Week 5
- ChocolateChip rolls 6-5, landing on Square #44, with option to buy
- Kwyjibo rolls 2-1, landing on identical to any other square name on the board
- TheCasey rolls 4-6, landing on Square #32, with option to buy
- THE CHEESE rolls 5-3, landing on Square #3, paying $9 to Cari
- Cari rolls 6-3, landing on Hero+ # + *hics*, paying $81 to Ghost
- Silver Car rolls 1-4, landing on Square #31, with option to buy
- Cypher rolls 2-2, landing on Oriental Avenue, paying $63 to Silver Car
- Cypher rolls 6-5, landing on Square #32, with option to buy if TheCasey does not
- Ghost rolls 2-6, landing on Square #35, with option to buy
- ChinDoGu rolls 5-3, landing on Square #32, with option to buy if TheCasey and Cypher do not
- Kwyjibo rolls 2-4, landing on Square #23, with option to buy
- Silver Car rolls 6-1, landing on Square #38, with option to buy
- ChinDoGu rolls 5-2, landing on Square #39, with option to buy
- Ghost rolls 4-2, landing on Square #41, with option to buy
- TheCasey rolls 1-4, landing on Square #37, with option to buy
- Cari rolls 1-5, landing on ChinDoGu, paying $99 to ChocolateChip
- ChocolateChip rolls 2-3, landing on Square #49, with option to buy
- THE CHEESE rolls 5-2, landing on int f (int n) {if (x == 0) return 1; else return n * f(n - 1);}
- Cypher rolls 2-4, landing on Square #38, with option to buy if Silver Car does not
- Proposal #18
- Proposed by THE CHEESE
- Accepted by a vote of 6-1. Added a new rule XX to the rules.
I propose we allow trading. Players may trade squares, cards, money, and items (unless the item is specifically defined in the rules as untradeable) by agreement of all players involved in the trade. If a player trades a square, he may not do anything to change the status of the square (such as putting a card on it, naming it, or whatever) during the same update as the trade.
- Comments: Same as last game, I'll make available two ways to offer trades. If you'd like to offer a trade you can send the offer to me and I'll pass it along to the recipient, and so on back and forth until an agreement is reached. Or, you can work out a trade privately and have both players email me with the details of the trade once it is finalized. I recommend option 2, since it is faster and I make no guarantees that I will be able to check my email as often as required to pass messages back and forth.
- Proposal #19
- Proposed by ChocolateChip
- Accepted by a vote of 6-1. Added new rules XXI and XXII to the rules.
OK, time for the game's first "very long but incredibly cool" proposal. Although this proposal is long, please read it all before making a decision, as this rule is guaranteed to add strategic and social elements to the game.
Squares may be made into "blocks". A block is created by the owners of all squares in the block agreeing to do so and paying the required fee for the block type. There are three different block types available:
- A "Residential" block consists of two squares in numerical order on the board (ie. 7+8, 20+21, etc). The owner of each of the squares must pay $500 to create the block. When a player lands on a square in a residential block, the player must pay rent as though he had landed on both squares in the block. The owner of either square in the block may choose to destroy the block at any time.
- An "Industrial" block consists of three squares in a row, either horziontally or vertically on the board (ie. 13+14+15, 4+17+24, etc). The owner of each of the squares must pay $500 to create the block. The squares in an industrial block are polluted, causing anyone who lands on one of these squares to only have to pay 1/3 of the normal rent, and lose 5 health. An industrial block will give the owner of each square in the block a weekly income equal to the square number, in Nomopoly dollars. In order to destroy an industrial block, all players who own squares in the block must agree to do so.
- A "Commercial" block consists of four squares together in a square arragement (ie. 2+3+18+19, 15+16+25+26, 32+33+48+49, etc). The owner of each of the squares must pay $1000 to create the block. Whenever rent is collected on a square in a commercial block, 3% of the rent collected (rounded down) must be given to the Admin Bank Account as tax. The owners of a square in a commercial block may build buildings on his square. A second building may not be placed on a square until each square in the block has one building, and a third building may not be placed on a square until each building in the block has at least two buildings, and so on (similar to the even building rule in Monopoly), although the buildings on each square in the block do not have to be the same. Only one building may be built at a time on a square during an update, and a single square may not have more than one of the same building. The owner of any square in the block may choose to destroy the block at any time.
The following buildings are available:
-- A "Springboard", which costs $100 and causes any player landing on the square to jump backward 7 squares.
-- A "Hospital", which costs $250. If a player who owns at least one square in the commercial block containing the Hospital lands on the square containing the Hospital, that player gains 15 health.
-- A "House", which costs $300 and increases the rent of the square by 30%
-- A "Store", which costs $600 and increases the rent of the square by 50%
-- A "Corporate Headquarters", which costs $1000. Each time a player other than the owner of the square lands on a square containing a Corporate Headquarters and pays rent, that square gains 1 point of "corporate power". Each point of corporate power on the square will give a 1% increase to the rent of the square (ie. a player lands on a square with 8 points of corporate power, the player must pay 8% extra rent, and then the square receives one more point of corporate power). If the Corporate Headquarters is destroyed in the future for any reason, the square loses all of its corporate power points.
Notes:
- When two or more effects modify the rent of a square, the percentages are added. Example: a square with a house, a store, and 4 points of corporate power has its rent increased by 84%.
- A single square may not be part of more than one block.
- When a block is destroyed, the squares lose all benefits of being part of the block (such as rent increases). All buildings on the block are destroyed, with a 50% refund on the price of the building being given to the owner of the square containing the building. The squares may then be used as part of another block in the future.
- A block can contain squares owned by all one player or a combination of players. If one player owns the square configuration needed for a block, he may create one by himself. If two or more players together own the square configuration needed for a block, all of those players must email the Admin to form a block.
- Don't worry if you don't understand all of the math involved here. All you need to know is the basic concepts, and then the math will be Jeff's problem :-)
- Comments: Same concept as trading, you can work out deals either through me or privately.
- Proposal #20
- Proposed by Kwyjibo
- Rejected by a vote of 4-3.
I propose we make an "Admin Store". Players may buy items from the Admin Store at any time. Currently the Admin Store sells one item: gifts. The gifts have no effect in gameplay or players and have no useful value. The different gifts that are available are: A rose, a chocolate bar, and a Big Mac. Each gift will cost $10 and can be given to any player as a sign of good will.
- Comments: AAAAAHHHHH!!!! A REJECTED PROPOSAL!!!!! THE END IS NEAR!!!!!!!!!!
- Proposal #21
- Proposed by Silver Car
- Accepted by a vote of 5-2. Modified section 2 of rule XVII.
The current railroad system doesn't really give players the incentive to build railroads on their squares. Therefore, I propose the following change to rule XVII-2:
A player occupying a square containing a railroad may transport himself to another square that is connected to his current square, where "connected" means the destination square can be reached by railroad via a sequence of North, South, East, or West moves over squares containing railroads. The player must may $5 to the owner of each square in this path. The player is not said to land on any square in the path, including the final square.
Basically, this rule is identical to the current rule, with the addition of paying $5 to the owner of the starting square. This will make it profitable for players to build railroads, especially on the lower numbered squares.
- Comments: OK, I guess...
- Proposal #22
- Proposed by ChinDoGu
- Rejected by a vote of 4-3.
If at the end of a Turn, a player holds more than 6 cards, then the admin choses one at random, and removes it. The admin then repeats this process untill that player holds 6 cards or less.
- Comments: Hmmm... Some of our players have 6 cards already. Maybe this rule would work if the limit was a little higher.