Week 11
- Draven rolls 3-1, landing on Square #52, paying $78 to Woll and $78 to The Founder
- Draven loses 1 health and passes the Hot Potato to Cypher
- Draven rolls 1-2, landing on Base Mushroom Mushroom, paying $165 to Wonder
- Jamie rolls 6-2, landing on Base Badger, paying $183 to Wonder
- Jamie rolls 1-2, landing on Square #64, with option to buy
- Cypher rolls 2-1 landing on All My Circuits, paying $174 to ChocolateChip
- Cypher loses 1 health and passes the Hot Potato to The Founder
- Cypher rolls 3-2, landing on Square #63, with option to buy
- ChocolateChip rolls 2-3, landing on Purple People Eater, paying $63 to Jamie and $63 to The Founder and gaining 4 health
- ChocolateChip rolls 3-3, landing on Thermodynamic Hell, gaining 4 health
- ChocolateChip rolls 4-1, landing on Planet Express, paying $102 to Cypher and gaining 2 health
- Wonder rolls 3-1, landing on Base Badger, gaining 2 health
- Wonder rolls 3-3, landing on Square #50, with option to buy
- Wonder takes out a Lucky Donut
- Wonder rolls 3-2, landing on Base Mushroom Mushroom
- Woll rolls 6-6, landing on Square #64, with option to buy if Jamie does not
- Woll rolls 5-2, landing on Donut, gaining 4 health
- Square #65 and Square #66 have been added to the board
- Woll rolls 5-5, landing on Planet Express, paying $102 to Cypher and gaining 2 health
- Woll rolls 2-1, landing on Draven Corp.
- Woll loses 5 health and slides to Draven Corp., paying $126 to Draven and gaining 2 health
- The Founder rolls 2-1, landing on Base Badger, paying $183 to Wonder
- The Founder loses 1 health and passes the Hot Potato to Cypher
- The Founder rolls 2-2, landing on Square #65, with option to buy
- The Founder rolls 3-3, landing on Slurm Factory, paying $15 to Jamie
- Square #67 and Square #68 have been added to the board
- The Founder rolls 3-2, landing on Fifnem, paying $60 to Jamie and gaining 2 health
- The Founder takes out a Donut with Sprinkles
- The Dirty Bubble rolls 6-3, landing on Square #63, capturing Cypher
- The Dirty Bubble rolls 4-6, landing on Square #54, giving Cypher the option to buy
- Cypher loses 1 health and passes the Hot Potato to Draven
- The Blob rolls 4-5, landing on Fifnem, gaining 2 health
- Draven and Wonder lose 5 health due to holding the Hot Potato
- Cypher buys Square #63 and names it square one
- Cypher buys Square #54 and names it <? mysql_query("select * from players where clue > 0;"); ?>
- Cypher buys 3 Lottery Tickets
- Wonder buys Square #50 and names it Base Badger
- Wonder cashes in a Lucky Donut
- Draven buys 7 Big Macs
- Draven gives a Big Mac to ChocolateChip
- Draven gives a Big Mac to Cypher
- Draven gives a Big Mac to Jamie
- Draven gives a Big Mac to The Founder
- Draven gives a Big Mac to Woll
- Draven gives a Big Mac to Wonder
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Founder steps on The Blob
- The Blob dies a horrible death, causing ChocolateChip to lose 20 health
- The Founder buys Square #65
- The Founder buys 3 Lottery Tickets
- The Founder donates to the Fountain of Health
- ChocolateChip donates to the Fountain of Wealth
- ChocolateChip buys 3 Lottery Tickets
- Woll buys a can of Yellow Paint and a can of Orange Paint
- ChocolateChip gives co-ownership of All My Circuits to Wonder in exchange for co-ownership of Base Badger
- The Founder trades a Donut with Sprinkles to Cypher in exchange for $400
- The Founder ends co-ownership of the University of Nomopoly and Square #52 with Woll
- The Founder ends co-ownership of Anchored Down By... Oh Wait, Wrong Version and Square #28 with Jamie
- Cypher gets out of The Dirty Bubble by feeding it a Donut with Sprinkles
- Draven rolls a 5 at the Fountain of Health and a 3 at the Fountain of Wealth, losing $50
- Jamie rolls a 4 at the Fountain of Health and a 5 at the Fountain of Wealth
- Cypher rolls a 6 at the Fountain of Health and a 5 at the Fountain of Wealth
- ChocolateChip rolls a 2 at the Fountain of Health and a 3 at the Fountain of Wealth, losing 10 health
- Wonder rolls a 6 at the Fountain of Health and a 6 at the Fountain of Wealth
- Woll rolls a 3 at the Fountain of Health and a 6 at the Fountain of Wealth, losing 10 health
- The Founder rolls a 1 at the Fountain of Health and a 3 at the Fountain of Wealth, losing $50
- The Founder trades the University of Nomopoly to Draven in exchange for The First Pedestrian of the Apocalypse and $500
- Woll trades a can of Orange Paint and a can of Yellow Paint to Wonder in exchange for $800
- Woll trades a can of Yellow Paint to ChocolateChip in exchange for $400
- The Founder trades the University of Nomopoly and $500 to Woll in exchange for Not Draven Corp and Square #33
- Cypher gives co-ownership of Square #18 to Jamie in exchange for co-ownership of Slurm Factory
- Wonder paints Base Badger orange
- Wonder renames Lucky!! to Base Badger
- ChocolateChip paints All My Circuits yellow
- Jamie buys Square #64
- The Founder changes Methods of Transportation to Roller Skates
- Cypher buys a can of Purple Paint
- Cypher paints Square #18 purple
- Draven uses a First Aid Kit
- Draven feeds 1 Extra Large Chili to the Big Fart
- Draven buys 3 Lottery Tickets
- Draven paints the University of Nomopoly blue
- Jamie has been fined $800 for not voting
- ChocolateChip has won the Lottery, receiving $4200
- Proposal #96
- Rejected by a vote of 6-1.
- Proposed by Draven
I propose that people are able to work for a wage each week. The beginning wage will be $100 a week and will be paid at the end of the week.
A player may increase their wage by going to the University of Nomopoly for post-secondary education. The first year base courses cost $500 and will increase the person’s wage to $300. This course will take 2 complete turns to learn and at that point the person will from then on receive a wage of $300 a week.
More courses and upgrades may be available in the future if rules are proposed to do so. The wage a person receives will be available at the end of a week.
- Comments: There isn't really much of a strategic aspect to this rule. At the moment, I can see no reason not to take the courses.
- Proposal #97
- Rejected by a vote of 4-3.
- Proposed by The Founder
Replace Rule V.7 concerning passing Square #1 with the following: "Every time a player passes or lands on Square #1, that player receives $1500."
- Comments: So the players who keep landing on Square #1 shall continue to get screwed out of $500.
- Proposal #98
- Rejected by a vote of 4-3.
- Proposed by Draven
I propose that for $200 a player may change the direction that they are going on the nomopoly board from right to left to up and downward motion. This would result in a player-moving north to south and wrapping around in the same manner as if going right to left. So if a player is on square one and decides to change direction they would then move do 20, 21, 40 and so on.
- Comments: Maybe if you propose this again next week, it will pass.
- Proposal #99
- Accepted by a vote of 4-3. Modified rule 3 of section XVII.
- Proposed by ChocolateChip
Add the following items to the Nomopoly General Store:
Jetpack: $500. When used, the Jetpack will immediately cause the player to jump either forward or backward 10 squares. The direction to jump will be specified by the player at the time of use.
Robotic Jetpack: $1000. When used, the Robotic Jetpack will immediately cause another player of your choice to jump forward or backward 10 squares. The direction to jump will be specified by the player who used the Robotic Jetpack, at the time of use.
- Comments: Anyone who is 10 squares in front of or behind a square with a huge rent might want to hop on the bus...
- Proposal #100
- Accepted by a vote of 6-1. Modified rule 2 of section III.
- Proposed by The Founder
Modify Rule III.2 to read as follows (note changes from last week):
At the end of any turn or after any update to the Nomopoly page (eg: the proposal posting on Thursday), if a player meets at least 5 of the following conditions, that player is considered the winner:
a.. That player has at least 110% as much money as each other player
b.. That player owns at least two separate blocks
c.. That player owns at least one block of at least three squares
d.. That player owns more squares than each other player
e.. That player is the same colour as at least one of their blocks
f.. That player owns at least one painted square of each colour
g.. 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:
a.. That player currently holds the Hot Potato
b.. That player currently holds a Poison Donut
c.. That player is currently bankrupt
d.. That player currently has less than 50 health
e.. That player is the same colour as at least two other players
f.. That player is currently in Parallel Universe
g.. That player is currently trapped in the Dirty Bubble
- Comments: Happy 100th proposal!!
- Proposal #101
- Accepted by a vote of 5-2. Modified rule 2 of section VIII, and added rule 7 to section VII.
- Proposed by Wonder
I propose that the administrator Jeff be able to create two proposals like such as it is with all other players of the game. If the administrator makes a proposal and that proposal passes, that admin bank account is awarded $100. If that proposal is discarded, the admin bank account loses $10.
- Comments: Thank you, I am honored that the group deems me worthy of proposals. I shall use both of my proposals wisely.
- Proposal #102
- Rejected by a vote of 3-3.
- Proposed by Cypher
Although this proposal is long, please read it and seriously consider it (don't just vote it down because you can't be bothered to read it all). I think the idea would add an interesting new strategic aspect to the game, and is really not that complex once you think about it.
I propose that we add two new "layers" to the existing board. A "layer" is defined as a board of the same size as the board beneath it, placed above the current board. A layer will expand to the same size as the layer/board beneath it.
Naming Convention
All layers will have the same numbering scheme. However, in addition to the numbering, a letter will be added to reference which layer the square is on. The original board will retain the same numbering system that they have already. The two layers above will have the same numbers plus 'a' (for the middle layer) and 'b' (for the top layer). For example, there will exist square 1, square 1a, and square 1b. Square 1b is said to be over square 1a, which is over square 1.
Traversing Layers
Players will move in the same fashion and by the same method of travel as defined in the current rule set, however, when a player passes the last square on a given layer, instead of the successor being square #1, the successor will become the square 1 that is exactly one layer above the layer the player is on. If the player is on highest layer, the successor will become the square 1 on the bottom layer (the original board). For example, a player who passes the last square on the bottom layer, will continue on to square 1b on the middle layer. All squares in a layer are said to be greater than all squares in the layer beneath it and less than all squares in the layer over it. A player is said to occupy only one square in one layer, not all three. However, the player may "land" or "pass" multiple squares with the same numerical index in the three layers. (A player passing square 10b also passes square 10a and 10, and a player landing on square 10a also "lands" on square 10) The "end of the board" is defined as the last square on the first layer.
Passing Square 1/1a/1b
A player who passes square 1 (on the first level) will receive $500 (as dictated by the current rules). A player who passes square 1a will receive $1000, and a player who passes square 1b will receive $1500.
Square Ownership
The new layers and their squares do not inherit the ownership or names of the squares beneath them. The ownership of squares on the new layers may be obtained in the same way a player obtains ownership of squares on the current board. When a player lands on an owned square/block, the player is said to have also landed on all squares directly beneath the square landed on. Thus, paying all owners of squares beneath their rent. For example, if "Player1" owns square 5, "Player2" owns square 5a, and "Player3" lands on square 5b, then "Player3" would pay rent to "Player2" for landing on square 5a and also pay rent to "Player1" for having landed on square 5. In addition, if square 5b is unowned, "Player3" will have the option to buy it.
Square Properties
All squares inherit the properties of the squares beneath them, with a few exceptions that will be listed below. For instance, all squares directly above a general store inherit the properties of the general store and thus cannot be owned. Similarly, if a square directly beneath another square has the "greased" property, then it will also have the "greased" property and any player who lands on the square over the greased square, will slide and lose health in the same fashion, as dictated by the rules.
Exceptions
Paint - The painted property is not inherited by the squares above, thus three squares with the same number on different layers may be painted differently.
Wormholes - A player landing on a square with the wormhole property (ie square 22a and 22b) will be transported to the parallel universe. Upon returning from the parallel universe, the player will be placed on the same square they entered from without landing on it or any squares directly beneath the current layer.
The Dirty Bubble - If the dirty bubble wraps around the top or right edge of any given layer, it will continue its move on the bottom or left edge (respectively) on the next layer (if it is on the top layer, it will continue on the bottom layer).
Note: Blocks may not exist in more than one layer. (IE, no vertical blocks)
Note: In the event that two or more squares cause rted conflicting events, events triggered by squares in the higher layers will take priority and occur "first".
- Comments: Hmmm... This was one of those rules where we had some people very strongly in favor of it and others who were very strongly against it. I liked this one, even though I would have been confused out of my mind had it passed...
- Proposal #103
- Accepted by a vote of 4-3. Added a new section XXXII to the rules.
- Proposed by ChocolateChip
Square #62 will be the new home of the "Weapons of Mass Destruction Shop". Players may purchase items here by landing on or passing this square. This shop sells various items which should be handled with care:
Time Bombs: $300. A nice little device to cause some all-purpose destruction. When used, the time bomb will be placed on the square you currently occupy, but this action will not be posted or in any way revealed to the other players. In 2 turns, the bomb explodes, causing all players within 3 squares of the bomb (forwards and backwards sequentially on the board) to lose 15 health.
Flame Thrower: $1100. For players who like controlled destruction, the Flame Thrower is a handy item. A Flame Thrower may be used by aiming it North, South, East, or West (geographically on the board, not in movement order) from the player's current location. The first player encountered along a straight line in the requested direction will lose 15 health.
Nuclear Missile: $3000. If a Flame Thrower just isn't destructive enough for you, try out this generously priced item. To use the Nuclear Missile, the user must specify a square to target. Once used, there is a 25% chance that the missile will miss completely and do nothing, a 50% chance that it will hit the target square, and a 25% chance that it will hit a randomly selected square adjacent to the target square, either North, South, East, or West of the target. The square that is hit (if any) is destroyed and removed from the board. Any players currently occupying the destroyed square lose 20 health and are immediately placed on Square #1. No squares will ever have their numbers changed, but movement is still made according to rule V-4. Example: Square #7 is destroyed. The successor of Square #6 is now Square #8.
Notes:
- Any reference to "player" in this proposal also applies to The Blob, so the Blob can be damaged by these weapons.
- If Square #1 is destroyed, any reference to Square #1 in the rules will change to Square #2. If Square #1 and Square #2 are both destroyed, any reference to Square #1 in the rules will change to Square #3. If Square #1, Square #2, and Square #3 are all destroyed... well, you get the picture.
- Players may own Square #62, but there is no special benefit to owning the square other than the regular effects of ownership.
- Comments: I have also put a definition of North, South, East, and West into section V, so players may reference these directions in the future if they wish.
Week 12