shares remain unsold, then the General Fund is treated as the holder of those unsold shares. (i.e. approx $200 goes out of the Dividend Fund each time, regardless of how many shares are owned).
Accepted. To avoid weird rounding from getting the players, I've written the rule to say "For every $4000 collected by The Corporation, it will pay each shareholder $1 per share held." Happy 100th proposal.
Proposal 101 |
---|
A player can declare a square he owns to be a Store. A Store sells Products to players who land on it. All Products sold by a Store must be approved as proposals. A Store's Products can either be Original Products, which the Store's owner holds the patent on, or Repackaged Products, which are some other Store's Original Products with a new name and price, part of which goes to the other Store. Squares now selling Products (The Experimental Factory, the Carnival, etc) become Stores selling Original Products. The Government and the Corporation hold the patents to their paint.
When a Store is opened by its owner, the owner must declare its Theme. All Products sold by a Store must fall under this Theme. Another Store's Original Product that wouldn't otherwise fit under the Store's Theme can be Repackaged so that it does fit. (Example: A Baseball Bat sold by a Sports Store can be Repackaged and sold at a Political Equipment Store as an Urban Diplomacy Facilitation Tool.)
If a Store changes its Theme, it loses all Products and must re-propose to have new ones to sell. The owner still holds the patent to Original Products the Store sold before the Theme change.
Accepted. Any player occupying (not merely landing on) a store may shop at it. A Store may not be on the same square as a Utility. The "Experimental Technologies" section is now the "Saleable Items" section, filled with lots of fun saleable items, and listings of who owns patents on what. The following squares are now classified as stores: The Carnival, Experimental Technology Factory, and Vynd's Hot Springs Resort. (Owners of Vynd's Hot Springs Resort no longer need to pay The Corporation. Owners of The Carnival need not pay weekly fees for it to remain open. Other small things might change as a result.)
Proposal 102 |
---|
We don't have any crimes yet, however I thought that this proposal might provide an interesting variant to try from the traditional forms:
The government controls truth, the corporation has the lawyers.
Any time a there is a dispute between two players one of the following two systems of justice may be used:
Accepted in a new section, "Disputes". I did the best job I could condensing the rules; I hope the rules are accurate to what you proposed.
Proposal 103 |
---|
Change XVIII.4, "A player with Explosive Insurance is unaffected by destruction of any sort, as are any squares owned by that player." to "Any squares owned by a player with Explosive Insurance may not be destroyed." Add a new section to XVIII: "No player may be destroyed."
The way the rules currently read implies that if an insured player is standing on a square that is destroyed, that square goes away, but the player does not move (since she is "unaffected").
Rejected. Currently, destruction does not remove a square, but merely moves its occupants. Explosive Insurance, as it is written, protects a player's square from being destroyed and protects a player from being relocated if she stands on a destroyed square.
Proposal 104 |
---|
"Choosing to buy, explictily choosing not to buy or letting seven days pass from the time they land on the square will end their option to purchase" I think another option should exist--the Down Payment. The Down Payment shall be 1/10 of the total cost of the square. Once a player has paid the down-payment, they have a week to pay the rest of the money. Squares that are on Down-Payment may not be painted, applied glue ot tefflon to, etc.
Rejected. A player can avoid paying full price on a square and keep it from being affected moreso than is usual for any square? Come on, where's the fun in that?
Proposal 105 |
---|
[Proposals] Turbo Phase: Whenever all squares are colored, the next phase is a Turbo Phase. In a turbo phase, each player may take 3 turns, and no player may submit proposals.
Accepted, with modification. All squares are colored now; I'll interpreting "colored" as "colored non-White". The bonus three turns will, because of another rule, be CL turns. Looks like we have a way to stop proposal-making (and a subtle way to restart that process).
Proposal 106 |
---|
I notice that the introduction of new rules has created the odd inconsistency or two in the rules. One example:
The rule XXII.1 Actions means that Taking a Turn is considered an action. However, the rule VII.1 Turns implies that, as there are currently white squares on the board, the dice will be rolled. Now rule IX.5 Proposals implies that taking a turn happens after a proposal has been judged. Hence, according to XXII, taking a turn is an action. Yet such actions must happen at the end of the turn, but proposals happen in the middle of the turn. This is an obvious contradiction in the rules, and the rules contain no explicit mechanism for determining the result of rule contradiction. I therefore suggest the following correction:
XXII.2 should read: Submitting proposals is not considered an action, and nor are any involuntary game state changes which happen as a result of a proposal being judged.
Proposer's Explanation: This enables dice rolls and rent payments resulting from dice rolls to be determined after the proposal, rather than creating a huge backlog of rolls to be dealt with at the end of the turn. This also avoids the ordering problem (i.e. who rolls first when all proposal-based actions happen at the end of the turn) which is not explicitly addressed in rule XXII.
Accepted with so much modification that this is essentially rejected. See, the point of XXII was to create the backlog of rolls to be dealt with; it's actually a lot easier for me to deal with them all at once. I will, however, fix the contradiction not by changing XXII-2 but by changing IX-5, to read "..., 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," instead of merely "that player will take a turn". Since you brought up a big nasty problem with the ruleset and came up with a way to fix it, I'd feel badly punishing you for this; it's just that you haven't been playing long enough to hear me complain about the workload.
Proposal 107 |
---|
A player may submit a proposal of "No Contest", which incurs neither penalty nor reward but does give the player a roll of the dice. A player may also Volunteer a proposal, which incurs neither penalty nor reward and does not give the player a roll of the dice. Both No-Contest proposals and Volunteered proposals count against the player's per-update proposal limit.
Rejected. If players want to take turns, they should come up with a decent proposal or a different method for turn-taking. The three-proposal limit is for my benefit in judging and maintaining this weekly game and not merely for keeping players from taking millions of turns.
Proposal 108 |
---|
There exists an organization called the Wide Eyed Tree Hugging Anarckists, opposed to both the government and the Corporation. One can join the Wide Eyed Tree Hugging Anarckists by dropping a contribution of any size in their box. Anyone who is a member, has one chance for every dollar they have put in the box that turn of avoiding any rent they might have to pay that turn, Of course, if they do not get selected 1 is added to the rent they pay that turn.
Accepted in a new section. The "one chance for every dollar" is going to be a 1-in-1296 chance. Read the rule carefully; given this opportunity to play games with the way probability works, I'm having devious math fun. Feel free to change the way the 1-in-1296 number is acheived.
Proposal 109 |
---|
If at the end of the cycle, there is a single player who has in her sole possesion at least one square of every color it is possible for a square to be, at least one of which is the member of a block, then that player is the winner.
Accepted, modifying "color" to "non-White color".
Proposal 110 |
---|
Create a new section with the following definitions:
A "path" between two squares, A and B, is a list of directions such that if you start in square A and move in each of the directions in turn, you end up in square B. No other forms of movement are considered when moving in a path.
A "canonical path" is a path which contains any natural number (possibly zero) of repititions of "North" or "South" (but not any mixture of the two), followed by any natural number (possibly zero) of "East" or "West" (but not any mixture of the two).
The "distance" between two squares is the maximum number of times any one direction appears in a canonical path between the two.
A square A is said to be "closer" to a square B than to a square C if the distance between A and B is smaller than the distance between A and C, or if the distance between A and B is equal to the distance between A and C and the ordinal number of B is less than the ordinal number of C.
Accepted as a new section.
Proposal 111 |
---|
In an effort to help increase its income, the Corporation now sells Experimental Technologies at the Large Factory. Thus, players landing on the Large Factory will be fined $60 and then allowed to buy a piece of Experimental Technology.
Accepted. The Large Factory is now a store, and the effects of landing on it have changed slightly.
Proposal 112 |
---|
A player may spend $500 as an action, regardless of the square they are on, to create a Franchise of the Experimental Technology Factory on a square that they own (not necessarily the one they are on). This franchise makes the square a pollutant square, but enables it to act as an ETF with the following conditions:
Rejected. The new Store mechanism already exists, and, since it is free, this rule will probably not get much use.
Proposal 113 |
---|
If a Sick player is in the same square as a not-Sick player, he may give that player a Big Kiss, making the recipient Sick.
Accepted. If a player wishes to give another player a Big Kiss based on her position earlier in the week (IX-8), she can only kiss players based on their current position.
Proposal 114 |
---|
I propose to add this rule to the section on ending the game:
Whenever a cycle ends and there is more than one player who has met the requirements to become a winner, they will be known as potential winners. All potential winners then have 2 days in which to inform the admin if they would like to refuse the title of winner or not. Any potential winner that fails to inform the admin of their desire is assumed to not want the title of winner. Any player who refuses the title of winner is no longer a potential winner for that cycle.
If all potential winners refuse the title of winner, then there is no winner, and the game continues. If all but one of the potential winners refuse the title of winner, then the potential winner who wanted the title is the winner.
If two or more potential winners do not refuse the title of winner, then the admin will select at random with equal probability one potential winner to become the winner.
Accepted. This replaces the whole "A player can refuse the title of winner, prolonging the game" rule. In this spirit, much of the "Ending the Game" section changes the word "winner" to "potential winner". Players can be declared potential winners by satisfying certain criteria, and the game will end only when a player becomes a winner.
Time for Turns |
---|
In a similar way that Rule IX-5 was modified (see Proposal 106 for details), the awards from Rule IX-6 were similarly modified.
Death takes a tour of the Experimental Technology Factory. Death buys a Jumpgate Builder and uses it to build a Jumpgate from Peanut Brittle Cottage to the 56th square, gaining possession of the 56th square, which Death names The Nougat Mine. Death buys a Blokcbuster. Death hires a GIPPer to dump Lime paint on The Nougat Mine.
And now, the CL turns. With the rush of Lime this week, squares of all non-White colors exist in the game.
prev next Nomopoly II (Mail)
|
Proposals
Rules
Players
Board
Gov't
Top
| |
---|