The Set of Rules




I: The Admin

  1. The Admin for Nomopoly will be Jeff Yakel.
  2. The Admin will be responsible for performing moves for all players, receiving rule proposals from players, interpreting the rules, and maintaining an updated listing of the current set of rules.
  3. All decisions made by the Admin are final.
  4. If at any time a paradox or contradiction occurs in the game, the Admin will take one of the following actions, depending on the nature of the paradox:

II: Players

  1. Each player in the game will be required to have a valid email address and a unique username.
  2. The Admin is not considered to be a player.

III: Ending the Game

  1. The game will immediately end and be considered a draw for all players if the Admin is ever on the receiving end of a lawsuit from Parker Brothers.
  2. After any update to the Nomopoly page or at the end of any turn, if a player meets at least 5 of the following conditions, that player is declared the winner:
    • That player has at least 110% as much money as each other player
    • That player owns at least two separate blocks
    • That player owns at least one block of at least three squares
    • That player owns more squares than each other player
    • That player is the same colour as at least one of their blocks
    • That player owns at least one painted square of each possible colour
    • That player has passed over or landed on every square on the board that already existed on the board at the beginning of that turn at least one time during that turn
    In addition, at that time, the player cannot meet any of the following conditions:
    • That player currently holds the Hot Potato
    • That player currently holds a Poison Donut
    • That player is currently bankrupt
    • That player currently has less than 50 health
    • That player is the same colour as at least two other players
    • That player is currently in Parallel Universe
    • That player is currently trapped inside the Dirty Bubble
  3. Once someone has been declared the winner, the game ends.
  4. In the event that multiple players could be declared the winner, the person in contention for the win who meets the most of the optional requirements is the winner. If the winner is still unclear, whoever owns the most squares is the winner. If the winner is still unclear, the player with the most money is the winner. If the winner is still unclear, whoever has more blocks is the winner. If the winner is still unclear, whoever owns a larger block is the winner. If the winner is still unclear, the players between whom the title of winner is in contention are all declared the winner.
  5. A player's Net Worth is the sum of the following:
    • The amount of money the player has
    • Total value of all squares owned by that player. The "value" of a square is the purchase price of the square plus the purchase price of any improvements or additions to the square (ie. paint). The net worth of a co-owned square will be divided evenly between the co-owners of the square.
    • Total value of all items the player has. The "value" of an item is the purchase price of the item. If the item does not have a clearly defined purchase price, then the item's value is the amount of money it could be sold back for (ie. $500 for Lucky Donuts). If the item does not have a clearly defined purchase price or sellback price, then it has no Net Worth value.
    If the game ends at any time for any reason, but the rules do not define a winner, then the player with the highest Net Worth will be declared the winner.

IV: Money

  1. The official unit of currency for Nomopoly will be the Nomopoly dollar. Each player begins the game with $10000 of Nomopoly money.

V: The Board

  1. The game will take place on the Nomopoly board, consisting of a sequence of ordinally numbered squares. The board must always contain at least one square.
  2. The board will initially contain 20 squares.
  3. The first square of the board will be given the number 1, and each successive square will be given the next ordinal integer.
  4. The successor of a square is the square which has the lowest value greater than the value of the current square. The successor of the highest numbered square is square #1. A square is said to be the predecessor of its successor.
  5. The squares are laid out two-dimensionally in a grid with 10 columns. Square #1 will be in the bottom left corner, and each successive square up to Square #10 can be found by moving right. Square #11 is above square #10, and each successive square up to Square #20 can then be found by moving left. This winding pattern continues for as many squares as there are on the board (similar to the layout of a Snakes and Ladders board), however, if the total number of squares is not a multiple of 10, the last row will contain less than 10 squares.
  6. At all times during the game, each player will occupy exactly one square. All players start the game on square #1.
  7. Every time a player lands on or passes Square #1, he receives $1200. This $1200 may not be collected more than once per turn.
  8. Every time a player goes past the end of the board, two more squares will be added to the end of the board.
  9. The board may not have more than 100 squares. Once the board has 100 squares, any rules which attempt to add squares to the board will not take effect.
  10. The directions North, South, East, and West refer to the directons up, down, right, and left, respectively. This is defined by the two-dimensional layout of the board, not the ordinal sequence of the squares.

VI: Moves

  1. When a player makes a move, the Admin will roll as many dice as defined by the player's current method of transportation and move the player ahead on the board the amount of squares equal to the sum of the two dice. By convention, the player is said to leave his current square, land on the final square, and pass over each square in between.
  2. If the dice show doubles (ie. exactly two dice have the same number showing) the player immediately receives another move.
  3. If a player is instructed to "jump" to a particular square, he is said to leave his original square and land on the destination square, without passing over any squares.
  4. If a player is instructed to "drive" to a particular square, he is said to leave his original square and land on the destination square without passing over any squares. In addition, if the player drives to a square and would have to pay rent for landing on that square, that player does not pay rent.

VII: Proposals

  1. A proposal is one of the following:
    • The addition of a new rule
    • The deletion of an existing rule
    • The modification of an existing rule
  2. If a proposal is unclear, paradoxical, or is missing required information, the Admin, time permitting, may send the proposal back to the player who made it and offer suggestions as to how to fix the proposal.
  3. When a proposal is made, all players and the Admin will be given the opportunity to vote on it. Each player and the Admin will vote one of the following: Yes, No, or Abstain. Anyone who does not submit a vote for a proposal will be assumed to have voted Abstain.
  4. If the number of Yes votes on a proposal is greater than the number of No votes, the proposal becomes a rule and is added to the current set of rules under a section as the Admin sees fit. If the proposal does not receive the required number of votes, it is discarded.
  5. The Admin has the right to veto any proposal which in his opinion is discriminatory, unfair, or in any way destructive of gameplay.
  6. If a player makes a proposal and that proposal passes, that player is awarded $100. If that proposal is discarded, that player loses $10. If more than one third of all players vote Abstain on the proposal, neither of the above consequences are applied. If the majority of players vote Abstain on the proposal, then each player who did not vote Abstain is awarded $50.
  7. If the Admin makes a proposal and that proposal passes, the Admin Bank Account gains $100. If that proposal is discarded, the Admin Bank Account loses $10.

VIII: Turns

  1. One turn by definition will last one week. A turn begins on Monday and ends on the following Sunday, inclusive.
  2. Monday thru Wednesday will be Rule Proposition Period. During this period, each player will receive an email stating his dice roll for the two moves the player makes that week. The players will be moved in random order. If a player has a choice based upon their move for the week that depends upon another player's choice (ie. two players landing on the same square, both wanting to buy), the player who moved first will have priority of choice. Each player and the Admin will then have the opportunity to make up to two proposals. All proposals will be sent by email to the Admin. Each player may make only two proposals per turn. If more than two proposals are made by the same player, only the last two received will be considered. All proposals must be sent before midnight on Wednesday. Also, if for some reason the Admin requires any input from the player as to what move to make based on the dice roll, the player should include this information in the email as well.
  3. The Admin will post all proposals on the Nomopoly website before midnight Thursday.
  4. Friday and Saturday will be Voting Period. Each player will read all proposals made during the last Rule Proposition Period and will decide his vote for each proposal. The player will then email the Admin with his votes for each proposal. Votes must be received before midnight Saturday. Failure to send in votes by this time will result in a fine of $100 for each proposal not voted on.
  5. The Admin will then add all accepted rules to the current set. The results will be posted no later than midnight Sunday, at which point the next turn begins.

IX: Health

  1. Each player begins the game with 100 health.
  2. If a player reaches 0 or less health, his user resets, and is subject to all effects of rule XIV-1.

X: Ownership

  1. If you land on an unowned square, you may purchase it at the price of 10 times the number of the square, thereby gaining ownership of the square.
  2. The owner of an unnamed square may give the square a name. The owner of a named square may rename the square at a price of $100.
  3. If a player lands on a square owned by another player, he must pay the owner rent, which is equal to 3 times the number of the square, in Nomopoly dollars.
  4. If a player lands on a square which is painted the same color as the player, the rent is decreased by 20%

XI: Items

  1. An item is defined as some object which a player may possess.
  2. An item may be 'used' by a player at any time. When an item is used, the action that is specified by the particular item will take place, and the player will no longer have possession of the item.
  3. There is no limit to how many items a player may have at one time.

XII: Donuts

  1. All squares whose number ends in a '0' have a donut place built on them.
  2. When a player lands on a donut place, he will randomly take out one of three donuts:
    • Poison Donut
    • Lucky Donut
    • Donut with Sprinkles
  3. Being in possession of a poison donut has two effects:
    • The player will lose 5 health each turn.
    • Every second turn, the player will move backwards instead of forwards on the game board.
  4. All squares whose number ends in an '8' have antidote shops built on them. When a player passes over an antidote shop, he may pay $150 to purchase an antidote. Using an antidote gets rid of a poison donut. An individual antidote only works for an individual case of poison.
  5. The lucky donut may be cashed in for $500 or it may be given to another player, at the owner's choice.
  6. The donut with sprinkles has no special effect associated with it.

XIII: Bankruptcy

  1. If a player has less than $1, that player is said to be bankrupt. A player who is bankrupt may not propose rules, vote, or make any choices based on options resulting from their moves.

XIV: Resetting Your User

  1. A player having his user reset will cause the player to lose all squares, items, and status in the game, and must restart the game from "square 1", the first square on the board, NOT any square named "Square One". The player is said to have landed on this square. Essentially, the player will start the game over in the state he was in when he started the game.
  2. A player may at any time choose to voluntarily reset his own user.
  3. A player may not reset his user more than once per turn.

XV: Fountains

  1. After a player makes his moves for the week, he will have the choice of one of the following:
    • Donate $10 to the Fountain of Health
    • Donate $10 to the Fountain of Wealth
    • Donate $10 to the Fountain of Spacetime
    • Donate to no fountains
  2. For each player during each turn, the player will have a six-sided dice rolled for each fountain and the following actions will be taken:
    • If the player donated to the Fountain of Health, a roll of 4, 5, or 6 on that dice will cause the player to gain 10 health, with a maximum of 100. If the player did not donate to the Fountain of Health, a roll of 1, 2, or 3 will cause the player to lose 10 health.
    • If the player donated to the Fountain of Wealth, a roll of 4, 5, or 6 on that dice will cause that player to receive $30. If the player did not donate to the Fountain of Wealth, a roll of 1, 2, or 3 will cause the player to lose $50.
    • If the player donated to the Fountain of Spacetime, a roll of 4, 5, or 6 on that dice will immediately warp that player into Parallel Universe, and upon exit of Parallel Universe the player will be placed on the square he occupied before getting warped in, without being considered to have landed there. If the player did not donate to the Fountain of Spacetime, the fountain will have no effect on the player that turn.

XVI: Transportation Services

  1. Transportation services shall be offered by the Yellow Bus Company (YBC). Any player may choose to use the YBC's services after their last move for the turn to "drive" to another square by notifying the admin of their wish to do so as well as the destination square. Players must specify if they wish to be "driven" before the proposal deadline of that turn.
  2. The destination square must be one of the following:
    • A square owned by a different player than the one being driven
    • The Wormhole square
  3. The player using the YBC's services must pay the owner of the destination square 50% of the rent for that square, and must pay the Admin Bank Account the greater of:
    • $500 - (50% of the rent for the destination square)
    • 50% of the rent for the destination square

XVII: The Nomopoly General Store

  1. Every second square whose number ends in 9 (ie. 19, 39, 59...) is a Nomopoly General Store. No player may own these squares.
  2. Any time a player lands on or passes by the store, he may purchase as many items as desired from the store.
  3. Currently the Nomopoly General store sells the following items:
    • Paint: Costs $400 per can, and comes in one of nine colors: red, blue, yellow, green, orange, purple, brown, pink, and grey.
    • Paint Thinner: Costs $500.
    • First Aid Kit: Costs $250. Can be used on yourself or any player in the same square as you. Increases the health of the target by 20 to a maximum of 100.
    • Grease: Costs $500. Can be used on squares by the same procedures and rules as using paint. When a player lands on a greased square, the player loses 5 health and slides to the next square, and is said to land there, not on the original square. If the target square is greased, the player loses 5 more health and slides again. There is no limit to how many times a player can slide in this manner, but a player may not lose more than 20 health in one move due to grease. Players wearing clogs are immune to the effects of grease.
    • De-Greaser: Costs $750. Removes grease from a square of your choice. You don't have to be on the square to de-grease it, but you can't de-grease a square owned by another player.
    • Air Freshener: Costs $450. Can be used to Air Freshen the square you currently occupy, regardless of whether or not you own it. A square, once Air Freshened, will remain Air Freshened for 3 turns, at which point the Air Freshener will wear off. A player landing on an Air Freshened square instantly gains 3 health. Also, any player occupying an Air Freshened square is immune to the effects of the Big Fart.
    • Paint Gun: Costs $200.
    • Gifts: Costs $10. There are 3 kinds of gifts to choose from:
      • A rose
      • A chocolate bar
      • A Big Mac
      A gift may be given to another player as a sign of goodwill.
    • Jetpack: Costs $500. When you use a Jetpack, you will jump forward or backward 10 squares, at your choice.
    • Robotic Jetpack: Costs $1000. When used, a player of your choice will jump forward or backward 10 squares, at your choice.
    • Quijibo: Costs $1000.
    • Latex Body Suit: Costs $100.
    • Anti-Missile Gun: Costs $500. May be used by placing it on any square on the board which does not already contain an Anti-Missile Gun. Gives the square it occupies as well as all adjacent squares (North, South, East, and West) one unit of Missile Protection.

XVIII: Paint and Colors

  1. A can of paint is an item. It can be used in one of three ways:
    • you can dump the paint on the square that you currently occupy, thereby making the square that color.
    • you can dump the paint on yourself, making yourself that color.
    • if you occupy the same square as another player, you can dump the paint on that player, coloring that player.
  2. A player or square may only have one color at a time, so if a player/square is recolored, it takes on the new color and its old one is disregarded.
  3. A single can of paint can only be used once, so once you use a can of paint, the can of paint is gone.
  4. A can of paint thinner can be used in the same way as paint. It will remove all color from its target.
  5. A can of paint or paint thinner may be used on a square you own but do not currently occupy by paying a fee of $100.
  6. You may not use paint or paint thinner on a square owned by a player in the game, unless you are the owner of the square.

XIX: The Hot Potato

  1. The Hot Potato is an item which cannot be used, voluntarily given away, or altered. There shall only ever be one Hot Potato in existence.
  2. When a player possessing the Hot Potato makes a move, the following events will occur:
    • The player holding the Hot Potato will lose 1 health.
    • The Hot Potato will then be given to the player who is closest to the current holder of the Hot Potato. Closest is defined as the next player encountered by moving forward on the game board, starting with the square occupied by the current holder of the Hot Potato. If two or more players are equally close, then one of them is chosen randomly.
  3. At the end of each turn, the player holding the Hot Potato and all players on the same square as this player will lose 5 health.
  4. In the event that the Hot Potato is destroyed, a random player will receive a newly created Hot Potato.
  5. In the event that the player holding the Hot Potato has his user reset, he will receive the Hot Potato again after his user has been reset.

XX: Trading

  1. Players may trade squares, items, money, or rule proposals with each other as long as all players involved in the trade are in agreement.
  2. Any trade involving a rule proposal must be received no later than 24 hours before the proposals are due.
  3. A traded proposal is considered to be from the person who it was traded to, not the original owner, and any rules referring to the player who made a proposal will reference the player who the proposal was traded to.
  4. A single proposal may only be traded once per week.

XXI: Blocks

  1. A block is a sequence of two or more squares in a straight line that are owned by the same player and are all the same color. The color of the squares in the block is said to be the color of the block.
  2. Two or more squares are said to be in a straight line if they are adjacent to each other and they form a line either horizontally or vertically on the board.
  3. The rent for each square in a block is modified depending on how many squares are in that block:
    • A block of 2 squares has its rent multiplied by 2.
    • A block of 3 squares has its rent multiplied by 4.
    • A block of 4 or more squares has its rent multiplied by 7.
  4. A single player may not own more than one block of the same color. In the event that a players does end up with two blocks of the same color, the player must change the color of one of the squares in one of the blocks free of charge, thus correcting the situation.
  5. Whenever you land on a block, you will gain as many health points as there are squares in the block.

XXII: The Admin Bank Account

  1. There exists in the game an Admin Bank Account, which initially contains $0.
  2. All money paid but not going to players or any other entity in the game will be placed in the Admin Bank Account.
  3. All money payed by players but not coming from players or any other entity in the game will come from the Admin Bank Account.
  4. If the Admin Bank Account has less than $0, the Admin is said to be in debt. If the Admin Bank Account has more money than each other player, the Admin is said to be rich.
  5. At the beginning of each week, prior to the players moving, if the Admin Bank Account is rich, five $100 stacks of cash will be randomly placed on squares on the board, and will remain there until picked up. A stack of cash is picked up by a player who lands on the square containing it. The player who picks up the stack of cash receives the $100.

XXIII: Chili and the Big Fart

  1. A player may purchase chili by passing any of the Chili Marts, which are located on squares 16, 20, and 24. Chili comes in four varieties:
    • Small (2 pounds): $25
    • Medium (4 pounds): $50
    • Large (6 pounds): $75
    • Extra Large (8 pounds): $100
  2. Each player may not have more than 10 chilis in his possession at any one time.
  3. Each player may feed the Big Fart up to 2 chilis per week.
  4. During each week, the Big Fart will gas off according to how much weight of chili he is fed that week. The gas will deliver a certain amount of damage to all players within a certain range:
    • 1-10 pounds: "Infurrating stench", damage = 2, range = 3
    • 11-20 pounds: "Who cut the cheese?", damage = 5, range = 5
    • 21-40 pounds: "The blue flame", damage = 7, range = 7
    • 41-60 pounds: "Radioactive fumes", damage = 10, range = 9
    • 61+ pounds: "The atomic bomb", damage = 12, range = 12. If the Big Fart has been fed this much, all players within the range of the fart may change their color or the color of their current square to any color they wish.
    The Big Fart will select a square at random on the board and will reduce the health of each player within its fart range by the damage specified. The fart range starts on the square selected and the remaining affected squares are found by moving forward on the board for the amount of squares specified by the range.

XXIV: Methods of Transportation

  1. Players may choose between 5 different methods of transportation which define what type and how many dice are rolled for that player's moves:
    • On Foot: two 6-sided dice. Cost: $0. This is the default method of transportation.
    • Clogs: two 3-sided dice. Cost: $100.
    • Roller Skates: two 8-sided dice. Cost: $500. If you ever roll a total of exactly 15 while on roller skates, you have fallen, causing you to lose 5 health.
    • Car: three 5-sided dice. Cost: $2000. If you happen to roll all three dice the same number, your car has stalled, and you must pay $250 to repair it.
    • Monkey-Driven Rocket Sled: one 24-sided dice. Cost: $3000. This technology is untested, and as a result is a bit buggy. If at any time while using this vehicle you roll higher than 25, then there is a 2% chance for each number above 25 that the monkey will go insane and blow up the vehicle, causing you to lose your Monkey-Driven Rocket Sled and go back to moving On Foot. The sled blows up before you make your move, so your move will be made On Foot.
  2. While a player is using the Monkey-Driven Rocket Sled, he may purchase bananas at $5 each, which are immediately used and fed to the monkey. Each banana increases the number of sides on the dice roll by 1, for one turn only.
  3. A player may purchase a new method of transportation at any time by notifying the Admin. Buying a new method of transportation replaces the old one.
  4. A player may carry clogs or roller skates with him and switch to them at any time.
  5. If a player has a car or rocket sled and does not wish to use it, the player must park the car/sled on his current square. If this square is owned by another player, then you must pay rent on the square on every turn for which your car/sled is parked there. If you own the square, you may park for free. You cannot park on an unowned square. You can get the car/sled back if you wish by passing over the parked square.

XXV: The UFO

  1. The UFO has been removed from the game.

XXVI: The Lottery

  1. Once per turn, a lottery draw will take place.
  2. Players may buy tickets at a price of $100 each, and each player is limited to buying 3 tickets per week.
  3. The money from the purchased tickets will not be placed in the Admin Bank Account until after the draw.
  4. The winner will be selected by randomly drawing a ticket from all of the tickets purchased. The holder of the winning ticket will receive 50% of the money currently in the Admin Bank Account, with a maximum of (n number of players) * (3 tickets max per player) * ($100 per ticket). Currently, this maximum value is $2100.
  5. If at the time a lottery would be held the Admin is considered rich, then the winner of the lottery shall receive twice the normal amount of winnings instead of the normal amount, which shall be deducted from the Admin Bank Account. This total can possibly exceed any maximum amounts for lottery winnings as specified by other rules.
  6. If at the end of a turn the Admin is considered in debt, then no lottery shall be held during the next turn. This rule has precedence over all other rules for determining whether or not a lottery shall be held.

XXVII: The Parallel Universe

  1. The Parallel Universe consists of 20 squares numbered from -20 to -1, separate from the Nomopoly Board. -20 is the first square of the board, and the successor and predecessor of the squares is defined in the same way as the Nomopoly Board squares. The Parallel Universe squares have no other special effects initially associated with them, so they cannot be bought/painted/greased/etc.
  2. Square #22 of the Nomopoly Board will be named Wormhole. No player may own Wormhole. When a player lands on Wormhole, he will be immediately removed from the Nomopoly Board and will enter Parallel Universe. Wormhole may not be greased. Wormhole may also be used as a destination for Transportation Services by any player, regardless of the fact that nobody owns it.
  3. When a player "enters" Parallel Universe, he will be placed on Square -20 of Parallel Universe. When a player passes square -1 of Parallel Universe, there is a 50% chance of the player continuing on to square -20 as usual, and a 50% chance of being warped back to the Nomopoly Board.
  4. Once a player is warped back to the Nomopoly Board, the player will be placed back on the Wormhole through which he entered Parallel Universe, but will not be considered to have landed there. If that particular Wormhole does not exist at the time of exit, the player will be placed on Square #1. The player will then get to add one rule to Parallel Universe. The rule will not be posted or in any way told to any other player in the game. The rule must adhere to the following guidelines:
    • It cannot cause a player to unwillingly leave Parallel Universe, or to unwillingly get trapped in Parallel Universe
    • It cannot cause a player's money, items, squares, etc. to be unwillingly modified
    • It cannot modify the rules in Nomopoly
    • It must be fair to all players
    • It must not contradict with the existing rules of Parallel Universe
    The Admin will judge all rules submitted for Parallel Universe on the basis of fairness, clarity, and whether or not he believes the rule will enhance gameplay. The Admin will either accept or reject the rule. Any rule that is rejected will be sent back to the player who proposed it, along with an explanation, and the player will be given the opportunity to make a replacement proposal.
  5. A player may at any time pay $1200 to create a Wormhole on a square he currently owns. The new Wormhole will function exactly the same as the existing one on Square #22, except for the fact that the square it is on may be owned.

XXVIII: Co-Ownership

  1. Players may contact other players via the Admin with an offer for co-ownership of one of their squares for co-ownership of another player's square. If the offer is accepted, the co-ownership agreement will come into effect at the beginning of the next turn.
  2. Co-ownership allows both parties to receive half of the rent of the co-owned squares if another player is to land on the co-owned square. Either player in co-ownership may land on co-owned squares without having to pay rent and may park their car/monkey sled on the co-owned squares without charge as long as the co-ownership exists.
  3. If the co-owned square is previously part of a block owned by one of the two co-ownership players it may act as a connector between two blocks (blocks will be seen as having gained the addition of the other co-ownership player's squares added to their block), providing both blocks are of the same color. If the co-owned square is attached to one of the co-ownership players blocks and is painted to the block color it may then be counted as part of the block. A co-owned square may not be used as connector to another co-owned square that is severing as a connector.
  4. Either co-owner of a square may at any time end the co-ownership. When the co-ownership ends, the co-owned square will return to its original owner before the co-ownership. Any modifications to the square (ie. paint, grease, etc.) will remain on the square.
  5. Each player may have at most two co-ownership agreements with each other player.
  6. A square may only be part of one co-ownership agreement at a time.
  7. Modifications to a co-owned square (paint, grease, etc.) may only be done by the original owner of the square before the co-ownership.

XXIX: Paint Guns

  1. A paint gun may be used in conjunction with a can of paint to attempt to fire paint at another player. When a paint shot is attempted, the can of paint is used up, but the gun may be used repeatedly without repurchase.
  2. The player being fired at must be within 15 squares of the player firing the gun, counting either forwards or backwards on the board.
  3. When a paint shot is attempted, there is a 1 in 12 chance of the paint splashing back at the player who fired it, coloring the player the color of the paint. If this does not happen, then the likelyhood of hitting the target player depends on the target player's distance from the firing player:
    • If the player is 0 to 5 squares away, the chance of a hit is 1 in 2.
    • If the player is 6 to 10 squares away, the chance of a hit is 1 in 4.
    • If the player is 11 to 15 squares away, the chance of a hit is 1 in 8.
  4. When a player is successfully hit with paint, the player loses 15 heath and is colored the same color as the paint that was fired at him.
  5. Each player may only attempt a shot at each other player once per turn.

XXX: The Dirty Bubble

  1. The Dirty Bubble is a character on the board who will begin on Square #1 and make two moves each week, after all players have moved. One move for the Dirty Bubble consists of rolling two 6-sided dice, one at a time. The first roll determines how many squares to the right the Dirty Bubble will move, and the second roll determines how many squares upwards the Dirty Bubble will move. If the Dirty Bubble goes past the top or right end of the board, its move will wrap around to the bottom or left side of the board, respectively. The Dirty Bubble is said to leave its original square, and land on its final square of its move, without passing over any squares. The Dirty Bubble is immune to the effects of grease.
  2. If the Dirty Bubble lands on a square containing a player, that player will become trapped inside the Dirty Bubble, and will be colored the color of the Dirty Bubble, if it has a color. If the Dirty Bubble lands on a square containing two or more players, one is selected at random to be trapped. A player who is trapped inside the Dirty Bubble will not make his normal moves for his turn. Instead, the player will move along with the Dirty Bubble.
  3. Before the Dirty Bubble captures a player, it will remove any existing player trapped inside the Dirty Bubble and place him on the Dirty Bubble's current square. Only one player may be in the Dirty Bubble at any given time.
  4. There are three ways to exit the Dirty Bubble:
    • Wait for the Dirty Bubble to capture someone else
    • If you have a paint gun and a can of paint, you can fire paint at the Dirty Bubble. Doing so will color the Dirty Bubble the color of the paint, and will eject you out of the Dirty Bubble, causing you to land on a random square on the board.
    • If you have a Donut with Sprinkles, you can feed it to the Dirty Bubble, causing it to peacefully set you free on its current square.

XXXI: The Blob

  1. The Blob is a character on the board who will begin on Square #1 and make one move each week, after all players have moved. One move for the Blob consists of rolling two 6-sided dice, and moving ahead the amount indicated. The Blob is subject to all of the effects of movement that players are, so it can slide on grease, enter Parallel Universe, etc.
  2. The Blob starts with 100 health and with no color.
  3. Any player occupying the same square as the Blob may "step" on it, causing it to lose 10 health. A player may not step on the Blob more than once per turn.
  4. Players may shoot paint at the Blob in the same manner as shooting it at other players, causing it to lose health and/or become colored.
  5. The Blob can receive the Hot Potato in the same manner as players can, and it has the same effects on the Blob as it would on players.
  6. Players may use First Aid Kits on the Blob at any time, regardless of the player's location, to increase its health.
  7. If the Blob lands on a colored square, an event will happen immediately, determined by the color of the square:
    • Red: All players receive $1000 from the Admin Bank Account.
    • Blue: Whichever player owns the least number of squares (if there is a tie, one of the tied players is chosen randomly) will be given the opportunity to buy the lowest numbered unowned square on the board.
    • Yellow: The Big Fart is fed 2 Extra Large Chilis.
    • Green: 4 more squares are added to the end of the board, to a maximum of 100.
    • Orange: If the Blob is colored, a randomly selected square on the board will be changed to the current color of the Blob.
    • Purple: The lottery prize for that week is increased by 50%
    • Brown: The player closest to the Blob is immediately warped into Parallel Universe, and upon exit will return to the square that The Blob occupies at that time. "Closest" is defined in the same way as it is for determining the recipient of the Hot Potato.
    • Pink: Each player must pay tax, defined as the total value of the square numbers of all of the player's squares, in Nomopoly dollars.
    • Grey: Two randomly selected players will have their locations swapped.

XXXII: The Weapons of Mass Destruction Shop

  1. The Weapons of Mass Destruction Shop is located on Square #62. Players may purchase items here by landing on or passing this square. Players may own this square, but there is no special benefit to owning the square other than the usual effects of ownership.
  2. Currently the Weapons of Mass Destruction Shop sells the following items:
    • Time Bomb: Costs $300. When used, the Time Bomb will be placed on the square the player currently occupies, but this action will not be posted or in any way revealed to other players by the Admin. In 2 turns, the bomb explodes, causing all players within 3 squares on the board (forward or backward sequentially) to lose 15 health.
    • Flame Thrower: Costs $1100. A Flame Thrower may be used by requesting to fire it North, South, East, or West. The first player encountered in the requested direction will lose 15 health.
    • Nuclear Missile: Costs $3000. A Nuclear Missile may be used by requesting a target square. Once used, there is a 25% chance that the missile will miss the target and have no effect, a 50% chance that the missile will hit its target, and a 25% chance that the missile will hit a randomly selected square adjacent to the target either North, South, East, or West. When a square is "hit", there is a 50% chance for each unit of Missile Protection on that square that the missile will be destroyed. The units of Missile Protection are applied one at a time. If the missile is not destroyed, the square is destroyed and removed from the board. Any players occupying the destroyed square lose 20 health and are immediately placed on Square #1. No square will ever have its number changed as a result of this rule.
  3. Any reference to "player" in this section also applies to The Blob, so The Blob can be damaged by these weapons.
  4. If Square #1 is destroyed, all references to Square #1 in the rules will change so that at any time they reference whatever the lowest numbered square on the board is at that time.

XXXIII: The Bank of Nomopoly

  1. The Bank of Nomopoly is located on Square #10.
  2. Players may borrow up to $2500 from the Bank, with an interest rate of 5% compounded weekly.
  3. Players may invest in bonds for $100 at the start of the week. A bond pays back $103 at the end of the week.

XXXIV: Quijibos

  1. Players may purchase a Quijibo at the Nomopoly General Store.
  2. Any player who owns a Quijibo may feed that Quijibo either bananas or donuts. Bananas to be fed to the Quijibo can be bought in the same manner as bananas for the monkey. In any event, feeding the Quijibo an item causes that item to be "used" and no longer exist.
  3. If the Quijibo is fed a Lucky Donut, the owner will have a 25% of getting nothing, a 50% chance of getting $500, and a 25% chance of getting $1000.
  4. If the Quijibo is fed a Poison Donut, the Quijibo will become rabid and bite the owner, causing the owner to lose 10 health. The Quijibo will then roll a 4 sided dice, which determines how many squares the Quijibo will move in a random direction. The Quijibo is said to leave its current square, land on its final square, and pass over every square in between. After this move, any player except the owner who occupy squares that the Quijibo left, passed over, or landed on will lose 5 health due to being bitten by the rabid Quijibo. After this is all done, the Quijibo will die and no longer exist.
  5. If the Quijibo is fed a Donut with Sprinkles, one of the following actions will happen, depending on the owner's location:
    • If the owner is currently in Parallel Universe, he will be placed on Square #1 of the Nomopoly Board, but will not be considered to have landed there
    • If the owner is not currently in Parallel Universe, he will be placed on Square -20 of the Parallel Universe, but will not be considered to have landed there. Upon exit from Parallel Universe, the player will be placed on Square #1 of the Nomopoly Board.
  6. If the Quijibo is fed a banana, no special event will happen.
  7. If the Quijibo is not fed anything during a turn, the Quijibo will die and cease to exist.

XXXV: Latex Body Suits

  1. Players may purchase Latex Body Suits at the Nomopoly General Store. Players may put on or take off a Latex Body Suit by notifying the Admin. A player may only wear one Latex Body Suit at a time.
  2. A player may not wear a Latex Body Suit if he is currently in possession of Paint Thinner.
  3. Once a Latex Body Suit is put on, it will last until it is broken, used in effect with the Dirty Bubble, or taken off by the player.
  4. While a player is wearing a Latex Body Suit, there is a 1 in 80 chance each turn that the Latex Body Suit will break due to normal daily use. If this happens, the player will also lose 3 health.
  5. If a player wearing a Latex Body Suit is hit by a Paint Gun or any weapon from the Weapons of Mass Destruction Shop, the Latex Body Suit will break.
  6. If the Dirty Bubble lands on a square containing a player wearing a Latex Body Suit, the player will not become trapped inside the Dirty Bubble or become colored by it. If the Dirty Bubble lands on a square containing 2 or more players, any players on that square wearing Latex Body Suits are not affected by the Dirty Bubble.

XXXVI: Wages

  1. Each player will receive a wage, depending on what career the player chooses. The wages will be paid at the end of each week.
  2. Initially, each player's wage will be $100. A player may increase his wage by going to the University of Nomopoly for post-secondary education. The following courses/careers are currently available:
    • Base courses: Pre-requisite: none. Costs $500 and takes 2 turns to complete. A player with base courses receives a wage of $300.
    • Thief: Pre-requisite: base courses. Costs $500 and takes 2 turns to complete. A thief receives a wage of $400, and has a 1 in 10 chance of evading damage to health. If a thief occupies the same square as another player, he may steal 5% of that player's money. A thief may only steal in this manner once per week.
    • Healer: Pre-requisite: base courses. Costs $500 and takes 2 turns to complete. A healer receives a wage of $400 and also receives 10 health each turn, to a maximum of 100. If a healer is within one square of another player, the healer may increase the health of that player by 10 for a cost of $200.
    • Worrier: Pre-requisite: base courses. Costs $500 and takes 2 turns to complete. A worrier receives a wage of $350 and will only take half damage to health for all possible losses of health to him.
    • Politician: Pre-requisite: base courses. Costs $1000 and takes 3 turns to complete. A politician receives a wage of $450. A politician may give $200 to a random player. This $200 comes from nowhere. A politician has a 1 in 10 chance of avoiding paying rent. Also, a politician may give out a gift item once per week at no cost.
  3. Only one course may be taken at the same time.