Week 12
- Cari rolls 4-5, landing on Blackjack, paying $441 to Kwyjibo, with $13 going to the Admin Bank Account
- Silver Car rolls 3-6, landing on Square #65, with option to buy
- Ghost rolls 4-6, landing on max(int *x,int n){int i,max=0; for(i=1;i<n;i++) if(x[i]>x[max]) max=i; return max;} due to glue, paying $932 to THE CHEESE with $27 going to the Admin Bank Account
- ChocolateChip rolls 5-6, landing on max(int *x,int n){int i,max=0; for(i=1;i<n;i++) if(x[i]>x[max]) max=i; return max;} due to glue, paying $932 to THE CHEESE with $27 going to the Admin Bank Account
- THE CHEESE rolls 6-1, landing on No, paying $532 to Kwyjibo with $15 going to the Admin Bank Account. A springboard sends him back to Square #3, paying $9 to Cari.
- Kwyjibo rolls 2-6, landing on Square #63, paying $189 to Cari
- ChinDoGu rolls 2-4, landing on Square #69, with option to buy
- The Skunk rolls 1-3, landing on void nop () {}. ChocolateChip and Ghost each receive $500 from the Admin Bank Account.
- The MTS Bison rolls 6-2, landing on Square #1
- Silver Car rolls 3-5, landing on Square #1, paying $3 to Cari
- THE CHEESE rolls 5-3, landing on Cypher, paying $560 to Kwyjibo with $16 going to the Admin Bank Account. A springboard sends him back to Square #11, paying $12 to ChinDoGu.
- Cari rolls 2-5, landing on Jail, paying $180 to ChinDoGu
- ChocolateChip rolls 5-5, landing on Square #55
- ChocolateChip rolls 6-6, landing on Square #67
- ChocolateChip rolls 5-3, landing on Square #3, paying $9 to Cari
- ChinDoGu rolls 1-2, landing on Square #72, with option to buy
- Kwyjibo rolls 2-6, landing on Square #71, with option to buy
- Ghost rolls 4-1, landing on The House of Cards
- The Skunk rolls 3-1, landing on Kwyjibo. Ghost is given ownership of Square #50, 7 squares are added to the board, Square #61 becomes polluted, an Industrial block is created on Mediterranean Avenue, Square #16, and City Park, and Cari, Ghost, and THE CHEESE each receive $500 from the Admin Bank Account.
- The MTS Bison rolls 4-3, landing on Baltic Avenue
- Proposal #49
- Proposed by ChocolateChip
- Accepted by a vote of 6-1. Added a new rule XXIX to the rules.
Players may select a method of transportation that determines what dice they roll as well as some other special features:
On Foot (cost=$0): two 6-sided dice. This is the default method of transportation, any player that does not have a method of transportation (or has one and loses it) uses this method. After the passing of this proposal, all players will initially be On Foot.
Clogs (cost=$50): two 3-sided dice. A player using Clogs is immune to the effects of Glue.
Pogo Stick (cost=150) : two 2-sided dice, where each of the dice has one side with a 1, and one side with a 6. So the possible rolls are 1-1, 1-6, 6-1, 6-6. If a player using a Pogo Stick gets caught in glue, he will fall and smash his face, causing him to pass out.
Krazy Karpet (cost=$200): two 8-sided dice. A player using a Krazy Karpet is immune to the effects of Time Bombs.
Helicopter (cost=$250): two 6-sided dice. A player using a Helicopter does not move left and right like normal, but instead will move up and down, moving one column to the right every time the top or bottom of the board is reached. Once the player passes the rightmost column, he goes back to Square 1. The winding pattern still applies, but the winding goes up and down instead of left and right. Example: A player using a Helicopter is on Square 1. A roll of 10 will cause him to pass over squares 20, 21, 40, 41, 60, 61, 62, 59, and 42, and land on square 39. A player using a Helicopter can not have Anthrax used against him (although switching to a Helicopter while already infected will not get rid of the infection).
Car (cost=$500): two 10-sided dice. A car has a maximum fuel level of 500 (and will have 500 fuel in it when you buy it). Any time a player using a car takes a normal turn, the product of the two dice rolled is subtracted from the car's fuel level. (example: a roll of 3-7 will cause the car to lose 21 fuel). If you make a roll that would require more fuel than the car currently has, the following things will happen:
- You will not make the move that you just rolled.
- Your car will become "abandoned" on your current square (explained below).
- You will go back to moving On Foot, and will take a turn.
The owner of a car may also "drive" to a square. When a player drives to a square, his car uses up 5 * n^2 (ie: 5 times n squared) fuel, where n is the distance between his current square and the destination square (distance being defined in rule VI-13), and then the player immediately jumps to the selected square. A player may only drive in this fashion once per week, and a player may not drive to a square if his car does not have enough fuel to do so.
A car becomes "abandoned" when its owner does not have the fuel needed to make a move (as described above). A player may also choose to voluntarily abandon a car on his current square. When a car is abandoned, it is not owned by anyone. Any player occupying a square containing an abandoned car may retrieve it and gain ownership of it, along with whatever amount of fuel was in it when it was abandoned.
Gas stations may be built on Commercial squares for $100 (by the owner of the square) and on Government squares (by the Government). Any player who is using a car and lands on, passes, or occupies a square containing a Gas Station may purchase fuel for his car. Government Gas Stations charge $50 per 100 units of fuel. Commercial Gas Stations charge a price determined by its owner. The owner of a Commercial Gas Station may set/change the price of fuel there at any time. In either case, money paid for gas goes to the owner of the square containing the Gas Station. A player may re-fuel his car at his own Gas Station for free. A car may not be fueled above 500 units of fuel, and any attempts to fuel a car above 500 will result in the car's fuel level being set to 500.
A player may switch methods of transportation at any time by notifying the Admin and paying the cost of the new method of transportation (or by retrieving an abandoned car). A player may only have one method of transportation at a time, and obtaining a new method of transportation replaces whatever one the player was currently using.
- Unless otherwise specified, an n-sided dice is one with sides having numbers 1 to n inclusive, with equal probability of any of those numbers being rolled.
- Any refereces in the current rules to "die" or "dice" without specifying the number of sides (such as with Jetpacks) are 6-sided dice by default.
- Comments: Hey, where's the Monkey-Driven Rocket Sled?
- Proposal #50
- Proposed by Kwyjibo
- Accepted by a vote of 4-3. Modified section 2 of rule XIX.
I propose that any player my release up to 1 of each of the zoo animals on thier turn regardless of which animals are already present on the board. This only applies to a person who is currently on the zoo square. This allows more than one animal of the same kind present on the board at a time.
- Comments: 1 of each animal? We're going to get overrun by these things!
- Proposal #51
- Proposed by Silver Car
- Accepted by a vote of 5-2. Modified section 4 of rule XXII.
Legislative buildings may be built on Residential squares for $500.
- Comments: And who has the only residential block on the board...?
- Proposal #52
- Proposed by ChinDoGu
- Accepted by a vote of 6-1. Deleted section 16 of rule VI and modified section 3 of rule XIX.
Remove from the ruleset any rules about adding squares to the end of the board. Also destroy all squares with number > 70. (Come on guys - the board is growing mighty fast -- and 70 - 10 (the destoryed ones) squares is enough surely.)
- Comments: Hey, everyone voted this week!