Week 22
- Ghost rolls 5-1, landing on int swap (int *a, int *b) {*a ^= *b; *b ^= *a; *a ^= *b;}, paying $655 to ChinDoGu with $19 going to the Admin Bank Account and slipping on a Banana Peel, losing 10 health and jumping to Square #2, with option to buy
- THE CHEESE rolls 6-1, landing on Townhouse, paying $96 to ChocolateChip and slipping on two Banana Peels, losing 20 health, jumping to Energetic Nomopolists love Emerald Nuts and losing 10 health, and jumping to int fib (int n) {return n == 1 || n == 2 ? 1 : fib(n-1) + fib(n-2);}, paying $552 to ChocolateChip
- Kwyjibo rolls 8-9, landing on New York Avenue, paying $3 to Silver Car
- ChocolateChip rolls 8-7, landing on Blame Canada, losing 10 health
- ChinDoGu rolls 8-1, landing on game over I win, with option to buy
- Silver Car rolls 3-7, landing on Square #71, paying $213 to Cari
- Cari rolls 5-5, landing on void hello(){printf("Hello World!");}, paying $90 to Silver Car
- Cari rolls 2-2, landing on int swap (int *a, int *b) {*a ^= *b; *b ^= *a; *a ^= *b;}, paying $655 to ChinDoGu with $19 going to the Admin Bank Account
- Cari rolls 5-1, landing on Casino, paying $1053 to ChinDoGu with $31 going to the Admin Bank Account
- ChinDoGu uses The MTS Bison to jump to Blackjack, gaining 15 health
- ChinDoGu trades in an Ace of Spades and a Jack of Hearts for landing on Blackjack, receiving $1813
- ChinDoGu drives to Blackjack, gaining 15 health
- ChinDoGu trades in an Ace of Spades, a 7 of Diamonds, and a 3 of Hearts for landing on Blackjack, receiving $2357
- ChinDoGu builds a Store on int swap (int *a, int *b) {*a ^= *b; *b ^= *a; *a ^= *b;}
- ChinDoGu builds a Store on Blackjack
- ChinDoGu builds a Mall on Kwyjibo
- ChinDoGu builds a Mall on Casino
- ChinDoGu buys game over I win
- ChocolateChip takes the railroad to The House of Cards
- ChocolateChip trades in a 10 of Clubs, a 10 of Spades, a 10 of Spades, a 6 of Clubs, and a 6 of Spades for an Anthrax
- ChocolateChip trades in an 8 of Clubs and an 8 of Spades for a Medicine
- ChocolateChip trades in a 9 of Spades and a 9 of Spades for a Medicine
- ChocolateChip trades in a 10 of Spades and a 10 of Spades for a Pokeball
- ChocolateChip trades in a Jack of Diamonds, a Jack of Spades, and a Jack of Spades for a Warp Bubble
- ChocolateChip trades in a Queen of Clubs and a Queen of Clubs for a Pokeball
- ChocolateChip trades in a Queen of Hearts and a Queen of Hearts for a Medicine
- ChocolateChip trades in a King of Spades, a King of Spades, and a King of Spades for a Warp Bubble
- ChocolateChip uses a Medicine
- ChocolateChip uses a Medicine
- ChocolateChip uses a Medicine
- ChocolateChip trades in $50 for a Shovel
- ChocolateChip trades in $50 for a Shovel
- ChocolateChip pays $5 to Kwyjibo and takes the railroad to Good game everyone. I am looking forward to playing Nomopoly III in the near future.
- THE CHEESE builds a Springboard on Windows XP Professional
- THE CHEESE builds an Anti-Missile Battery on THE CHEESE
- THE CHEESE builds a railroad on THE CHEESE
- THE CHEESE pays $20 to ChocolateChip, $10 to ChinDoGu, and $5 to Kwyjibo and takes the railroad to Good game everyone. I am looking forward to playing Nomopoly III in the near future.
- Kwyjibo buys 441 fuel from the Gas Station on States Avenue
- THE CHEESE rolls 9-6, landing on Square #29, paying $87 to Cari
- Silver Car rolls 2-2, landing on New York Avenue
- Silver Car rolls 9-3, landing on Townhouse, paying $96 to ChocolateChip
- ChocolateChip rolls 8-4, landing on THE CHEESE, paying $911 to THE CHEESE
- Cari rolls 5-5, landing on Square #71
- Cari rolls 6-5, landing on THE CHEESE, paying $911 to THE CHEESE
- Ghost rolls 6-2, landing on Vermont Avenue, paying $78 to Silver Car
- ChinDoGu rolls 6-1, landing on States Avenue, paying $144 to Silver Car and gaining an additional vote on Week 22 proposals. A springboard sends him back to Blackjack, gaining 15 health.
- Kwyjibo rolls 3-9, landing on Townhouse, paying $96 to ChocolateChip
- The Skunk 7 rolls 1-1, landing on void hello(){printf("Hello World!");}. Silver Car has his Credit Limit increased by 50%.
- The Skunk 6 rolls 1-2, landing on Kwyjibo. Ghost is given ownership of Square #2, an Industrial block is created on This is 102 characters long, Square #74, and ARRRRRRRRRRRRRRRRRRRRGH!, and ChinDoGu, Cari, and ChocolateChip receive $500 from the Admin Bank Account.
- The MTS Bison rolls 6-3, landing on Square #34
- The MTS Bison 2 rolls 4-4, landing on ARRRRRRRRRRRRRRRRRRRRGH!, losing 5 health
- Cari and Kwyjibo are fined $800 for not voting, and ChinDoGu is fined $700 for not voting
- This week's lottery numbers: 10 13 15 9 15 6 2. No winners.
- The Government builds an Anti-Missile Battery on :-)
- Proposal #93
- Proposed by Jeff (Originally posted by ChinDoGu)
- Accepted by a vote of 7-1.
- Exploit Block:
Mask/TimeBomb
By combining masks and timebombs, players can do arbitary amounts of damage to a player. Simply plant the timebomb on a square, then arive at it through any mode of transportation, while wearing a mask of the player you want to damage. This works for multiple timebombs.
- Comments: Well, Silver Car didn't try it anyway.
- Proposal #94
- Proposed by Jeff (Originally posted by Silver Car)
- Accepted by a vote of 6-0.
- Exploit Block:
Infinite discard poker
In a poker game at a casino, a player could continually discard cards even after they have discarded, contrary to what most casinos would offer. (I'm not sure if the current wording of the rule actually works this way, but I'm blocking it just in case). I propose to block a player from discarding after he has already seen any of his replacement cards (ie. the player can only select discards once).
- Comments: It doesn't work that way, so nothing to worry about.
- Proposal #95
- Proposed by Jeff (Originally posted by Silver Car)
- Accepted by a vote of 5-1.
- Exploit Block:
Exploit Block
Since players are only blocked from using an exploit AFTER it is posted, a player could very easily abuse an exploit and later during the same update block it. So I propose to block using an exploit during the same update that the exploit block for it was posted.
- Comments: Recursion: For more information, please see "Recursion".
- Proposal #96
- Proposed by Jeff (Originally posted by ChinDoGu)
- Rejected by a vote of 3-3.
- Exploit Block:
Bingo Cards
Bingo cards can currently be used to gain control of squares origionally created to be unownable. This would allow someone to own the House of Cards for exampls. The following squares should not be controlable with bingo Cards
The House of Cards
The Zoo
- Comments: Those squares can't be owned anyway. Doing so would violate a rule, and thus would not be allowed.
- Proposal #97
- Proposed by Kwyjibo
- Rejected by a vote of 5-1.
All money/cards held by eliminated/reset players is evenly distributed amongst the surviving players in the game.
Note- if a player is reset the distribution happens before that player is back in the game on square 1 so that the player who was reset does not get some of their original possetions back.
- Comments: Did anyone see the one word missing here from last week's proposal?
- Proposal #98
- Proposed by THE CHEESE
- Accepted by a vote of 6-0. Added rule XXXIV to the rules, and added section 6 to rule XXXIII.
A player may invent his own games and items to be available at his casinos. To do so, the player must submit a $100 patent fee and a description of the game/item to the Admin. For a game, this must include a name for the game and a complete description of the rules for the game as well as any bets and payouts applicable for the game. For an item, this must include the name of the item, the price of the item (whether it be money/cards/whatever), and a complete description of how to use the item and all effects of the item.
All games/items created by players are subject to approval of the Admin. The Admin will reject any game/item that is missing any of the required information. The Admin also has the right to reject any game/item that is ambiguous, paradoxial, a copy of a previous game/item, or just plain stupid. If a game/item is rejected by the Admin, the player who made it receives $50 of his $100 patent fee back.
If the game/item is accepted, it then becomes immediately available at all of that player's casinos. The player who submitted the game/item holds the patent to that game/item name and concept, and therefore no other player may make a game/item that attempts to copy the name or concept of that item. (The Admin will reject any game/item that in his opinion is close enough to another patented game/item). The patent itself is considered to be an item, and therefore may be traded. By trading a patent, the player loses the right to offer that game/item at his casinos, and the new patent holder will immediately offer that game/item at all of his casinos.
Also, to make things a little more fair, casinos may be built on industrial and residential squares. An industrial casino owner will collect 10% of net profits there, and a residential casino owner will collect 25% of net profits there.
- Comments: I'll make a new page for accepted patents when needed.
- Proposal #99
- Proposed by ChinDoGu
- Accepted by a vote of 6-0. Modified sections 2 and 5 of rule XXXIII.
Players may not gamble more than 3 times in a single update.
Grease may only be placed on a square you currently occupy
- Comments: So even if someone finds a way to beat the casino, the money won't be given away too fast.
- Proposal #100
- Proposed by ChocolateChip
- Accepted by a vote of 4-2. Added a new rule XXXV to the rules.
Starting with Week 23, and every 3 weeks thereafter, an election for Governor will take place.
During the first update of the election week, all players who are not terrorists will have the opportunity to place a bid to become a candidate, which may be any positive amount of money. If only one player places a bid, that player pays the amount of his bid and becomes Governor by default. Otherwise, the two players who placed the highest bids (chosen randomly among the tied players if tied) will pay the amount of their bids and an election will take place during the next update.
During the second update of the election week, if an election is to be held, all players will have the opportunity to vote on one of the two candidates for Governor. (The votes have nothing to do with proposal votes, so you don't get an additional vote for landing on a Legislative Building). The candidate who receives the most votes wins the election and becomes Governor. If there is a tie, the player who placed the highest bid is the winner. If this is also tied, the winner is selected randomly.
In either case, the winner serves a 3 week term as governor, starting with the next week. (ie. the governor elected during week 23 serves as governor for weeks 24, 25, and 26, with a new election taking place during week 26.)
Being Governor has the following benefits and drawbacks:
- The ability to make two proposals during a week (instead of one)
- The ability to veto (ie. automatically reject) up to one proposal per week
- A 5% discount when buying squares
- An automatic gain of 5 health points per week
- The ability to hold up to 30 cards (instead of 25)
- The ability to build up to one building per week on any Government square on the board. The cost of the building is paid for from the Admin Bank Account
- The ability to add up to 3 squares to the board (either in place of a destroyed one or at the end) at a cost of $4000 per square, to be paid for from the Admin Bank Account
- A bank account interest rate of 3% (instead of 2%)
- The Governor may not commit any atrocities
- The Governor may not purchase or use Time Bombs or Hammers
As with the rules for spending your own money, the Governor can not spend money from the Admin Bank Account that it does not have.
The Governor only keeps these benefits/drawbacks as long as he is Governor. When a new Governor is selected, all of the benefits/drawbacks transfer over to the new Governor.
- Comments: Remember, the first election is next week. Start sending in the bids! Happy 100th proposal.