Week 12
- The Founder rolls 7-2, landing on Nomopoly General Store
- The Founder loses 5 health and slides to Draven Corp.
- The Founder loses 5 health and slides to Draven Corp., paying $252 to Draven and gaining 3 health
- The Founder rolls 8-2, landing on Madison Cube Garden
- The Founder loses 5 health and slides to Old New York, paying $672 to ChocolateChip and gaining 4 health
- Wonder rolls 3-2, landing on Square #60, with option to buy
- Wonder takes out a Donut with Sprinkles
- Wonder rolls 1-3, landing on Square #64, paying $192 to Jamie
- Jamie rolls 1-3, landing on Square #68, with option to buy
- Jamie rolls 3-2, landing on Slurm Factory
- Jamie loses 5 health and slides to Purple People Eater, gaining 4 health
- Square #69 and Square #70 have been added to the board
- Cypher rolls 1-1 landing on Square #56, with option to buy
- Cypher rolls 2-3 landing on Base Badger, paying $183 to Wonder
- Cypher rolls 1-3, landing on Square #65, paying $195 to The Founder
- Woll rolls 5-2, landing on Square #28, paying $336 to Jamie and gaining 3 health
- Woll rolls 2-5, landing on Draven Corp., gaining 4 health
- Draven rolls 2-2, landing on Nomopoly General Store
- Draven loses 1 health and passes the Hot Potato to Wonder
- Draven rolls 1-3, landing on square one, paying $189 to Cypher
- Draven rolls 3-1, landing on Square #67, with option to buy
- ChocolateChip rolls 4-5, landing on "square 1", the first square on the board, NOT any square named "Square One", paying $546 to The Founder and gaining 4 health
- ChocolateChip rolls 1-2, landing on Blood Gulch, gaining 4 health
- The Dirty Bubble rolls 2-5, landing on Old New York, capturing The Founder
- The Dirty Bubble rolls 1-2, landing on the University of Nomopoly, causing The Founder to pay $153 to Woll
- Wonder lose 5 health due to holding the Hot Potato
- Draven switches Methods of Transportation to Roller Skates
- Draven cashes in a Lucky Donut
- Draven buys Square #67
- Wonder buys Square #60 and names it Base Badger
- Wonder buys a can of Red Paint, a Grease, and 3 Lottery Tickets
- Wonder paints Base Badger red
- Wonder paints Base Badger red
- Wonder donates to the Fountain of Health
- Cypher buys Square #56 and names it "Work it harder, Make it better. Do it Faster, makes us stronger. More than ever, hour after; our work is never over."
- Cypher buys 3 Lottery Tickets
- ChocolateChip donates to the Fountain of Health
- ChocolateChip buys 3 Lottery Tickets
- The Founder changes Methods of Transportation to Clogs
- Jamie buys Square #68
- Jamie donates to the Fountain of Wealth
- The Founder rolls a 6 at the Fountain of Health and a 2 at the Fountain of Wealth, losing $50
- Wonder rolls a 4 at the Fountain of Health and a 3 at the Fountain of Wealth, gaining 10 health and losing $50
- Jamie rolls a 6 at the Fountain of Health and a 5 at the Fountain of Wealth, gaining $30
- Cypher rolls a 3 at the Fountain of Health and a 1 at the Fountain of Wealth, losing 10 health and $50
- Woll rolls a 5 at the Fountain of Health and a 3 at the Fountain of Wealth, losing $50
- Draven rolls a 4 at the Fountain of Health and a 5 at the Fountain of Wealth
- ChocolateChip rolls a 6 at the Fountain of Health and a 5 at the Fountain of Wealth, gaining 10 health
- The Founder gets out of The Dirty Bubble by feeding it a Donut with Sprinkles
- Woll and Wonder have each been fined $1300 for not voting
- Cypher has won the Lottery, receiving $4200
- Proposal #104
- Rejected by a vote of 3-3.
- Proposed by Jamie
add a 2 to the game. each, before anyone moves, there will be a 2 randomly placed on the board. 2's are glitches in the computer system. any square with a 2 on it are temporarily turned into a wormhole. All stats like grease/method of transportation, that make you leave the square are temporarily disabled. Player will still pay homage to square owner, at the block price, as per other rules. 2's are removed after players move, returning square to normal. If a 2 is to be placed on a general store or another wormhole, it is moved ahead one space until it is no longer on a general store/wormhole. if it is on a square with a donut shop, player still takes out a donut.
101010100010011110010101101101010210101010101010101011110010101010101
- Comments: According to the wording of this rule, a 2 would have been added every time a player moves. I'm sure it wasn't intended that way, so you may want to be more careful with the wording of your proposals in the future.
- Proposal #105
- Accepted by a vote of 4-2. Modified rule 1 of section XXIV.
- Proposed by Cypher
I propose that we modify the monkey rocket sled method of transportation so that in the event that the sled blows up, it is said to blow up before you make your move. If the sled should blow up, you will automatically fall back to the foot method of transport and gain a second chance to move.
- Comments: Well, there goes one way of making infinite amounts of money. Good luck to those trying to go around the board in one turn.
- Proposal #106
- Accepted by a vote of 5-1. Modified rule 2 of section VIII.
- Proposed by Jeff
Proposal #101 from last week stated that I get two rule proposals. I would like to modify this rule such that I will receive two rule proposals every week, since I'm assuming this is what Proposal #101 was meant to mean in the first place.
- Comments: Yay!!
- Proposal #107
- Accepted by a vote of 4-2. Added a new section XXXIII to the rules.
- Proposed by Draven
I propose that a Bank of Nomopoly be placed on a random square on the board. The bank will be able to loan players up to $2500 for them to borrow from the bank. All loans will have a %5 charge compounded weekly. Players may also invest in the Bank of Nomopoly week bonds. A bond will cost $100 at the start of the week and will pay out $103 at the end of the week. The Bank of Nomopoly will be considered a separate entity on the board.
- Comments: The Bank has been randomly placed on Square #10. Since this rule says bonds must be issued at the "start of the week", players must ask for bonds before the Thursday update of the week.
- Proposal #108
- Rejected by a vote of 3-3.
- 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 Careers
Pre-requisite: base courses
Thief: A thief course costs $500 and takes 2 complete weeks to complete just like the base courses above. It allows a person to steal %5 of a player’s wealth if another player occupies the same square as the current player (only once a week). The thief also gets a wage of $400 a week and has a 1 in 10 chance of evading damage.
Pre-requisite: base courses
Healer: A healer course costs $500 and takes 2 complete weeks to complete just like the base courses. It allows a person to gain 10 health each week (to a max of 100) at no cost. They also get a wage of $400 a week and can heal other player 10 health if they are within one square of them for a cost of $200 and they retain the $200.
Pre-requisite: base courses
Worrier: A Worrier course costs $500 and takes 2 complete weeks to complete just like the base courses. It allows a person to take half damage for any attack on them. It also raises their wage to $350.
Pre-requisite: base courses
Politician: A politician course costs $1000 and takes 3 complete weeks to complete. It allows the player to have a wage of $450 a week and allows them to give $200 to any player randomly at no cost to them. The money simply comes from nowhere and no one asks questions (just like real politics). It also allows the person to have a 1 in 10 chance of avoiding rent because of political immunity. They can also give out one of the gift items to a player of their choice each week at no cost to them.
Notes: Please Read this entire rule and don’t base it on past votes. Also please feel free to add new careers to it if the rule passes.
All chance will be done randomly by the admin.
All wages are paid at the end of a week.
No 2 courses may be taken at the same time.
More courses and upgrades may be available in the future if rules are proposed to do so.
SORRY FOR MAKING MY RULE SO LONG BUT I REALLY LIKE IT.
- Comments: Much more interesting than the previous "wage" proposals. Time to hunt down the people who didn't vote.
- Proposal #109
- 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: Yes, it is long. Yes, we did all consider it. Once again, time to hunt down the people who didn't vote.
- Proposal #110
- Accepted by a vote of 6-0. Modified rule 4 of section XXVII.
- Proposed by Jeff
A number of players have shown some concern regarding the fact that players can very easily take advantage of the game by adding unfair rules to Parallel Universe. To prevent this before it happens, I propose the following addition to section XXVII of the rules:
All rule proposals for Parallel Universe will be judged by the Admin. The Admin will judge the rule proposals on the basis of fairness, clarity, and whether or not the Admin believes the rule will enhance gameplay. The Admin will either accept or reject the rule proposal. Any rule proposal rejected by the Admin will be sent back to the player who proposed it, along with an explanation of why the proposal was rejected, and the player will then have the opportunity to make a replacement proposal.
- Comments: Another problem nicely cleaned up.
- Proposal #111
- Accepted by a vote of 4-1. Added a new section XXXIV to the rules.
- Proposed by The Founder
Players may purchase a Quijibo from the Nomopoly General Store for $1000. 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.
If the Quijibo is fed a lucky donut, the owner will have a 25% chance of getting nothing, a 50% chance of getting $500, and a 25% chance of getting $1000. The lucky donut will cease to exist, but the Quijibo will remain in it's owner's possession.
If the Quijibo is fed a poison donut, the Quijibo will become rabid and bite the owner, causing the owner to lose 10 health. In addition, the Quijibo will have a four-sided dice rolled for it which will determine how many squares the Quijibo will move in a random direction. If the Quijibo goes past the end of the board, its move will wrap around to the opposite side of the board. The Quijibo is said to leave the owner's current square, land on the final square, and pass over every square in between. After making this move, any players other than the owner occupying squares that the Quijibo left, passed over, or landed on will lose 5 health due to having been bitten by the rabid Quijibo. The Quijibo will then die, and both the Quijibo and the poison donut will cease to exist.
If the Quijibo is fed a donut with sprinkles, the Quijibo will place it's owner on Square -20 of Parallel Universe (the owner will not be considered to have landed there), if the owner is on the Nomopoly Board or Square #1 of the Nomopoly Board (the owner will not be considered to have landed there), if the owner is in Parallel Universe. (ie: The owner will be taken to the board that he is not currently on). If the owner is transported to Parallel Universe in this way and later leaves Parallel Universe, the owner will be placed on Square #1 of the Nomopoly Board but not be considered to have landed there. The donut with sprinkles will cease to exist, but the Quijibo will remain in it's owner's possession.
If the Quijibo is fed a banana, the Quijibo will do nothing. The banana will cease to exist, but the Quijibo will remain in it's owner's possession.
If the Quijibo is fed nothing during a turn, the Quijibo will die and cease to exist.
- Comments: As a Simpsons fan, I must point out that "Kwyjibo" is very badly misspelled.
- Proposal #112
- Rejected by a vote of 4-2.
- Proposed by Jamie
Add gummy candies to the game. each, before anyone moves, there will be 5 gummies added to the board. if you are the first to land on a square with a gummy, you can eat it. eating a gummy will gain player 5 health. Gummies cannot be stored in inventory. it is players choice to eat the gummy, it works the same as buying lots-fist come has first choice.
- Comments: Once again, 5 gummies would be placed every time anyone moves. Bad idea, we'd get overrun with these gummies...
- Proposal #113
- Accepted by a vote of 4-2. Added a new section XXXV to the rules.
- Proposed by Wonder
Condoms
Condoms shall be sold at the nonopoly general store they will each cost $100.
Condoms are purchased wrapped it is then carried around like the items, e.g. Roller skates, and cans of paint till until the player decided to used it.
When wishing to use the condom that the player has purchased, the player must email telling the admin with the request.
Condoms may be purchased in the same way as paint cans or other items availed at the nomopoly general store are.
Condoms can be worn with any means of transportation and has no effect on their use.
Condoms effect last until they are broken, used in effect with the dirty bubble or taken off by the player who it put on in the first place.
Players may only put a condom on themselves.
Only one condom may be worn at the same time.
Effect of condoms:
If the Dirty bubble lands on a square containing a player wearing a condom that player will not become trapped inside the Dirty Bubble they will not be colored the same color as the Dirty Bubble, if it has a color. If the Dirty Bubble lands on a square containing two or more players, the players that are wearing condoms will not get trapped inside (the Dirty Bubble shall not have any effect on them). The players not wearing the condom will be held to the normal rules of the dirty bubble.
There is a 1/80 chance per turn, of through normal daily use, of the player's condom that they are currently wearing breaking causing the player to also lose 3 health.
If a person who is wearing condom is hit by paint gun, or any weapons from the Weapons of Mass Destruction Shop then the condom will automatically break and all effects of the paint gun or any weapons from the Weapons of Mass Destruction Shop will take place.
A player may not wear a condom if the player is currently in the possession of paint thinner (something about latex and paint thinner that just don't work well together).
Note on the side: This proposal was NOT meant to offend anyone but simply make game play funer as well as it has some useful benefits. It was discussed with the admin earlier in the week and contains no sexual provoking stimulus's to keep the game at the G rating although I believe that there are no people playing anymore under the age of 18. Again please don't vote down the rule simple it says the taboo word Condom as well all should be able to get beyond that point. If you have any personal problems with me introducing this into the game feel free to nomail me (nomopoly email me through Jeff). Again this was not meant to offend anyone and should not be taken as such.
- Comments: Good idea, but perhaps a better name for the item would have been more appropriate.
- Proposal #114
- Accepted by a vote of 6-0.
- Proposed by The Founder
Modify rule VI.4 concerning drive to read: 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.
- Comments: Won't make too many noticeable changes, since players didn't have to pay rent when using the bus anyway.
- Proposal #115
- Rejected by a vote of 3-3.
- Proposed by ChocolateChip
Modify rule V-7 to read the following:
Every time a player lands on or passes the first square, he receives $1200. This $1200 may not be collected more than once per move.
- Comments: OK, stop complaining about running out of money if you don't accept proposals to add more money to the game.
- Proposal #116
- Accepted by a vote of 4-2. Modified rule 2 of section XV.
- Proposed by ChocolateChip
There exists a new fountain in the game known as the Fountain of Spacetime. Players may donate to this fountain in the same way they would donate to the other fountains, but each player may still only donate to 1 fountain each turn. If a player donates to the Fountain of Spacetime, he will roll one 6-sided dice, and a roll of 4, 5, or 6 will immediately warp the player into Parallel Universe. When the player exits Parallel Universe, he will be placed back on the square he was on before getting warped in (but the player will not "land" there). If a player does not donate to the Fountain of Spacetime, the player will not roll dice at that fountain, and the Fountain of Spacetime has no effect on the player that turn.
- Comments: Hey, weren't you the one trying to get rid of the fountains a few weeks ago?
Week 13