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The Current Rules

History

I - The Rules

  1. All players must at all times abide by the rules. No player may ever take any voluntary action that violates any rule in the current set of rules.
  2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
  3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
  4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.

II - The Admin

  1. The Admin for Nomopoly III will be Jeff Yakel.
  2. The Admin is responsible for maintaining the Nomopoly III website and interpreting the rules.
  3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately make any final decisions.

III - Players

  1. Each player will be required to have a unique username and a valid e-mail address. A single person may not act as more than one player.
  2. The Admin is not a player.
  3. New players may join the game at any time at the approval of the Admin.
  4. Any player that does not sign in to the Nomopoly III website for 21 days will be removed from the game.
  5. All players are expected to act respectfully and courteously towards other players and the Admin at all times. Repeated violations of this rule will result in the offending player being removed from the game.

IV - Money

  1. The Nomopoly Dollar is the basic unit of currency in the game. All fractional dollar amounts will be rounded to the nearest dollar.
  2. A new player will receive $10000 upon entering the game.
  3. A player with less than $0 is said to be bankrupt. No player may take any voluntary action that directly causes him to become bankrupt. Additionally, any player that is bankrupt may not take any voluntary action that directly results in a loss of money.
  4. Players may not bet a negative amount of money.

V - Items

  1. An item is any object that a player may possess. There is no limit to how many items a player may have at any time.
  2. If stated in the item's description, an item may be "used" by the player owning it and any actions associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
  3. Items may be thrown once per day at a player who is 1 to 6 squares ahead. An event will take place depending on the item that was thrown:
    ItemEffect
    Oven MittThe target player catches the oven mitt and keeps it.
    NarfThe narf transforms into a Hippopottamus so fat that it pushes all players on the target square ahead one square
    BorkIf 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.
    Dark CookieThe dark cookie explodes, causing the target player to lose 10 hit points
    Light CookieThe target player gains 10 hit points
    FireballMay 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. The fireball is destroyed after it hits a player.

VI - The Board

  1. The game will take place on the Nomopoly board, which consists of an ordered sequence of squares. Each square will have an integer number.
  2. The board will initially consists of 20 squares numbered from 1 to 20, and the board must at all times have at least 1 square.
  3. Any time a new square is added to the board, its number will be the integer one greater than that of the highest numbered square on the board at that time.
  4. The successor of a square is the square which has the lowest value greater than the value of the current square. The successor of the highest numbered square is Square #1. A square is said to be the predecessor of its successor.
  5. The squares are laid out two-dimensionally in a grid with 10 columns. Square #1 will be in the bottom left corner, and each successive square up to Square #10 can be found by moving right. Square #11 is above square #10, and each successive square up to Square #20 can then be found by moving left. This winding pattern continues for as many squares as there are on the board (similar to the layout of a Snakes and Ladders board), however, if the highest numbered square is not a multiple of 10, the last row will contain less than 10 squares. Also, the board layout may have gaps if all squares between Square #1 and the highest numbered square do not exist.
  6. At all times during the game, each player will occupy exactly one square. A new player starts the game on Square #1.
  7. If a player takes a turn or is instructed to "move" to a particular square, the player is said to leave his current square, land on the final square, and pass over each square in between.
  8. If a player is instructed to "jump" to a particular square, he is said to leave his original square and land on the destination square, without passing over any squares.

VII - Turns

  1. A player may take a turn at any time, provided that player is not disabled and has not taken a turn in the last 72 hours (3 days).
  2. When a player takes a turn, he will roll two 6-sided dice, move ahead on the board the number of squares indicated by the sum of the dice, and gain 1 experience point.
  3. Any time a player does not take a turn for 120 hours (5 days), the player will be fined $100 and automatically have a turn taken for him, providing he is not disabled.

VIII - Proposals

  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: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: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.

IX - Disruption of Gameplay

  1. In the event that a paradox, infinite loop, or any situation arises that prohibits further gameplay, the game will be paused. The Admin also has the right to pause the game at any time if he feels there is a need to do so.
  2. When the game is paused, players may not take any actions other than voting until the game is unpaused.
  3. During a pause due to a disruption of gameplay, the players have the option to suggest to the Admin ideas on how to fix the game. The Admin will make a proposal, and the players will vote on it by the same rules as a proposal made by a player. If the proposal is accepted, the proposal is implemented and the game is unpaused. If the proposal is rejected, the above process is repeated until the game is fixed.
  4. In the event that the Nomopoly III website suffers from an error which results in loss of data, the Admin will restore the game with data from a previous backup.

X - Ending the Game

  1. The game will immediately end without a winner if the Admin is ever on the receiving end of a lawsuit from any board game manufacturer.
  2. Once a player has been declared the winner, the game ends.
  3. If there is only one player in the game who is not bankrupt, the non-bankrupt player is declared the winner.
  4. If there is exactly one player who has more than twice the total money of all other players combined, then that player is declared the winner.

XI - Oven Mitts, Narfs, and Borks

  1. Whenever a player lands on a prime numbered square he receives an oven mitt.
  2. Whenever a player passes Square #1 he has the option to trade in 4 oven mitts in exchange for 2 narfs and a bork.

XII - Levels and Experience

  1. Each player has properties known as Level and Experience. These numbers must always be an integer, and if they ever become anything other than an integer, they will be rounded down to the nearest integer.
  2. Each player initially has a level of 1 and and experience of 0
  3. If a player's experience is greater than or equal to that player's level * 100, his experience will be set to 0 and his level will be increased by 1.
  4. If a player's experience is less than 0, his experience will be set to 0 and his level will be decreased by 1.

XIII - The Ovens

  1. Square #10 is the Dark Inferno Oven. A player that occupies this square may trade in an oven mitt for a Dark Cookie.
  2. Square #20 is the Light Paradiso Oven. A player that occupies this square may trade in an oven mitt for a Light Cookie.

XIV - Hit Points

  1. Each player has an attribute called "Hit Points", which is initially set to 50. Hit points are measured in integers, and if a player's hit points ever become a non-integer value, it will be rounded to the nearest integer.
  2. A player that has less than 1 hit point is disabled.
  3. A player's maximum hit points is 50 * his current level. If a player's hit points is ever greater than that player's maximum hit points, then that player's hit points is set to his maximum hit points.
  4. If a player is disabled for 7 days, that player dies. Dying has the following effects, in this order:

XV - Salary

  1. Whenever a player moves from the highest numbered square on the board to the lowest numbered square, he will be given a salary of $100 * his current level, calculated before the player receives his 1 experience point for taking the turn.
  2. A player may not collect salary more than once during a one week period.
  3. Whenever a player collects salary, a new square is added on to the end of the board.

XVI - Ownership

  1. When you land on a square you may purchase it, providing it is unowned.
  2. The cost of a square is the sum of the costs of all of the following categories that the square fits into. Let n be the square number:
    CategoryCost
    n is a multiple of 2n/2 oven mitts
    n is a multiple of 3n/3 experience points (you must have at least this many experience points to make the purchase)
    n is a multiple of 55 narfs
    n is a multiple of 72 borks
    The last digit of n is 11 Dark Cookie or 1 Light Cookie
    Any digit of n is 33 Oven Mitts
    n is prime50 * n Nomopoly dollars
  3. Upon buying the square, the owner must give the square a name. The name may not be identical to the name of any other square.
  4. The owner of a square may rename that square, providing it has not been renamed within the past week.

XVII - Rent

  1. When you land on a square that is owned by another player, you must pay the owner "rent", which is 10 * the square number, in Nomopoly dollars.

XVIII - Spells

  1. Each player has a spell book, initially containing 10 pages. Players may add, delete, and re-order spells in their spell book, providing the total number of pages required for the spells does not exceed the number of pages in the spell book. A player may not add a new spell to his spell book if he has done so in the last 24 hours.
  2. New spells may be added to the game in a similar fashion as proposals.
  3. A spell has the following defining characteristics:
  4. A player may cast a spell at any time, providing the following are true:
  5. The following properties are public (all players can see them):The following properties are private (only the player in question can see them):
  6. The following spells are available:
    NamePagesCostEffectDurationCasting timeCool Down time
    Ignite2Any one itemThe selected item turns into a fireball. If a player holds a fireball for 8 hours he loses 2 hit points. If a player holds a fireball for 40 hours, he loses 8 hit points and the fireball. A player may not hold more than one fireball at a time.N/AInstant48 hours
    Summon Dark Cookie Monster5X dark cookies, where X is a whole number of the player's choice that is less than or equal to his levelA Dark Cookie Monster is summoned to the target square with 10*X hit points. Instead of taking your turn the casting player may move the cookie monster up to 6 squares forwards or backwards, or may tell it to use its Inferno Breath on its square, causing the player to lose 10 hit points. A player on the same square as the cookie monster may feed it a cookie. A light cookie causes it to lose 10 hit points, and a dark cookie causes it to gain 10 hit points. If the cookie monster runs out of hit points, it goes back to the Inferno.X turns3 days3 days
    Teleport3$25 * X, X may not be 0Causes you to jump from your current square N to square Y given by the following formula, with d being the roll of an 11 sided die:
    • 4<=d<=8: Y=N+X
    • d<4: Y=N+X-d
    • d>8: Y=N+X+d-8
    If you are instructed to move past the end or beginning of the board, continue counting from the first or last square respectively (equivalent to the rules for normal moves).
    N/AInstant2 turns
    Summon Cookie42 oven mittsGives player the choice of either one light cookie or one dark cookie.N/A2 daysNone

XIX - KO Experience

  1. If a player's (A) action causes another player (B) to become disabled from a non-disabled state, player A will be given 10 experience points. Experience points may only be given out to player A in this manner once per month per player (B).

XX - Stores

  1. Squares that have a last digit of 1 or 6 are stores. A player that occupies a square that is a store may buy the following items from the store:
    ItemCostDescription
    Healing Salves$100When used, the player that used them gains 10 hit points
    Paper$750May only be used by a player that is able to cast a spell. Causes the using player to gain one additional page in his spell book.
    Resurrection Ankh$500May only be used by a player that has less than 0 hit points. When used, the using player has his hit points set to one half of his maximum hit points (rounded down) and loses half of his experience points (rounded up).

XXI - Tenshi and Akuma

  1. Tenshi is the patron of all things light, Akuma is the patron of all things dark. Tenshi lives on the Upper board, Akuma lives on the Lower board.
  2. A player may break and destroy 10 light cookies to summon Akuma to the player's current square. While that player occupies the same square as Akuma, he may purchase dark cookies for $500. If any player holds light cookies and moves through a square containing Akuma, then those light cookies will explode, be destroyed, and cause the player to lose 10 hit points per destroyed cookie.
  3. A player may break and destroy 10 dark cookies to summon Tenshi to the player's current square. While that player occupies the same square as Tenshi, he may purchase light cookies for $400. If any player holds dark cookies and moves through a square containing Tenshi, then those dark cookies will dissolve and be destroyed.
  4. After Tenshi or Akuma has gone 5 days after being summoned, they will return to the Upper or Lower board respectively. Since these do not exist, Tenshi and Akuma are removed from the game until summoned again.
  5. If Tenshi and Akuma are both on the board at the same time they both return home and are removed from the game.