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The much wanted Karma revision proposal:
There is now a attribute called Karma, that is an integer that starts at 0. A player with negitive Karma is said to be Evil, while a player with positive Karma is said to be Good.
If a player takes any action in the following chart they gain the value in Karma listed to the right of the Action they took. This may cause them to lose Karma.
Trading a Oven Mitt for a Light Cookie: 1
Trading a Oven Mitt for a Dark Cookie: -1
Throwing a Light Cookie: 1
Throwing a Dark Cookie: -1
Casting Summon Dark Cookie Monster: -X, where X is the number of Dark Cookies used to pay the cost.
Buying a Square: X, where X is 0 plus the number of Light Cookies used to buy the Square and minus the number of Dark Cookies used to buy the Square. X may be 0.
Any action that would cause a disabled player other than yourself to cease to be disabled: 10
Any action that would cause an non-Evil player other than yourself to become disabled: -10
Summoning Tenshi: 10
Summoning Akuma: -10
Yin-Yang Summoning Tenshi: 20
Yin-Yang Summoning Akuma: -20
Tenshi now costs 10 Light cookies to summon, and Akuma costs 10 Dark cookies to summon. However, one may spend 10 Dark Cookies to summon Tenshi, or 10 Light Cookies to Summon Akuma. This is known as Yin-Yang Summoning.
Name: Regeneration
Pages: 3 pages
Cost: none
Duration: 7 days
Casting time: instant
Cool down time: 1 day
Effect: Every day for the 1 week duration, starting 1 day after being cast, this spell gives the caster 5 Hit Points (for a total of 35 hit points). If a player has more then one Regeneration spell functioning at the same time then all but the most recent casting immediately finish their Duration and give no more hit points.
(Note: this spell will make it quite difficult to kill anyone since once your health goes above 0 you cease to be disabled and therefore will not die. Basically this will mean that you will need to get a person to -35 health before you have a hope of killing them.)
Non-Combatant Protection
Pages: 2
Cost: none
Duration: 1 week
Casting time: Instant
Cool Down time: 24 hours
Range: Current square
Effect:
This spell will grant the following protection to the target for the duration of the spell:
Any damage inflicted upon the target will be halved and the aggressor will inflict double the damage.
Any damage inflicted by the target will be halved and the target will inflict double the damage.
Damage is defined as causing a player's hit points to be reduced by any action except by instances of this spell.
Overheat
Pages - 3
Cost - none
Casting Time - 1 day
Duration - 1 day per caster level (maximum 6)
Cool Down Time - 1 day per 2 caster levels, rounded up (maximum 3)
Effect: If target player is casting a spell when Overheat is cast, that player's spell is countered (that spell has no effect, and that player is no longer casting the spell). The targetted player cannot cast any spells for the duration of Overheat.
If the targetted player is casting a spell when Overheat is cast, that player also loses 10 hit points per caster level to a maximum of 10*(caster level - target level) if the target is at a lower level than the caster, or a maximum of 10 otherwise. In addition to taking the damage, the target player begins cooling down at the end of Overheat's duration as if that player has successfully cast the countered spell.
Example: I (at level 3) cast Overheat at Fred (at level 1), who is casting a spell with a 24 hour cool down period. Fred's spell would be countered, Fred would lose 20 hit points, and Fred would be unable to cast spells for the next 96 hours (72 for Overheat, then 24 for the original spell he was casting).
If instead, Fred were level 4, Fred would only lose 10 hit points (but be unable to cast spells for 96 hours). If Fred were still level 1, but were not casting a spell, Fred would instead be unable to cast a spell for 72 hours (but would lose no hit points).
There is now a attribute called Karma, that is an integer. A player with negitive Karma is said to be Evil, while a player with positive Karma is said to be Good.
When a player trades in a Oven Mitt to get a Dark Cookie, or throws a Dark Cookie, eir Karma is decrimented.
When a player trades in a Oven Mitt to get a Light Cookie, or throws a Light Cookie, eir Karma is Incrimented.
When a player summons a Dark Cookie monster e loses Karma equal to the HP of the Dark Cookie Monster divided by 10.
When a player summons Akuma or Tenshi, e gains or loses 10 Karma respectively.
Because of this new system, Akuma now costs 10 Dark Cookies to summon, and Tenshi costs 10 Light cookies to summon.
Just thought it makes proposal # 40 a little less broken.
If a playerâ??s health is dropped below 1 by an item that was thrown by another player they do not die as in rule XVI. The player that would have there hit points reduced below zero by the thrown item is moved to the lowest number square on the board with one health. The player does not pass over any other squares on the way to the lowest. The player also does not have to pay rent to the player that owns the square with the lowest number on the board when they land on it from this effect.
Cybernetic Brain
Pages - 5
Cost - 4 oven mitts
Duration - 2 days
Casting time - none
Cool Down Time - 2 days
Effect - Spell is casted upon yourself. Causes any experience points you gain while under the effects of the spell to be doubled.
"Fixing" throw:
(I would like throwing to be a bigger part of the game then it is presently, and I don't feel like getting up at (6 AM) my time to be able to throw an item... sorry for empty proposal 39, somehow I forgot to copy the text into the proposal...)
Throw Restrictions:
rule V.3 will be amended to the following:
Each player may throw level / 5 rounded up items per day (so levels 1-5 1 throw, 5-10 2 throws, 11-15 3 throws, etc). Throwing an item is considered to be a use of that item, therefore throwing an item removes it from the game except where mentioned. When a player throws an item they select a player who is 1 to 6 squares ahead of themselves. Then an event will take place depending on the item that was thrown:
Oven Mitt:
The target player catches the oven mitt and keeps it. This moves the Oven Mitt from the throwing players inventory to the catching player's inventory but does not remove the item from the game. Throwing an Oven Mitt does not use one of the throwing players throws per day.
Narf
The narf transforms into a Hippopottamus so fat that it pushes all players on the target square ahead one square. The Hippopottamus also deals 2 damage to each player it so pushes.
Bork
If the target player has a dark cookie, the bork boomerangs back to the player who threw it along with the dark cookie. If the target player has a light cookie, the bork boomerangs back to the player who threw it along with the light cookie.
If the Bork retrieves at least 1 cookie from the targeted player it is not removed from the game.
Dark Cookie
The dark cookie explodes, causing the target player to lose 10 hit points
Light Cookie
The light cookie turns into a flash of white light and the target player gains 10 hit points. Light Cookies may be thrown at yourself. Light cookies may also be thrown at a Dark Cookie Monster, this deals the DCM 20 damage.
Fireball
May be thrown forwards or backwards. Hits the first player encountered on the board in its path, causing the hit player to lose 15 hit points.
To create a more Democratic system and not rewarding only "yes" votes of successful proposals, I propose all votes for all proposals completed will be rewarded with an oven mitt.
Add a new win condition:
If there is only one player in the game who is not disabled (as per Rule XIV-2), the non-disabled player is declared the winner.
Summon Cookie:
(Since its seems that getting light/dark cookies is difficult and getting oven mitts is now quite easy.)
Name: Summon Cookie
Pages: 4 pages
Cost: 2 Oven Mitts
Effect: This spell creates one Light or one Dark Cookie, caster's option, chosen when they start casting the spell. (If this is too difficult to implement Jeff feel free to instead implement 2 spells one called Summon Light Cookie, the other Summon Dark Cookie. Which each summon one cookie of the respective type. These spells should be identical to this spell in all ways other then name and effect.)
Duration: instantaneous the spell creates the cookies then immediately ends. The cookies remain as permanent items until some other effect removes them.
Casting time: 2 days
Cool down time: None
A more reasonable goal for players to win the game:
If one player has more than double the total money of all other players combined, then that player is the winner of Nomopoly III.
The above statement only applies if EXACTLY one player meets this condition. If two or more players meet this condition at the same time (which could happen if one or more players have very large negative amounts of money via a loophole of some sort), then no winner is declared.
Name: Teleport
Pages: 3
Cost: $25*X
Casting Time: Instantaneous
Cool Down Time: 2 turns
Effect: X may not be 0. Teleport causes you to jump from your current square (number N) to square Y, given by the following result d of an 11 sided die roll:
For d from 4 to 8 (inclusive), Y=N+X.
For d below 4, Y=N+X-d.
For d above 8, Y=N+X+d-8.
If Teleport would cause you to jump past the last square of the board, continue counting from the first square for the purposes of determining the destination square (ie: if the board has 20 squares and Teleport would cause you to jump to square 22, you land on square 2) Likewise for jumping to any other square that does not exist, continue counting at the next existing square (so jumping to square -1 causes you to jump to square 19 on a 20 square board).
example: I cast teleport for X=4, on square 7. The following results occur depending on what I roll on d11:
Roll a 1: square 10
2: square 9
3: square 8
4 through 8: square 11
9: square 12
10: square 13
11: square 14
Name: Teleport
Pages: 3
Cost: $25*X
Casting Time: Instantaneous
Cool Down Time: 2 turns
Effect: X may not be 0. Teleport causes you to jump from your current square (number N) to square Y, given by the following result d of an 11 sided die roll:
For d from 4 to 8 (inclusive), Y=N+X.
For d below 4, Y=N+X-d.
For d above 8, Y=N+X+d-8.
If Teleport would cause you to jump past the last square of the board, continue counting from the first square for the purposes of determining the destination square (ie: if the board has 20 squares and Teleport would cause you to jump to square 22, you land on square 2).
example: I cast teleport for X=4, on square 7. The following results occur depending on what I roll on d11:
Roll a 1: square 10
2: square 9
3: square 8
4 through 8: square 11
9: square 12
10: square 13
11: square 14
Name: Teleport
Pages: 3
Cost: $25*X
Casting Time: Instantaneous
Cool Down Time: 2 turns
Effect: X may not be 0. Teleport causes you to jump from your current square (number N) to square Y, given by the following result d of an 11 sided die roll:
For d from 4 to 8 (inclusive), Y=N+X.
For d below 4, Y=N+X-d.
For d above 8, Y=N+X+d-8.
example: I cast teleport for X=4, on square 7. The following results occur depending on what I roll on d11:
Roll a 1: jump to square 10
2: square 9
3: square 8
4 through 8: square 11
9: square 12
10: square 13
11: square 14
Name: Summon Dark Cookie Monster
Pages: 5
Cost: X Dark Cookies, where X is a whole number of the player's choice that is lower or equal to eir level.
Effect: A Dark Cookie Monster from the Inferno is summoned to target Square, with 10*X HP. Instead of taking your turn, you may move a DCM up to 6 spaces forwards or backwards or tell it to use it's Inferno Breath on any player on it's Square, causing the Player to lose 10 HP. A player on the same Square as a DCM may feed it a Cookie. If it's a Light Cookie, then it loses 10 HP, and if it's a Dark Cookie it gains 10 HP. If a DCM runs out of HP it goes back to the Inferno.
Duration: X turns
Casting time: 3 days
Cool Down time: 3 days
Name: Ignite
Pages: 2
Cost: Any one item the player casting the spell has in there inventory at time of casting.
Effect: Causes the Selected item to start on fire. The item becomes a fireball and looses all attributes (other than that of a fireball) that the item had. The fireball takes a space in that playerâ??s inventory. If the fireball remains in a playerâ??s inventory for 8 hours it deals them 2 damage. If a fireball remains in a playerâ??s inventory for 40 hours (dealing them a total of 10 damage) the fire ball is destroyed. The fire ball can be thrown forwards or backwards along the board. The fireball hits the first player that it reaches in its respective direction causing that player 15 damage. The fireball is destroyed when it hits a player. Any one player may not have more than 1 fireball in there inventory at a time.
Casting time: instant
Cool Down time: 48 hours
Name: Summon Dark Cookie Monster
Pages: 5
Cost: X Dark Cookies, where X is a whole number of the player's choice that is lower or equal to eir level.
Effect: A Dark Cookie Monster from the Inferno is summoned to target Square, with 10*X HP. Instead of taking your turn, you may move a DCM one space forwards or backwards. You may also tell it to use it's Inferno Breath on any player on it's Square, causing the Player to lose 10 HP. A player on the same Square as a DCM may feed it a Cookie. If it's a Light Cookie, then it loses 10 HP, and if it's a Dark Cookie it gains 10 HP. If a DCM runs out of HP it goes back to the Inferno.
Duration: X turns
Casting time: 3 days
Cool Down time: 3 days
(Aside: I know that I'm technically using a loophole here that I'm trying to fix, but I'm only doing it for two reasons: to demonstrate that it can be done, and to make the proposed fixes to it (and other loopholes and oddities) as quickly as possible, to prevent abuse. The basic summary is to create a spell that when cast, will have the following effects: prevent further modifications to the rules via spells, prevent the modification of spell books at odd times, such as during the casting of a spell, or multiple times in order to identify spells, and finally to seperate spell and rule proposals so that players may have one of each in voting status at the same time as was originally intended but not stated clearly enough. I want spells to work, and there's too many inconsistancies and areas for abuse right now. Note that the effect of the spell will not remove the spell from the game until after it is cast.)
Name: Fix it NOW!
Pages: none
Cost: none
Duration: permanent
Casting Time: none
Cool Down Time: none
Effect:
Make the following changes to the rules:
Spells may not have as part of their effect a change to the rules. Any spell which has an effect that would change the rules is removed. Any proposal that would create a new spell that would change the rules as part of its effect is rejected, without having to conclude its voting period.
Players may only add, re-order, or delete a spell from their spell book if they are not casting a spell or cooling down from a previous spell. Players may only add a new spell to their spell book if they have not added a spell to their spell book in the last 24 hours.
Define two types of proposals, rule and spell.
(The above effects take place simultaneously, along with the following replacement.)
In addition, replace section VIII-Proposals with the following:
1. A player may make a rule proposal at any time, provided that player does not currently have any rule proposals in the game that have "Voting" status. A player may make a spell proposal at any time, provided that player does not currently have any spell proposals in the game that have "Voting" status.
2. A spell proposal is a proposal whose sole effect is to add only one spell to the game. A rule proposal is one of the following:
a) The addition of a new rule.
b) The deletion of an existing rule.
c) The modification of an existing rule.
d) A change to the game state which does not necessarily fit into one of the above categories.
If a spell proposal is made whose effect is to do more than add only one spell to the game, that proposal shall be re-classified as a rule proposal. If that player already has a rule proposal in "Voting" status, the spell proposal is rejected, without having to conclude its voting period.
3. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
5. When a proposal is made, it is given "Voting" status. When a proposal is in "Voting" status, all players have the option to vote on it. A player may vote either "Yes" or "No" on the proposal. A player may not vote more than once on a single proposal.
6. 120 hours (or 72 hours if the proposal is a spell) after a proposal is made, if the proposal received more "Yes" votes than "No" votes, then the following will happen:
a) The proposal is switched to "Pending" status
b) The player who made the proposal receives 25 experience points
c) Each player who voted "Yes" on the proposal receives an oven mitt
If the proposal did not receive more "Yes" votes than "No" votes, it is switched to "Dead" status.
7. Once a "Pending" proposal has been implemented into the rules, it is switched to "Dead" status.
8. Once voting on a proposal has been completed, the number of players who voted "Yes" and "No" on the proposal will be made public, however, each individual player's vote will not be made public at any time.
9. A proposal that is in "Voting" status may be retracted by the player who made it. Retracting a proposal immediately puts it in "Dead" status.
10. The Admin has the right to refuse to implement any proposal that in his opinion is discriminatory, paradoxial, infeasible to implement, or destructive of gameplay.
Name: Summon Dark Cookie Monster
Pages: 5
Cost: X Dark Cookies, where X is a whole number of the player's choice that is lower or equal to eir level.
Effect: A Dark Cookie Monster from the Inferno is summoned to target Square, with 10*X HP. Instead of taking your turn, you may move a DCM one space forwards or backwards. You may also tell it to use it's Inferno Breath on any player on it's Square, causing the Player to lose 10 HP. A player on the same Square as a DCM may feed it a Cookie. If it's a Light Cookie, then it loses 10 HP, and if it's a Dark Cookie it gains 10 HP. If a DCM runs out of HP it goes back to the Inferno.
Duration: X turns
Casting time: 3
Cool Down time: 3
Background:
Tenshi is the patron of all things light. Akuma is the patron of all things dark. Tenshi lives on the Upper board. Akuma on the Lower board.
Summon Akuma:
If a player breaks 10 light cookies, this action removes them from the game, a wholly dark action. Then that player will get the attention of Akuma whom comes to the square the player currently occupies and remains there for 5 days.
While the player whom summoned Akuma is at the same square as he is, that player may purchase dark cookies for a fee of $500 per cookie (horn trimmings aren't free you know).
Also, if any player is at the same square as Akuma or moves through a square with Akuma and they posses any light cookies. Akuma will get very angry and causes those light cookies to explode (which removes them from the game) and deals 10 damage to the player whom possessed the cookies for each cookie they had.
Summon Tenshi:
If a player breaks 10 dark cookies, this action removes them from the game, a wholly light action. Then that player will get the attention of Tenshi whom comes to the square the player currently occupies and remains there for 5 days.
While the player whom summoned Tenshi is at the same square as she is, that player may purchase light cookies for a fee of $400 per cookie (halo shinings aren't free you know).
Also, if any player is at the same square as Tenshi or moves through a square with Tenshi and they posses any dark cookies. Tenshi will get very sad and causes those dark cookies to dissolve (which removes them from the game), but Tenshi is much kinder then Akuma and this does not do any damage to the player.
Additional Summon rules:
After Tenshi or Akuma has been on the board for 5 days they return the Upper or Lower board respectively. Since these boards do not yet exist presently this removes them from the game until they are summoned again.
Tenshi and Akuma hate each other. If Tenshi and Akuma are both on the board at the same time they engage in battle and both return home (are removed from the game).
If while Tenshi is summoned a player summons Tenshi then she moves from her current square to the square where the player has just summoned her. If while Akuma is summoned a player summons Akuma then he moves from his current square to the square where the player has just summoned him. In either case the timer for Tenshi or Akuma's return is reset (so they will remain on the board for an additional 5 days)
Any time a player collects salary as described in rule XV a new square will be added on to the end of the board
An owner of a square may rename the square at any time but limited to 1 name change per square per week.
Squares whose last digit is a 1 or 6 are now considered stores. Any time a player occupies a square that is a store, that player may purchase items from the store.
Stores currently sell the following items:
Healing Salves
Price: $100
Description: Healing Salves may be used at any time. When a player uses a Healing Salve, that player gains 10 hit points.
Paper
Price: $750
Description: Paper may be used at any time that a player would be able to cast a spell. When a player uses paper, that player gains one additional page in their spell book.
Resurrection Ankh
Price: $500
Description: If a player who owns a Resurrection Ankh has less than 0 hit points, that player may use the Resurrection Ankh to have their hit points set to one half their maximum hit points (rounded down) and lose one half their current experience (rounded up).
A player's maximum hit points is defined to be 50*(their level). If a player's hit points are ever greater than their maximum hit points, that player's hit points are set to their maximum hit points.
If a player is disabled for 7 days (168 hours), that player "dies." If a player "dies," that player is placed on the first square of the board (is not considered to leave their initial square or land on their destination square), loses their current experience (their experience is set to 0), their level is decreased by 1, that player loses $500*(their level), and has their hit points set to one half their maximum hit points (in that order, so dying at level 5 with 400 experience causes the following to happen in order: their experience is set to 0, their level drops to 4, they lose $2000, and their hit points are set to 100, half of the maximum of 200 as defined above).
Light Proposal:
The Light Inferno Oven's name shall be changed to Light Paradiso Oven. (Paradiso is the oppisite of Inferno)
When thrown, Light Cookies now cause the target player to gain 10 Hit Points.
Borks grab Light Cookies as well. If the target has a Dark Cookie and a Light Cookie it grabs both. If the target has three or more Cookies of both types then the Bork grabs one of each.
Light Cookies can also be used in place of Dark Cookies while buying Squares.
Whenever a proposal is accepted, the player who made the proposal receives 25 experience points, and all players who voted Yes on that proposal each receive an oven mitt.
KO Experience:
If a player's (A) action causes another player (B) to become Disabled from a non-disabled state (as per rule XIV.2) A will be given 10 Experience. A will only receive experience from Disabling B once per month per player. So if Le Roc disables The Founder then I will get 10 Experience for doing so. If two weeks later I disable Ariana then I will also get 10 Experience. If then a week later I disable The Founder again I will not receive experience. If then two weeks after that (so 5 weeks after the beginning of the example) I disable The Founder a third time I will once again receive my 10 experience. (I in no way mean any offense to The Founder and Ariana they are merely the names I pseudo-randomly chose for my example).
Fight!
(Aside: Please see the message board topic "Proposal #19 - Clarification" for examples and if you would like to ask questions for further clarification on it. This is a long one, but I want to be sure things are clearly defined so that future spells can be easily created.)
Add spells to the game. Players now have a "spell book," containing all the spells that player knows. A player may "cast" a spell at any time. Players may not cast spells they do not know (ie: are not in their spell books).
A spell takes up a number of "pages" in a spell book. Initially, each player has 10 pages in their spell book. Players may add or remove spells from their spell book, and may also re-order their spell book, at any time. Spells added to a spell book are initially added at the end of the spell book.
Players may only keep an amount of spells in their spell book such that the total number of pages occupied by their spells does not exceed the number of pages in their spell book. If a player, at any time, has in their spell book a set of spells such that the total number of pages of those spells exceeds the number of pages in that player's spell book, the last spell in that player's spell book is removed.
New spells may be added to the game in a similiar fashion to proposals. The only change is that the voting period is shortened to 3 days (72 hours).
Spells have the following defining characteristics:
Name
Pages - how many pages the spell takes up in a spell book. Default is one page.
Cost - payed at the time of casting. If the cost of the spell to be cast cannot be payed at the time of casting, that player cannot cast the spell.
Effect - What the spell does. Takes effect upon successful casting of the spell. Targets (if any) are chosen (by default) when the spell starts being cast, and may not be changed for that spell.
Duration - How long the spell lasts. By default, spells are permanent.
Casting time - How long it takes to cast a spell (in days, turns, etc.), it begins when the player chooses to cast the spell. If a player is casting a spell (has begun casting a spell but the casting time has not yet elapsed), that player cannot cast another spell. When the casting time of the spell has elapsed, the spell is said to have successfully been cast. By default, spells take one turn to cast. A player may voluntarily stop casting a spell at any time during the casting time of their spell.
Cool Down Time - How long, after casting a spell, that player cannot cast any spells. By default, spells have no cool down time.
---
The following properties are public:
Whether a player is casting a spell or not.
How many pages and what spells are in another player's spell book.
Upon successful casting, what spell was cast is public.
The following properties are private:
What order a player's spells are in, in their spell book.
What spell a player is casting, unless the player who is checking knows the spell that a player is casting.
Chosen targets of a spell, if any, unless the player would know which spell is being cast.
Once per day, Items may be thrown at a player that is 1 to 6 squares ahead. What happens depends on the item thrown:
Oven mitt: The targeted player catches the Oven mitt and keeps it.
Narf: The Narf transforms into a Hippopottamus so fat that it pushes the targeted player and everyone on eir Square a space ahead. The Hippo hops off the board afterwards.
Bork: If the targeted player has a Dark Cookie then the Bork boomerangs back the player who threw it along with the Dark Cookie.
Dark Cookie: The Dark Cookie explodes, and the target player loses 10 hit points.
OK now I am sorry for the boxes
(just replaced boxes here)
3 new traits
"attack power" doesn't do anything yet
"defense strength" doesn't do anything yet
"MaxHp" sets how much hp a player may have. If a payer would gain more hp the player will end up as that players current MaxHp
Attack power = character level + any modifiers ( there aren't any modifiers yet)
defense strength = character level + any modifiers (which again there are nun currently)
Each player will have a MaxHp = 50*character level
(there was a typing mistake that TheFounder pointed out now the equation works correctly)
There will be a grave yard at square 13 and if any player has there hp =< 0 they will "respawn" there.
(there is a change here respawning now does something it now gives you health)
"Respawned" players have their health set to 1/2 of there max hp AND loose 20*current level worth of exp
example if a level 1 player has 10 hp nothing happend but if that same player has -2 hp they will be "respawned" at the grave yard with 25 hp
(just fixed boxes here)
There will be a town placed at square 6. there is buildings in the town.
One of the buildings in the town is a "Hospital". (other buildings should be defined by other rules)
(the box in this equation was suposed to be a minus so i have fixt it now)
Any square that has a hospital you can get healed up to your max health this action costs (yourMax hp - current hp)*2
for example level 1 player with 30 hp and there maxhp is 50 so that player can get healed for 40 dollars
both town and the grave yard are "safe zones"
no player may be attacked in a safe zone
When you land on a square you may purchase it, providing it is unowned. The cost of the square depends on its number
Let n be the square number:
- If n is a multiple of 2: The cost is n / 2 oven mitts
- If n is a multiple of 3: The cost is n / 3 experience points (the player may not go into negative experience to make the purchase)
- If n is a multiple of 5: The cost is 5 narfs
- If n is a multiple of 7: The cost is 2 borks
- If the last digit of n is 1: The cost is 1 Dark Cookie
- If any digit in n is a 3: The cost is 3 Oven Mitts
- If n is prime: The cost is 50 * n Nomopoly dollars
If the square falls into more than one of the above categories, the cost of the square is the sum of the costs of all relevant categories. (example: square 14 is a multiple of 2 and a multiple of 7, so the cost of square 14 would be 7 oven mitts and 2 borks).
Upon buying a square the owner must give the square a name. The name may not be the same as the name of any other square.
When you land on a square that is owned by another player, you must pay the square owner "rent", which is (10 * the square number) nomopoly dollars.
Sorry this rule is so long but there was an effert to keep things simple
3 new traits
"attack power" doesnâ??t do anything yet
"defense strength" doesnâ??t do anything yet
"MaxHp" sets how much hp a player may have. If a payer would gain more hp the player will end up as that players current MaxHp
Attack power = character level + any modifiers ( there arenâ??t any modifiers yet)
defense strength = character level + any modifiers (which again there are nun currently)
Each player will have a MaxHp = 50*character level
There will be a grave yard at square 13 and if any player has there hp => 0 they will â??respawnâ?? there.
"Respawned" players loose 20*current level worth of exp
There will be a town placed at square 6. there is buildings in the town.
One of the buildings in the town is a â??Hospitalâ??. (other buildings should be defined by other rules)
Any square that has a hospital you can get healed up to your max health this action costs (yourMax hp â?? current hp)*2
for example level 1 player with 30 hp and there maxhp is 50 so that player can get healed for 40 dollars
both town and the grave yard are â??safe zonesâ??
no player may be attacked in a safe zone
Just so that the whole light and dark thing stays balanced:)
Square number 20 is the Light Inferno Oven. A Player at the L.I.O. may spend an Oven Mitt to gain a Light Cookie.
Just so that the whole light and dark thing stays balancedï??
Square number 10 is the Light Inferno Oven. A Player at the L.I.O. may spend an Oven Mitt to gain a Light Cookie.
Salary:
When a player moves from the highest numbered square on the board to the lowest numbered square, at the time of the writing of this proposal that is a move from square 20 to square 1, they will be given a Salary of $100 times their level before they are given their 1 point of experience for taking their turn. A player will only receive their salary once per week regardless of how many times they may make that transition during that time. Note that when a player moves from one square to another they move through all of the squares between those two. So if you move from square 15 to square 5 then you will collect your salary provided you haven't done so within the last week.
Players now have a new attribute: "hit points". Each player starts with 50 hit points (at the time this rule is enacted, each player without any hit points has their hit points set to 50). Hit points are measured in integers. If a player's hit points would become a non-integer value, that player's hit points becomes the nearest integer value instead.
Players who have less than one hit point are disabled, and may not take a turn. Any player who would be fined and would have a turn taken for them as a result of not taking a turn in the required time as per rule VII-3 while disabled, is not fined and does not have a turn taken for them.
Well, as it seems that people don't want squares to be bought. That's allright, perhaps we should have more of a "Trading Commodities" theme.
Square 10 is the Dark Inferno Oven. A Player at the D.I.O. may spend an Oven Mitt to gain a Dark Cookie.
Any time you pass square #1 you have the option to trade in 4 oven mitts and receive 2 narfs and a bork.
Player Level:
Every player will have a new property hence forth called "Level". A player's Level should always be an integer number. If a player's Level is ever a fraction then their Level will immediately be rounded down to the nearest integer. Thus if a player's Level becomes 5.5 then it will be rounded to 5. If a player's level becomes -5.5 it will be rounded to -6. Initially each player's Level will be 1.
Player Experience:
Each player will also be given a new property called "Experience". Like Level a player's Experience should always be an integer. Similarly if a player's Experience ever becomes a fractional value it will be rounded down to the nearest integer. Initially each player's Experience will be 0.
Gaining Experience:
Whenever a player sucesfully takes a turn they will have their Experience increased by 1.
Gaining Levels:
If a player's experience is greater then or equal to that player's Level * 100 they will have their Experience set to 0 and their Level will be increased by 1.
Losing Levels:
If a player ever has an amount of experience less then 0 then that player's Experience will be set to 0 and their level will be decreased by 1.
I propose that you may not bet a negative amount of money so that when you lose you then gain that money.
Top section
I propose that no new players can win the game. "new player" is defined as any player that has joined or rejoined the game within 21 days. There will also be no milking of new player accounts for cash or resources come on people play the game. Any player may only have one account to the best of jeffâ??s ability to prevent.
The top section of the rule has priority over all rules or sections of rules.
Bottom section
The new player trait which this rule will create can be referenced despite its current immutable nature. New players can win the game by paying 1 Nomopoly dollar. This action will be called "beginners luck". Similarly players can get themselves removed from the game immediately after gaining 1 Nomopoly dollar this effect may not be stacked with itself. this action will be called ""I still say the only way to win is not play!" said by Kartak" Both actions can be taken at any time they are allowed by all current rules.
(I just wanted to let people quit if they want to and to stop them from abusing stuff. this rule is a good idea no new comer on week 24 this time. no suprise attacks)
Top section
I propose that no new players can win the game. "new player" is defined as any player that has joined or rejoined the game within 14 days. There will also be no milking of accounts for cash or resources come on people play the game.
The top section of the rule has priority over all rules or sections of rules.
Bottom section
The new player trait which this rule will create can be referenced despite itâ??s current immutable nature. New players can win the game by paying 1 Nomopoly dollar. This action will be called "beginners luck". Similarly players can get themselves removed from the game immediately after gaining 1 Nomopoly dollar this effect may not be stacked with itself. this action will be called ""I still say the only way to win is not play!" said by Kartak" Both actions can be taken at any time.
(I just wanted to let people quit if they want to and to stop them from abusing stuff. this rule is a good idea no new comer on week 24 this time. Everyone gets to see the newcomers coming)
Proposal to add a new rule, VI.9:
The board is considered to be in a loop. An attempt to move ahead from the last square of the board will result in the player moving to Square #1. Similarly, attempting to move back from Square #1 will result in a move to the last square of the board.
Players may pay $100 once per turn to choose the result of one die rolled on that turn for the purposes of moving. The choice must be valid for the die being decided upon, and may be made for any (one) die being rolled for moving that turn.
For example, a player who chooses to pay $100 in this manner may choose, for that turn and that turn only, to have one of the die roll a 5 (assuming 5 is a legitimate roll for that die). The other die (or dice) are then rolled as normal, as if the die which was chosen were rolled naturally. The player may not pay $200 (or more) to choose two (or more) dice's numbers, nor does the effect continue on past the next turn taken.
Whenever you land on a prime numbered square you receive an oven mitt.
Yay! First proposal!
People can now buy a Square they land on for 3$ times the Squares number.