If any player's level is 25 or higher, that player is declared the winner. If this would cause multiple people to win simultaneously, the player with the highest level is declared the winner. If this still does not determine a single winner, the player (among those between which the title of winner is in contention) who has the highest experience is declared the winner (if multiple players would still be declared winner, they all are).
Remove Minions and Lairs from the game (remove all Minions and Lairs from the Board, and remove all rules in section XIX, pertaining to Minions and Lairs).
If a ? Box remains unopened on the board for 5 consecutive days (120 hours), the ? Box is opened and the Dark Lord gets the item inside. If there are currently any sell requests on the Public Market for that item, the Dark Lord will submit a sell request on that item, with a price equal to $1 less than the current lowest price of all sell requests for that item. When that sell request is fulfilled, the money paid for it goes into the Bank Account of Terror.
Create a new item: Soul Gem (with frequency 0). Soul Gems come in two states: Charged and Uncharged. For each Imping Stick and Imp-in-the-Box that a player has, that player gets an Uncharged Soul Gem. Remove Imping Sticks and Imp-in-the-Boxes from the game (remove them from all player's possession, and from the rules). While at The Dark Lord's Shop of Terror, players may now trade in 2 Wilt Shrooms for an Uncharged Soul Gem (instead of for Imp-in-the-Boxes), and 5 Moldy Mushes for a Magic Mining Pick (instead of for Imping Sticks).
If a player has any Uncharged Soul Gems when a unit is killed on the same square as or an adjacent square to the player, one of the player's Uncharged Soul Gems becomes Charged (one for each unit killed).
If a player who uses an Uncharged Soul Gem also has a Ghost, the Uncharged Soul Gem becomes Charged (the Soul Gem is not lost when it is used in this case) and the player loses the Ghost. If the player does not have a Ghost when using an Uncharged Soul Gem, it has no effect (and the Soul Gem is lost as normal).
A player who has a Charged Soul Gem may use it to cause a building on the square that they occupy to lose 200 Hit Points.
Remove all Minions and Lairs from the Board. Remove all rules in section XIX (pertaining to Minions and Lairs).
If a ? Box remains unopened on the board for 5 consecutive days (120 hours), the ? Box is opened, and the Dark Lord gets the item inside. If there are currently any sell requests on the Public Market for that item, the Dark Lord will submit a sell request on that item, with a price equal to $1 less than the current lowest price of all sell requests for that item. When that sell request is fulfilled, the money paid for it goes into the Bank Account of Terror.
Create a new item: Soul Gem. Soul Gems come in two states: Charged and Uncharged (both with frequency 0). For each Imping Stick and Imp-in-the-Box that a player has, that player gets an Uncharged Soul Gem. Remove Imping Sticks and Imp-in-the-Boxes from the game. While at The Dark Lord's Shop of Terror, players may now trade in 2 Wilt Shrooms for an Uncharged Soul Gem (instead of for Imp-in-the-Boxes), and 5 Moldy Mushes for a Magic Mining Pick (instead of for Imping Sticks).
If a player has any Uncharged Soul Gems when a unit is killed on the same square as or an adjacent square to the player, one of the player's Uncharged Soul Gems becomes Charged (one for each unit killed).
If a player who uses an Uncharged Soul Gem also has a Ghost, the Uncharged Soul Gem becomes Charged and the player loses the Ghost. If the player does not have a Ghost when using an Uncharged Soul Gem, it has no effect.
A player who has a Charged Soul Gem may use it to cause a building on the square that they occupy to lose 200 Hit Points.
Every day (starting at midnight GMT) whose day of the month is a prime number will be known as "Russian Reversal Day". During Russian Reversal Day, the following rule changes will be in effect:
- When a player uses a Mushroom, his Jumps value is decreased (instead of increased) by 3
- When a player uses a Coin, he loses (instead of gains) $(250 * his current level)
- When a player uses a Fire Flower, the selected units/buildings gain (instead of lose) the amount of hit points they would normally lose as specified by the Fire Flower item
- When a player uses a Lightning Bolt, that player (instead of all others) jump to the square containing the Rber Ducky
- For any proposal that has its voting period end on Russian Reversal Day, the proposal is accepted if it receives less (instead of more) Yes votes than No votes
- The Move command has a cool down time of 0 days (instead of 1)
- The Ride Railway command has a cool down time of 10 days divided by the unit's speed (instead of none)
- When a unit/building is issued the Attack command, the target unit/building (instead of the attacking unit) cools down for 1 day, and the target unit/building gains (instead of loses) the amount of hit points it would normally lose as specified by the Attack command
- When a SCV that is enchanted with Super Mining is issued the Mine command, the player receives $50 less (instead of $50 more) than he normally would for mining the square
- When a unit is issued the Orison of Healing command, the target unit loses (instead of gains) 10 hit points
- When a SCV is issued the Repair command, the target unit/building loses (instead of gains) 60 hit points
- Any time a unit/building finishes refining during Russian Reversal day, the owner receives 90% (instead of 110%) of the money paid
- If a player's experience is greater than or equal to abs(level) * 10, then his level is decreased (instead of increased) by 1
- If a player's experience is less than 0, then his level is increased (instead of decreased) by 1
- If the Rber Ducky occupies the same square as one or more players, then those players have their money increased (instead of decreased) by 10% and this money is subtracted (instead of added) from the Bank Account of Terror
- If a player's Jumps value is ever greater than or equal to 10, that player receives (instead of loses) $100 and his Jumps value is set to 0
- When a Minion takes an action, it will choose the last (instead of first) possible action on its priority list
- Any player who performs the Receive Teaching action loses (instead of gains) 25 experience points
- If there is only one player in the game who is non-bankrupt, the player with the least (instead of most) money is declared the winner
(Side note: This proposal is a pre-emptive attempt to balance out Net Worth before the Founder wins by it, regardless of whether Proposal #99 is accepted. The Net Worth concept is a good idea, but I think there needs to be other ways to accumulate it than by units/buildings).
Define a player's Net Item Worth to be the sum of the values of all items that player holds, where the "value" of an item is defined as follows: - If there are 3 or more sell requests on the Public Market for that item, the value of that item is equal to the price of the lowest priced sell request on the Public Market for that item. - If there are less than 3 sell requests on the Public Market for that item, the value of that item is equal to $1000 / (x + 1), where x is the frequency of that item.
(This will allow players who can't/won't build units or buildings to have another way to gain Net Worth)
If Proposal #99 is accepted, then items 1 and 2 on the following list are to be implemented and items 3 and 4 are to be ignored. If Proposal #99 is not accepted, then items 3 and 4 on the following list are to be implemented and items 1 and 2 are to be ignored.
1) Redefine Net Money to be equal to the player's current money (not including coins, so players with low levels don't lose out) 2) Redefine Net Worth to be the sum of the player's Net Money, Net Building Worth, Net Unit Worth, and Net Item Worth 3) Define Net Worth to be equal to the sum of the player's current money and the player's current Net Item Worth. 4) Add the following rule: If one player's Net Worth is at least twice the combined Net Worth of all other players who have positive Net Worth, then that player is declared the winner.
Define a player's Net Money to be the sum of their Money and $250*(player level)*(# of Coins the player possesses).
Define a player's Net Building Worth to be the sum of the following:
$1000*(# of Forts the player owns)
$1500*(# of Guard Towers the player owns)
$1000*(# of Walls the player owns)
$700*(# of Teleporters the player owns)
$100*(# of Duck Ponds the player owns)
$500*(# of Railways the player owns)
$750*(# of Refineries the player owns)
$1000*(# of Laboratories the player owns)
Define a player's Net Unit Worth to be the sum of the following:
$500*(# of Warriors the player owns)
$500*(# of SCVs the player owns)
$750*(# of Monks the player owns)
$750*(# of Mesmers the player owns)
$1500*(# of Laser Howitzers the player owns)
$1000*(# of Scientists the player owns)
Define a player's Net Worth to be the sum of their Net Money, Net Building Worth, and Net Unit Worth.
If one player's Net Worth is at least twice the combined Net Worth of all other players who have positive Net Worth and that player owns at least 30 squares, then that player is declared the winner.
New Unit:
Name: Musketeer
Maximum Hit Points: 80
Attack Strength: 20
Attack Range: 2
Armor: 3
Speed: 10
Notes: If the Musketeer attacks a target that is two square away it then it cools down for 36 hours. If it attacks a target that is one square away then it cools down for 24 hours.
New Command:
Name: Upgrade to Musketeer
Enchantment: no
Duration: NA
Can Be Issued To: Warriors
Cool down: 2 days
Effect: The issuer pays $500 and the issuee becomes a Musketeer.
Note: given equal surprise which with the railroads is fairly likely 3 warriors should kill a Musketeer though they would cost $250 more.
If on any day at noon Central, there are more Scientists Researching than Counter-Researching, there are a minimum of 30 Scientists total Researching (regardless of who controls them) and in addition, a player meets all of the following conditions, then that player is declared the winner:
1. The player is Alive.
2. The player owns at least 15 Scientists which are Researching.
3. The player owns at least two thirds of all Scientists.
4. The player owns more Scientists then each other player (individually, not together).
5. The player does not own any Scientists which are Counter-Researching.
6. The player has not in the last 5 days directly caused any unit/building to lose Hit Points (through issuing the Attack command, issuing the Bombard command, using Fire Flowers, etc.)
7. The player has not in the last 5 days directly caused another player to lose money (through using a Red Shell, issuing the Power Drain command, etc.)
8. The player owns more units than there are Minions of the Dark Lord on the board.
Create a new entity called the "Public Market". Any player who is not dead may use the Public Market's services at any time.
The Public Market allows players to do the following:
- Submit a "Buy Request". The player specifies an item that he wants to buy and the amount of money he is willing to pay for it. The player must pay that amount of money immediately. - Retract a buy request made by that player. The player is refunded the money he spent for that buy request, and the buy request is removed from the market. - Fulfill a buy request. The player receives the amount of money specified in the buy request, and gives the item to the player that made the buy request. The buy request is then removed from the public market. - Submit a "Sell Request". The player specifies an item that he wants to sell and the amount of money he is willing to sell it for. The player loses that item immediately. - Retract a sell request made by that player. The player is given back the item he lost for that sell request, and the sell request is removed from the market. - Fulfill a sell request. The player receives the item specified in the sell request, and pays the amount of money specified in the sell request to the player that made the sell request. The sell request is then removed from the public market.
Replace Priority #2 for Imps with the following: If the Imp's current square contains a ? box, the Imp will take the item from the ? box and give it to the Dark Lord. Then, if there are currently any sell requests on the Public Market for that item, the Dark Lord will submit a sell request on that item, with a price equal to $1 less than the current lowest price of all sell requests for that item. If/when that sell request is fulfilled, the money paid for it goes into the Bank Account of Terror.
Comments: A new Public Market page has been created. The main Public Market page shows the current best offers available on the market (since these are the most likely ones that players will want to fulfill), along with links to subpages for each item to view all active requests for that item. Next to each sell request there is a "Buy" button to buy the item and fulfill the request, and next to each buy request there is a "Sell" button to sell the item and fulfill the request.
The player selects (the player's level divided by 2, rounded up) units or buildings on their current square. (If there are less than that many units or buildings on that square, it affects all of them.) Fire Flower then acts as an Attack doing 30 damage, following the standard rules of the Attack command, including armor.
If a Wall is present on the current square, the player isntead chooses (their level divided by 4, rounded up) units or buildings on their current square, one of which MUST be the Wall [If the result of their level divided by 4 rounded up is 1, then the Wall is automatically selected]. The Wall receives 40 non-attack damage and any other units are Attacked for 20 damage, following the standard rules regarding armor.
Comments: I changed an external JavaScript file for this rule, so if the Fire Flower gives you an error, try reloading the page with control-F5. (Actually, reloading the page is probably a good idea if you get an error after any rule has been changed.)
The player selects (the player's level divided by 2, rounded up) units or buildings on their current square. (If there are less than that many units or buildings on that square, it affects all of them.) Fire Flower then acts as an Attack doing 30 damage, following the standard rules of the Attack command, including armor. If a Wall is present, no units are selected and the fire flower instead does 30 non-attack damage to the Wall.
Every hour on the hour one randomly selected unit or building which is cooling down will have its cool down ended.
Every Saturday at midnight GMT the Dark Lords Shop of Terror will have its location changed to a different random square on the board.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then one railroad then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "hold" a square if they own at least one unit or building, other then a railroad, on that square.
A player is said to "own" a square if they posses at least one building on that square, other then a railroad.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
Experience Fairy: The experience fairy is a strange entity capable of very quickly learning players but good. Every Sunday at noon GMT the Experience Fairy will appear on the board at a random square. The first player to go to the same square as the Experience Fairy and perform the "Receive Teaching" action gains 25 experience. After one player has done the "Receive Teaching" action the Experience Fairy goes back to his realm in the sky. If no one performs the "Receive Training" within 1 day of the Fairy coming then the Fairy returns back to his realm.
Comments: A small note about the implementation of this proposal (and any others that involve time delayed events). The extra-attentive players may have noticed that events that are supposed to happen at a particular time always happen after they are supposed to. This is due to my computer not checking for pending events contantly. Rather, events are only checked when someone is at the Nomopoly IV website, so time scheduled events will happen the next time someone loads a page from the website after the event was supposed to happen. (Since nothing happened since then, this is identical to the event happening at the correct time). So, if you see a bunch of units have their cool downs ended at once, it's not a bug. All this means is that nobody has been to the website in a while.
Every hour on the hour one unit or building which is cooling down will have its cool down ended.
Every Saturday at midnight GMT the Dark Lords Shop of Terror will have its location changed to a different random square on the board.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then one railroad then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "hold" a square if they own at least one unit or building on that square.
A player is said to "own" a square if they posses at least one building on that square.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
Experience Fairy:
The experience fairy is a strange entity capable of very quickly learning players but good. Every Sunday at noon GMT the Experience Fairy will appear on the board at a random square. The first player to go to the same square as the Experience Fairy and perform the "Receive Teaching" action gains 25 experience. After one player has done the "Receive Teaching" action the Experience Fairy goes back to his realm in the sky. If no one performs the "Receive Training" within 1 day of the Fairy coming then the Fairy returns back to his realm.
Building: Laboratory
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 0
Notes: A single square may not contain more than one Laboratory.
Command: Build Laboratory
Can be issued to: SCV
Cool down time: 2 days
Effect: The player pays $1000 and receives a Laboratory on the square containing the SCV.
Unit: Scientist
Maximum Hit Points: 40
Attack Strength: 0
Attack Range: 1
Armor: 0
Speed: 10
Command: Recruit Scientist
Can be issued to: Laboratory
Cool down time: 4 days
Effect: The player pays $1000 and receives a Scientist on the square containing the Laboratory.
Command: Research Breakthrough
Can be issued to: a Scientist that occupies the same square as a Laboratory.
Cool down time: 24 hours.
Effect: When the Scientist to which this command is issued stops cooling down, it begins Researching. If that Scientist is Counter-Researching when this command is issued, it stops Counter-Researching. If the Scientist occupies a square which does not contain a Laboratory while Researching, it stops Researching.
Command: Counter Research
Can be issued to: a Scientist that occupies the same square as a Laboratory.
Cool down time: 24 hours.
Effect: When the Scientist to which this command is issued stops cooling down, it begins Counter-Researching. If that Scientist is Researching when this command is issued, it stops Researching. If the Scientist occupies a square which does not contain a Laboratory while Counter-Researching, it stops Counter-Researching.
Every day at noon Central, each player gains $50 for each Scientist they own that is Researching.
Every day at midnight Central, each player gains $25 for each Scientist they own that is Counter-Researching. In addition, if the total number of Scientists Counter-Researching (regardless of owner) exceeds the total number of Scientists Researching (regardless of owner), each player loses $25 for each Scientist they own that is Researching and each player gains $25 for each Scientist they own that is Counter-Researching.
Unit: Zealot
Maximum hit points: 70
Attack strength: 20
Attack range: 1
Armor: 3
Speed: 11
Command: Upgrade to Zealot
Can be issued to: Warrior
Cool down time: 2 days
Effect: The player issuing this command pays $400 and the Warrior becomes a Zealot
Enchantment: Bloodlust
Duration: 1 day
Can be issued to: Mesmer
Cool down time: 3 days
Effect: The player selects a target unit on the Mesmer's current square or an adjancent square, and that unit is enchanted with Bloodlust. When a unit enchanted with Bloodlust attacks another unit, the defending unit is considered to have an armor value of 0 for the purposes of that attack.
Enchantment: Holy Shield
Duration: 2 days
Can be issued to: Monk
Cool down time: 3 days
Effect: The player selects a target unit on the Monk's current square or an adjancent square, and that unit is enchanted with Holy Shield. When a unit enchanted with Holy Shield is attacked, the unit is considered to have an armor value of triple what it normally would be for the purposes of that attack.
Special case: If a unit enchanted with Bloodlust attacks a unit enchanted with Holy Shield, then neither Bloodlust nor Holy Shield will take effect for that attack, and the defending unit defends with its normal armor value.
Unit: Zealot
Maximum hit points: 70
Attack strength: 20
Attack range: 1
Armor: 3
Speed: 11
Enchantment: Bloodlust
Duration: 1 day
Can be issued to: Mesmer
Cool down time: 3 days
Effect: The player selects a target unit on the Mesmer's current square or an adjancent square, and that unit is enchanted with Bloodlust. When a unit enchanted with Bloodlust attacks another unit, the defending unit is considered to have an armor value of 0 for the purposes of that attack.
Enchantment: Holy Shield
Duration: 2 days
Can be issued to: Monk
Cool down time: 3 days
Effect: The player selects a target unit on the Monk's current square or an adjancent square, and that unit is enchanted with Holy Shield. When a unit enchanted with Holy Shield is attacked, the unit is considered to have an armor value of triple what it normally would be for the purposes of that attack.
Special case: If a unit enchanted with Bloodlust attacks a unit enchanted with Holy Shield, then neither Bloodlust nor Holy Shield will take effect for that attack, and the defending unit defends with its normal armor value.
Now that the Dark Lord has established a presence on the Board, he starts preperation for a full-scale invasion.
Create two new frameworks, "Minions" and "Lairs". These are duplicates of the "Unit" and "Building" frameworks, except that Minions have a list of Priorities. Minions and Lairs may share the same space, but neither may share a space with Units or Buildings. Every day at midnight GMT, each Minion will take the action listed first on it's list of Priorities. If that is not possible, it will take the next on instead, and so on, until either it reaches the end of the list or takes an action. Minions can be the target of Commands that Units could, and Lairs can be the target of commands that Buildings could.
New Minion: IMPerial Guard
Max HP: 50
Attack strength: 10
Priorities:
1) Attack a random adjacent Unit or Building. This attack is carried out as if the IMPerial Guard was ordered to do so via the Attack Command.
New Lair: Dark Portal
Max HP: 100
Armor: 10
- Every third day, when Imps would be created, an additional Imp is created on the same square as the Dark Portal.
New Minion: Imp
Max HP: 50
Priorities:
1) If the Imp's current square contains one or more players, the Imp will begin calling the Rber Ducky. If for the next 73 hours, there is continuously at least one player on that square, then after the 73 hours has expired, the Rber Ducky will jump to that square. During this time, the Imp will take no actions.
2) If the Imp's current square contains a ? box, the Imp will take the item from the ? box and give it to the Dark Lord.
3) If there is no IMPerial Guard on the same square as the Imp, the Imp becomes one.
4) If the Imp's current square has more than $0 in resources, then the Imp will remove $100 of the resources and add that money to the Bank Account of Terror. If the square has less than $100 in resources, then the Imp will take whatever resources are left on that square.
5) If there is a square on the board that does not currently have an Imp, a building, or a unit, then the Imp will jump to a randomly selected square that does not currently have an Imp, a building, or a unit.
6) If there is no Dark Portal on the Imp's square already, it builds one.
7) The Imp will go crazy and attack it's current square and all adjacent squares with cakes, which has the following effects:
* All players on these squares lose 5% of their money, and that money is added to the Bank Account of Terror.
* All units and buildings on those squares lose 10 hit points.
* All units and buildings that are not cooling down will immediately begin cooling down for 1 hour.
* All units and buildings that are cooling down will have their cool down time extended by 1 hour.
- When an Imp is destroyed, the player who destroyed it gains a Magic Mining Pick.
- Every third day at midnight GMT, an Imp will be created on a randomly selected square that does not already contain an Imp or any units or buildings, if possible. This occurs before Miniona attempt to take actions, so a newly created imp will immediately take an action.
All currently existing Imps are converted to the Minion version. All rules in section XIX are repealed.
Building: Refinery
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 10
Notes: When an SCV is issued the Mine command while occupying the same square as a Refinery, the player who owns the SCV gets an additional $50 which is not deducted from the resources of the square (as with Super Mining). A square may only contain one Refinery.
Command: Build Refinery
Can be Issued to: SCV
Cool down time: 2 days
Effect: The player pays $750 and receives a Refinery on the square containing the SCV.
Command: Refine Goods
Can be Issued to: Refinery, SCV (the SCV to which this command is issued must occupy the same square as a Refinery)
Cool down time: 2 days
Effect: The player chooses between $10 and $1000 (in increments of $10) to pay when issuing this command. When the unit/building to which this command is issued finishes cooling down, that player receives 110% of the money they chose when issuing the command.
Comments: You can enter the amount of money to refine in the text box next to the unit command drop down box.
Building: Refinery
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 10
Notes: When an SCV is issued the Mine command while occupying the same square as a Refinery, the player who owns the SCV gets an additional $50 which is not deducted from the resources of the square (as with Super Mining). A square may only contain one Refinery.
Command: Build Refinery
Can be Issued to: SCV
Cool down time: 2 days
Effect: The player pays $750 and receives a Refinery on the square containing the SCV.
Command: Refine Goods
Can be Issued to: Refinery, SCV (the SCV to which this command is issued must occupy the same square as a Refinery)
Cool down time: 2 days
Effect: The player chooses between $10 and $1000 to pay when issuing this command. When the unit/building to which this command is issued finishes cooling down, that player receives 110% of the money they chose when issuing the command.
Building: Refinery
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 10
Notes: When an SCV is issued the Mine command while occupying the same square as a Refinery, the player who owns the SCV gets an additional $50 which is not deducted from the resources of the square (as with Super Mining). A square may only contain one Refinery.
Command: Build Refinery
Can be Issued to: SCV
Cool down time: 2 days
Effect: The player pays $750 and receives a Refinery on the square containing the SCV.
Command: Refine Goods
Can be Issued to: Refinery, SCV
Cool down time: 2 days
Effect: The player chooses between $10 and $1000 to pay when issuing this command. When the unit/building to which this command is issued finishes cooling down, that player receives 110% of the money they chose when issuing the command.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "hold" a square if they own at least one unit or building on that square.
A player is said to "own" a square if they posses at least one building on that square.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
New Building:
Name: Bean Counter's Office (or BCO for short)
Max Hit Points: 200
Attack Strength: 0
Attack Range: 0
Armor: 0
Special: The Bean Counter's Office ignores the effect of walls. That is units and buildings may attack it even if it is at a square with a wall. (Everybody hates taxes.)
Special 2: A player may only own a single Bean Counter's Office.
New Command:
Name: Collect Taxes
Enchantment: No
Duration: N/A
Can Be Issued To: Bean Counter's Office
Cool down: 7 days
Effect: The player is paid money according to the buildings they own. They are paid $50 for each railway they own. Then issuer is paid $200 for each safe square they own.
New Command:
Name: Build BCO
Enchantment: No
Duration: N/A
Can Be Issued To: SCV
Cool Down Time: 4 days
Effect: The issuer pays $1000. The issuer gains a new Bean Counter's Office at the square the issuee is at.
Command: Overload
Can be Issued to: Mesmer
Cool Down Time: 3 days
Effect: The player may select another unit owned by that player and occupying the same square as this Mesmer (not the unit to which this command is issued). That unit loses 10 hit points and stops cooling down.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "occupy" a square if they own at least one unit or building on that square.
A player is said to "own" a square if they posses at least one building on that square.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
New Building:
Name: Bean Counter's Office (or BCO for short)
Max Hit Points: 200
Attack Strength: 0
Attack Range: 0
Armor: 0
Special: The Bean Counter's Office ignores the effect of walls. That is units may attack it even if it is at a square with a wall. (Everybody hates taxes.)
Special 2: A player may only own a single Bean Counter's Office.
New Command:
Name: Collect Taxes
Enchantment: No
Duration: N/A
Can Be Issued To: Bean Counter's Office
Cool down: 7 days
Effect: The player is paid money according to the buildings they own. They are paid $50 for each railway they own. Then issuer is paid $200 for each safe square they own.
New Command:
Name: Build BCO
Enchantment: No
Duration: N/A
Can Be Issued To: SCV
Cool Down Time: 4 days
Effect: The issuer pays $1000. The issuer gains a new Bean Counter's Office at the square the issuee is at.
Command: Safecracking
Can be issued to: SCV
Cool down: None
Effect: This command can only be issued to an SCV if there is a ? box located on the square containing the SCV. When the command is issued, the SCV begins safecracking for 24 hours. While safecracking, the SCV can not take any other commands and is treated the same as if it were cooling down. When the 24 hours have elapsed, the ? box is removed and the item contained within it is given to the player who owns the SCV, exactly as if he had just taken the item himself. Then, a new ? box is added to the board as per the standard procedure. If the ? box contained on the square is removed [say, by another player or by another SCV safecracking] before the SCV finishes safecracking, then the SCV begins cooling down for the amount of time he had left to finish safecracking. [This is to prevent an SCV from cracking a ? box that appears after he begins safecracking.]
Item: Imp-in-the-Box Effect upon use: 3 Imps are immediately created on the player's current square. A player may only use this item if his current location would be a legal square to place an Imp.
Item: Imping Stick Effect upon use: All Imps on the player's current square are killed, however, the player does not receive any Magic Mining Picks for killing those Imps.
Item: Force Field Effect upon use: A force field is placed around the player's current square and remains there for the next 3 days. During this time, no player may jump (as defined in rule XVI) to that square. (A force field does not stop players from getting to that square by methods other than jumps, such as feathers or teleporters)
Add the following to the list of actions players may take when they occupy the Dark Lord's Shop of Horror:
- Trade in 2 Wilt Shrooms for an Imp-in-the-Box - Trade in 2 Moldy Mushes for an Imping Stick - Trade in 2 Rotten Mushes for a Force Fielde
New Command:
Name: Final Fortune
Enchantment: Yes
Duration: 1 hour
Can be issued to: Mesmer's
Cooldown: 1 day
Effect: The player targets a unit owned by the same player as owns the issuee and which is on the same square as the Mesmer. The target immediately ends its cool down, but is enchanted by Final Fortune. When Final Fortune ends the unit is destroyed. If a Mesmer casts Final Fortune on itself then the order of events is as follows: Issuing the command causes any effects which trigger off issuing commands to trigger, then the Mesmer has its cool down ended, then the Mesmer begins a new cool down for casting Final Fortune.
New Command:
Name: Final Fortune
Enchantment: Yes
Duration: 1 hour
Can be issued to: Mesmer's
Cooldown: 1 day
Effect: The player targets a unit on the same square as the mesmer. The target immediately ends its cool down, but is enchanted by Final Fortune. When final fortune ends the unit is destroyed. If a mesmer casts Final Fortune on itself then the order of events is as follows: Issuing the command causes any effects which trigger off issuing commands to trigger, then the Mesmer has its cool down ended, then the mesmer begins a new cool down for casting Final Fortune.
Add two new entities to the game: Cat and Rat. At all times Cat and Rat shall each occupy exactly one square on the board (this need not be the same square). If at any time Cat (or Rat) do not exist, a new Cat (or Rat) is created on a random square. If at any time more than one Cat (or Rat) exist, a random one is removed from the board. If Cat ever occupies the same square as Rat, Rat is killed (removed from the board), and a new Rat is created on a random square.
Every Monday, Wenesday, and Friday at noon Central, Rat moves 1d4 squares away from Cat (ie: Rat jumps a total of 1d4 squares, one at a time, each chosen to increase the distance between Rat and Cat). If multiple directions would equally satisfy this requirement, one of those directions is chosen at random. If no such directions exist, or if this would cause Rat to move to a square that does not exist (for example, down from Square 1), then Rat stops moving for the day on the last possible square.
Every Tuesday, Thursday, and Saturday at noon Central, Cat moves 1d6 squares towards Rat (ie: Cat jumps a total of 1d6 squares, one at a time, each chosen to decrease the distance between Rat and Cat). If multiple directions would equally satisfy this requirement, one of those directions is chosen at random. If no such directions exist, or if this causes Cat to occupy the same square as Rat, Cat stops moving for the day at the last square to which it moved.
Players may select Rat as a target for non-attack commands (such as Spell Shield, Empathy, etc.). Any effects that would normally occur (other than cooling down) do not occur at that time, and instead Rat becomes imbued with that command (Rat may be imbued with the same command multiple times). At any time, if a player has caused Rat to be imbued with a command, that player may release the command by selecting a new target for the command, where the target must have been a legal choice if the unit to which the command was issued occupied the same square as Rat. Doing so causes the command to be carried out as if the unit that originally targeted Rat had targeted the chosen target instead (except for causing the original unit to cool down), and the instance of imbuing associated with that command to end (this may leave other instances of that command, whether placed by the same or a different player, imbuing Rat). If Rat is removed from the board (subsequently causing another Rat to be created), all imbued commands are removed.
Eg: Rat is on Square 5, and is targeted by Spell Shield from a Monk on Square 4, causing Rat to be imbued with Spell Shield (Rat may be targeted because it is adjacent to the Monk). Even though nothing is (immediately) enchanted with Spell Shield (Rat is only imbued), the Monk immediately begins cooling down. Rat later moves to Square 17, and the player who issued the Spell Shield command chooses to release that instance of Spell Shield, targeting a Warrior on Square 24 (the Warrior is a legal target to release Spell Shield "onto" because it is adjacent to Rat, ie: it would have been a legal target if the original Monk were on Square 17 because the Monk and Warrior would be adjacent). That instance of Spell Shield ends (no longer imbuing Rat), and the Warrior is now enchanted by Spell Shield as if the Monk to which the command was originally issued had just been issued the command, targeting that Warrior.
Whenever a player directly causes another player's unit to be killed (by attacking or otherwise), the attacking player receives 5 experience points. Whenever a player directly causes another player's building to be destroyed, the attacking player receives 20 experience points.
Modify the Coin item: When a player uses a Coin, he receives $(250 * his current level).
Modify the Fire Flower item: When a player uses a Fire Flower, all units on the same square as the player lose (5 * the player's level) hit points.
Replace all occurrences in the rules of initial hit points with maximum hit points (Max HP). Any current or future proposed units/buildings that use initial hit points instead of Max HP, are taken to mean Max HP. When a unit/building is created, it's current hit points are set equal to its Max HP. A unit/building may never have its HP higher than its Max HP (if this would happen, the unit/building's HP are instead set to its Max HP).
Change the cool down time of Orison of Healing to 1 day (from 2 days).
Add the following to the game:
Command: Fertile Season
Can be issued to: Monk
Cool down time: 2 days
Effect: The square at which this Monk is located has its resources increased by $1000.
Command: Heal Area
Can be issued to: Monk
Cool down time: 4 days
Effect: All units located on the same square as this Monk have their hit points increased by 10.
Imps:
With his growing power the Dark Lord is now able to release some more of his fiendish minions, the Imps.
Imp:
Initial HP: 50
Armor: 0
An imp is not a unit. At all times Imps occupy exactly one square on the board. Imps and units or buildings may not both exist on the same square (so you can't move onto a square containing an imp for example). Imps may be attacked or be targeted with any command just like a unit can be. When an Imp runs out of HP it is destroyed and the player who was responsible for destroying it (the owner of the unit that dealt the final blow, the player whom used the item to destroy the imp or any other method of destroying an imp that is added at a later point) receives a Magic Mining Pick (see below).
Every third day at midnight GMT the Dark Lord will attempt to release an Imp onto the board. If there is a square on the board that does not presently have an imp, a unit or a building (that is a square that is "empty", players, ? boxes and the ducky don't matter) then the Dark Lord will create a new imp at a randomly selected "empty" square. This action occurs before the imps attempt to take their action (so an imp that is created will immediately act).
Every night at midnight GMT each imp will attempt to take an action. The action attempted will depend on what is currently at the same location as the imp. The imp will only take 1 action according to the following list. The imp will take the first listed legal action:
1) If the square has one or more players on it the imp will begin calling the Rber Ducky. If for a period of 73 hours there is continuously at least 1 player at the same square as the Imp (it need not be the same player the whole time) then after 73 hours the Rber Ducky will be moved to the same square as the imp. During the 73 hours wait the Imp will take no actions.
2) If the square contains a ? box then the imp will open the box (just like a player does) and the item will be given to the Dark Lord.
3) If the square has more then $100 of resources on it then the Imp will remove $100 of it and that money will be added to the Bank Account of Terror. If the square contains between $1 and $100 (inclusive) in resources then the imp will take whatever amount is there (leaving the square then at $0 in resources) again the money is added to the Bank Account of Terror.
4) If there is an "empty" square on the board then the imp will jump to a randomly selected "empty" square.
5) If none of the above are possible then the imp will go crazy and attack their square and all adjacent squares with cakes. These cakes cause all players in those squares to lose %5 of their total money, that money is added to the Bank Account of Terror. All units and buildings in those squares will take 10 points of damage (armor and walls have no impact on this damage though walls still take the damage normally). As well all units and buildings that are not presently cooling down will begin cooling down for 1 hour. All units that are currently cooling down will have their cool down time extended by 1 hour.
Item:
Name: Magic Mining Pick
Frequency: 20
Effect upon use: all of the SCV's owned by the player whom uses this pick immediately become enchanted with Super Mining. This enchantment lasts for 3 days. While enchanted with Super Mining an SCV whom is issued the mining command magically mines an extra $50 in resources. In the general case the owner of an SCV issued the mining command will receive $300 but the square they mined from will only lose $250.
Modify the command "Bombard", changing it's effect to:
The player selects a square within range of the unit, and all buildings [including any wall present] on that square lose 25 hit points, ignoring armor and the effects of a wall.
A randomly selected square (chosen after this proposal is implemented) will be known as the "Dark Lord's Shop of Terror". Any player who occupies this square may perform any of the following actions:
- Trade in a Wilt Shroom for $1
- Trade in a Moldy Mush for $2
- Trade in a Rotten Mush for $3
- Trade in 100 Wilt Shrooms, 100 Moldy Mushes, and 100 Rotten Mushes for a Star Egg
Add the following items:
Item: Wilt Shroom
Frequency: 50
Effect upon use: None (but the player still loses the item after using it)
Item: Moldy Mush
Frequency: 45
Effect upon use: None (but the player still loses the item after using it)
Item: Rotten Mush
Frequency: 40
Effect upon use: None (but the player still loses the item after using it)
Item: Star Egg
Frequency: 0
Effect upon use: All units and buildings on the same square as the player lose 100 hit points. The player does not lose this item after using it. After using a Star Egg, that player may not again use a Star Egg for 7 days.
Comments: The Dark Lord's Shop of Terror has been placed on Square #53
Enchantment: Echo
Can be issued to: Mesmer
Cool down time: None
Duration: 1 day
Effect: The Mesmer to which this command is issued becomes enchanted by Echo. While enchanted by Echo, if the Mesmer is issued another command, it may (within 1 hour of the command being issued), be issued the same command (possibly with different targets, this supercedes Rule XII.6, regarding units that are cooling down not being issued other commands), and Echo ends prematurely.
Eg: A Mesmer is issued the Echo command, and is subsequently enchanted with Echo. The Mesmer is then issued the Move command. The Mesmer begins cooling down for 24 hours, but may still be issued another Move command while enchanted by Echo. If it is, Echo ends immediately, and the Mesmer would then cool down for 24 hours (so the cool down from both Move commands would overlap).
Remove rule XV.2 (regarding limiting the number of voluntary actions, such as giving any command to any unit, to 30 per day, see also Jeff's message board ruling).
Railroad!:
New Building:
Name: Railway
Initial Hit Points: 200
Attack Strength: 0
Attack Range: 0
Armor: 5
Special: If the only unit or building at a location is a Railway then units owned by any player may move onto the square containing the Railway. However, only the owner of the Railway may have buildings that occupy the same square as the Railway.
New Command:
Name: Build Railway
Issued to: SCV's
Cool Down: 2 days
Effect: The issuing player pays $500, then he or she gains a new Railway at the location of the issuee.
New Command:
Name: Ride Railway
Issued to: Any unit. This command may only be issued to units which are at a location which also contains a railway owned by the same player as the issuee.
Cool Down: 0 days
Effect: The issuing player selects an adjacent square. The issuee is moved to that square.
Special:
This command may be issued any number of times per day, this proposal takes priority over rule XV.2. (no, this isn't an exploit and I never meant for the Action Restrictions section to be set in stone. Merely that they were general case restrictions that would be in effect to avoid people "forgetting" about negative numbers in their proposals.)
All items in the game have a non-negative integer property known as "Frequency", which defaults to 0 if not specified.
At all times, exactly 10 squares on the board will contain a "? box". If at any time there are less than 10 ? boxes on the board, a new ? box will be placed on a randomly selected square that does not contain a ? box, and if at any time there are more than 10 ? boxes on the board, a randomly selected ? box will be removed. (When this proposal is implemented, 10 ? boxes will immediately be created)
When a ? box is created, it will contain one item, selected as follows:
- Let x = the sum of the frequencies of all items currently defined
- For each item, there will be an f/x chance that item will be selected, where f is the frequency of that item
The exact item that is in the ? box will not be known to the players until someone takes the item.
(Basically this is a random selection, weighted by the frequency values)
If a player occupies a square that contains a ? box, that player may take the item that is in that ? box. This causes that ? box to disappear.
Add the following items to the game:
Item: Mushroom
Frequency: 100
Effect upon use: The player using this item has his Jumps value increased by 3.
Item: Feather
Frequency: 100
Effect upon use: The player is immediately transported to any square of his choice.
Item: Coin
Frequency: 100
Effect upon use: The player receives $500
Item: Fire Flower
Frequency: 50
Effect upon use: All units on the square occupyed by the player lose 10 hit points.
Item: Ghost
Frequency: 40
Effect upon use: The player using this item becomes "invisible" for 3 days. A player that is invisible does not have his location shown to other players, and any time an invisible player performs an action that would result in him moving to another square, this action will not show up on the History page.
Item: Green Shell
Frequency: 40
Effect upon use: The Rber Ducky immediately jumps to the square occupied by a randomly selected player (excluding the player who used this item)
Item: Red Shell
Frequency: 25
Effect upon use: The player using this item may select any other player. The Rber Ducky immediately jumps to the square occupied by that player.
Item: Lightning Bolt
Frequency: 2
Effect upon use: All players except for the one using this item are immediately transported to the square occupied by the Rber Ducky.
Comments: Items and the ability to use them are on the Players page.
Unit: Transport
Initial/Max Hit Points: 90
Attack Strength: 0
Attack Range: 1
Armor: 5
Speed: 30
Notes: May carry a Load of up to 3 units. If a Transport is destroyed, all units inside the Transport are also destroyed. Whenever a Transport moves [or teleports or quick moves--these are considered moving as well for this intent], all units within it move with it.
Command: Load
Can be issued to: Transport
Cool down time: None
Effect: The player selects a non-Transport unit on the space containing this Transport. That unit is "Loaded" onto the Transport. While Loaded onto a Transport, a Unit may not perform any commands or be targetted by any commands [or enchanments]. A list of all units loaded onto a Transport will be listed with the Transport. A unit can not be inside more than one Transport.
Command: Unload
Can be issued to: Transport
Cool down time: None
Effect: The player selects a Unit inside the current Transport. That unit is removed from the Transport and placed on the square containing the Transport.
[Thanks to The Founder for rewording the following part:]
Command: Quick Move
Can be issued to: Any unit with a Speed greater than 15.
Cool down time: 30 days divided by the Speed of the unit.
Effect: The player chooses a series of up to 3 squares, starting with a square adjacent to the square that this unit currently occupies and with successive squares adjacent to the previous square. This unit moves to the first square, then the next square (if one was chosen), then the third square (if one was chosen). All square choices must be legal choices for this unit to occupy.
Example: A Transport on square 4 is given the Quick Move command. The player issuing the command chooses square 17, then square 16, then square 25 (assuming all three squares were legal choices for the Transport to occupy). The Transport then moves to each of the three squares in order (first from 4 to 17, then to 16, then to 25), and begins cooling down for 1 day.
Unit: Transport
Initial/Max Hit Points: 90
Attack Strength: 0
Attack Range: 1
Armor: 5
Speed: 30
Notes: May carry a Load of up to 3 units. If a Transport is destroyed, all units inside the Transport are also destroyed. Whenever a Transport moves [or teleports or quick moves--these are considered moving as well for this intent], all units within it move with it.
Command: Load
Can be issued to: Transport
Cool down time: None
Effect: The player selects a non-Transport unit on the space containing this Transport. That unit is "Loaded" onto the Transport. While Loaded onto a Transport, a Unit may not perform any commands or be targetted by any commands [or enchanments]. A list of all units loaded onto a Transport will be listed with the Transport. A unit can not be inside more than one Transport.
Command: Unload
Can be issued to: Transport
Cool down time: None
Effect: The player selects a Unit inside the current Transport. That unit is removed from the Transport and placed on the square containing the Transport.
Command: Quick Move
Can be issued to: Any unit with a Speed greater than 15.
Cool down time: 30 days divided by the Speed of the unit.
Effect: The player chooses a square with a distance of 3 from the square the unit is currently on, that has a clear movement path available to it. A clear movement path means that all spaces between the starting space and the ending space contain units owned by that player or contain no units. [Worded bad, but I hope my point got across.]
Unit: Transport
Initial/Max Hit Points: 90
Attack Strength: 0
Attack Range: 1
Armor: 5
Speed: 30
Notes: May carry a Load of up to 3 units. If a Transport is destroyed, all units inside the Transport are also destroyed.
Command: Load
Can be issued to: Transport
Cool down time: None
Effect: The player selects a non-Transport unit on the space containing this Transport. That unit is "Loaded" onto the Transport. While Loaded onto a Transport, a Unit may not perform any commands. A list of all units loaded onto a Transport will be listed with the Transport.
Command: Unload
Can be issued to: Transport
Cool down time: None
Effect: The player selects a Unit inside the current Transport. That unit is removed from the Transport and placed on the square containing the Transport.
Every tenth square will harbor a special feature; any player who passes this square shall receive $200. No player may collect money from the same such square twice without first passing another square of the same type, and no player may collect any money if the player moves past a square by any means other than rolling dice. These squares may not be controlled by any single player, and no combat is to take place on any of them. Any buildings on one such square shall be removed from play and the owner shall receive a sum of money equal to what was paid for each building.
Every thirteenth square shall be designated "draw a card." If and only if a player lands on such a square by virtue of rolling dice, that player is given one card, which is then deposited into the player's "hand" until used, or discarded, or at any time or event as indicated by the description of the card. These squares may not be controlled by any single player, and no combat is to take place on any of them. Any buildings on one such square shall be removed from play and the owner shall receive a sum of money equal to what was paid for each building.
A "hand" is a listing of each card a player holds. Each player may see which cards are in his or her hand at any time, but may only see how many cards are in the hands of other players.
The "deck" refers to all cards that are not in play or in a player's hand or the discard list. The deck initially contains an infinite number of cards, and when a card is chosen the probability of drawing a specific card from the deck is based on the card's value, instructions, penalties, benefits, or anything else which may affect the card's desirability.
Each player may have no more than seven cards in his or her hand at any time. If a player lands on a draw card space and has seven cards in hand, that player may choose to discard one card in his or her hand before drawing a card, or that player may also choose to forfeit drawing a card. A player may also choose to discard any card in his or her hand at any time. Discard refers only to the action of removing a card from the player's hand without playing the card; discarded cards are added to the discard list. Unless otherwise instructed by a card or related action, no player may discard any card from another player's hand.
A discard list is implemented. Whenever a card is discarded, the card is added to the discard list. Any player at any time may review the number and type of cards in the discard list.
No more than ten cards may be in the discard list at any time, and no amount of cards less than zero may be in the discard list; if at any time there are less than zero cards in the list, one card will automatically be drawn from the deck and added to the discard list until the total number of cards in the discard list reaches zero.
Each card in the discard list is designated a number, 1 through 10. The newest card added to the list is designated 1, and each card already in the discard list will advance their designated number by one. The card designated 1 will change its designation to 2, the card designated 2 changes its designation to 3, and so on. If there are ten cards in the discard list designated a number 1 through 10 when a new card is added to the discard list, the card designated number 10 is removed from both the discard list and play and is then replaced by the card previously designated the number 9.
The first square, the last square, and any square at the board's median is designated a discard square. Upon landing on a discard square by virtue of rolling dice, the player may choose to purchase any single card on the discard list for $500. The player may not purchase more than one card on the discard list as long as the player remains on the discard square. The player may choose to purchase a card at any time as long as he or she remains on the square until his or her next turn, but still may not purchase more than one card. A card purchased from the discard pile is added to the player's hand; purchasing a card does not allow a player to have more than seven cards in his or her hand. These squares may not be controlled by any single player, and no combat is to take place on any of them. Any buildings on one such square shall be removed from play and the owner shall receive a sum of money equal to what was paid for each building.
If a card is played, the instructions of the card are followed. The card is then removed from play unless otherwise specified. A player may only play a card in his or her hand, and only once per turn. Cards played may declare null a non-immutable rule as per the card's instruction of the card, but no card may fully remove or add a rule to the game. The instructions of cards may not be used to eject players from the game, and no card's instruction may be used to declare any player instant winner of the game.
As mentioned on the Message Board, with a slight change to Blood of the Master (including a minor rewording):
Replace all occurrences in the rules of initial hit points with maximum hit points (Max HP). Any current or future proposed units that use initial hit points instead of Max HP, are taken to mean Max HP. When a unit is created, it's current hit points are set equal to its Max HP. A unit may never have its HP higher than its Max HP (if this would happen, the unit's HP are instead set to its Max HP).
Change Pledge Service to Lyssa so that it can only be issued to non-Monk, non-Necromancer units, and change Pledge Service to Dwayna so that it can only be issued to non-Necromancer, non-Mesmer units.
Units now leave corpses when they die, unless otherwise specified in their description. Corpses occupy the same square as the target that died, and "remember" what unit type they came from, and who owned that unit. If a corpse is exploited, it is removed from the board. Corpses are removed from the board 49 hours after they are created. Corpses do not have owners, and are not considered units.
Add the following to the game:
Unit: Necromancer
Maximum Hit Points: 40
Attack Strength: 5
Attack Range: 1
Armor: 5
Speed: 10
Command: Pledge Service to Grenth
Can be issued to: Any non-Monk, non-Mesmer unit
Cool down time: 1 day
Effect: The unit becomes a Necromancer. The player issuing this command must pay $250.
Command: Animate Bone Horror
Can be issued to: Necromancer
Cool down time: 1 day
Effect: Target corpse, which must be located on either the same square or an adjacent square to the Necromancer to which this command is being issued, is exploited. A Bone Horror is created at the same square that the corpse occupied, is bound to the Necromancer to which this command was issued, and is owned by the player issuing this command. If this would cause units controlled by different players to occupy the same square, the Bone Horror is instead created on the square occupied by the Necromancer to which this command was issued.
Unit: Bone Horror
Maximum Hit Points: 30
Attack Strength: 10
Attack Range: 1
Armor: 0
Speed: 10
Notes: Every 24 hours, starting one hour after the Bone Horror is created, the Bone Horror has its current hit points reduced by 5, cumulatively (so after 24 hours, its HP are reduced by 5, then after another 24 hours, its HP are reduced by a further 10, etc.) In addition, Bone Horrors will attack a random target (unit or building, but not itself) whenever possible or move in a random direction if no valid targets are able to be attacked, unless the Bone Horror is bound to a Necromancer. If the Necromancer to which the Bone Horror is bound dies, that Bone Horror is no longer considered bound. Bone Horrors do not leave corpses when they die.
Command: Blood of the Master
Can be issued to: Necromancer
Cool down time: 2 days
Effect: This Necromancer loses 5 hit points. All units bound to this Necromancer do not lose hit points due to their inherent hit point loss the next time they would, but the amount still accumulates.
Example: A Necromancer, which has a Bone Horror bound to it that has been alive for 36 hours, is issued this command. 13 hours later, when the Bone Horror would lose 10 hit points (49 hours after creation), it does not. 37 hours later (73 hours after creation), when the Bone Horror would next lose hit points, it loses 15 hit points.
Laser Howitzer:
Unit: Laser Howitzer
Initial hit points: 100
Attack Strength: 75 against buildings, 30 against other Laser Howitzers, 15 against non-Howitzer units
Attack Range: 2
Armor: 5
Speed: 5
Commands: can be issued the attack, move, and bombard (see below) commands.
Command: Upgrade to Laser Howitzer
Can be issued to: Warrior
Cool down time: 2 days
Effect: The issuer pays $1000 and the issuee becomes a Laser Howitzer.
Command: Bombard
Can be issued to: Laser Howitzer
Cool Down time: 1 day
Effect: Select a square within the range of the issuee, the issuee deals 25 damage to each building in the square ignoring armor and walls.
Quick math for reference:
- 1 laser howitzer vs 1 guard tower: Howitzer loses, guard tower is at 40 hp
- 2 Howitzer's vs 1 guard tower, tower dies, 1 howitzer has 20 hp left, other is undamaged.
- 2 Howitzer's vs 1 guard tower and a wall. Both howitzers dead wall is at 50 hp, guard tower isn't scratched
- 3 Howitzer's vs 1 guard tower and a wall. 1 howitzer dead, 1 howitzer at 60 hp, 1 undamaged, wall and tower dead
- x Howitzer's vs 1 wall and x SCV's. Endless until the defending player runs out of money
Command: Repair
Can be issued to: SCV
Cool Down time: 1 day
Effect: the player issuing the command selects a building or SCV or Laser Howitzer (in Starcraft as I recall SCV's could repair each other and other mechanical things) at the same location as the issue, the issuer pays $10 and the target gains 60 hit points, if the target's hit points are greater then its Initial Hit Points then its hit points become its Initial Hit Points.
SCV's will now have an initial HP of 40 instead of 20. When this proposal is implemented all SCV's will be given 20 hp to reflect this change.
Laser Howitzer:
Unit: Laser Howitzer
Initial hit points: 150
Attack Strength: 100 against buildings, 15 against units
Attack Range: 2
Armor: 5
Speed: 5
Commands: can be issued the attack, move, and bombard (see below) commands.
Command: Upgrade to Laser Howitzer
Can be issued to: Warrior
Cool down time: 2 days
Effect: The issuer pays $1000 and the issuee becomes a Laser Howitzer.
Command: Bombard
Can be issued to: Laser Howitzer
Cool Down time: 1 day
Effect: Select a square within the range of the issuee, the issuee deals 30 damage to each building in the square ignoring armor and walls.
Whenever a player spends money to gain a building, gain a unit, or change the type of a unit (for example when upgrading Warrior to Monk), they will be given a 10% chance to have the money they spent refunded.
Modify rule XIV-2 so that it reads: "The Rber Ducky occupies a square on the board, and will move forward by the roll of a 6-sided dice every Monday, Wednesday, and Saturday."
Add the following building and command:
Building: Duck Pond Initial hit points: 70 Attack strength: 0 Attack range: 0 Armor: 0 - If the Rber Ducky lands on a square containing a Duck Pond, then 50% of the money in the Bank Account of Terror will be subtracted from the Bank Account of Terror and added to the resources of that square.
Command: Build Duck Pond Can be issued to: SCV Cool down time: 1 day Effect: The player pays $100 and receives a Duck Pond on the square containing the SCV
Players now have a new property, Jumps, a non-negative integer (initially zero). Every day at noon and midnight Central time, each player's Jumps property is increased by one.
A player may, at any time, choose to jump to a square that they do not currently occupy, and whose distance is less than or equal to their Jumps value. Their Jumps value is then decreased by that distance, and their experience is increased by 1. A player may also choose to decrease their Jumps value by 1.
If a player's Jumps property is ever 10 or more, that player is fined $100, and their Jumps value is set to 0.
Comments: The ability to jump is on the Board page in the same place as taking your turn used to be, and the option to decrease your jumps by 1 is on the Players page, when available.
First remove all units/buildings from the game. By doing this give a certain amount of money for every removed unit/building to the owner of this unit/building, according to the following table:
Extend the board to 90 squares by adding 30 squares after the end of the board. Each new square will be given its share of resources (the normal $0-10 000 in multiple's of $1000).
For a period of 1 week starting from when this proposal is implemented players may select an unoccupied square, pay $1250, and gain a new fort on that square.
Add the following command to the game:
Name: Build Fort
Enchantment: No
Duration: 0
Can be Issued to: SCV's
Cool Down time: 4 days
Effect: The issuer (the player whom issued the command) pays $1000 and gets a new fort at the location the issue (the unit the command was issued to) is at. The new Fort immediately begins cooling down for 2 days.
Add to the section on the Attack command:
When a unit/building attacks another unit/building, the attacking unit/building will attack at a specified percentage of its normal attack strength, depending on the distance between the attacker and the target:
- If distance < 2, attack strength is 100% of normal
- If distance = 2, attack strength is 85% of normal
- If distance = 3, attack strength is 70% of normal
- If distance = 4, attack strength is 55% of normal
- If distance > 4, attack strength is 40% of normal
Add to the section on units/buildings:
All units and buildings now have a non-negative integer property known as "splash damage", which defaults to 0 for any unit/building that does not have a value given for splash damage.
Whenever a unit with non-zero splash damage attacks another unit/building, then it also automatically attacks all other units/buildings in the same territory as the target unit with an attack strength equal to the attacking units's splash damage.
If a unit has separate splash damage values against units and buildings, the value used in calculating the damage will be the one for the unit that is being attacked with splash damage, not the initial attack target.
Example: A Catapult attacks a Zealot in an adjacent square, which also contains an Archer and a Wall. The Catapult will deliver 12-4 = 8 damage to the Zealot, 5-1 = 4 damage to the Archer, and 30-15 = 15 damage to the Wall.
Unit: Catapult
Initial hit points: 100
Attack strength: 12 against units, 60 against buildings
Splash damage: 5 against units, 30 against buildings
Attack range: 3
Armor: 1
Speed: 5
Unit: Cruise Missile
Initial hit points: 5
Attack strength: 35 against units, 250 against buildings
Attack range: 3
Armor: 0
Speed: 2
- A Cruise Missile is destroyed after it attacks
Command: Upgrade to Zealot
Can be issued to: Warrior
Cool down time: 1 day
Effect: The player pays $250 and the Warrior becomes a Zealot
Command: Upgrade to Archer
Can be issued to: Warrior
Cool down time: 1 day
Effect: The player pays $250 and the Warrior becomes a Archer
Command: Upgrade to Rocket Buggy
Can be issued to: Warrior
Cool down time: 2 days
Effect: The player pays $250 and the Warrior becomes a Rocket Buggy
Command: Upgrade to Ram
Can be issued to: Zealot
Cool down time: 2 days
Effect: The player pays $250 and the Zealot becomes a Ram
Command: Upgrade to Flamethrower
Can be issued to: Archer
Cool down time: 3 days
Effect: The player pays $500 and the Archer becomes a Flamethrower
Command: Upgrade to Catapult
Can be issued to: Archer
Cool down time: 3 days
Effect: The player pays $500 and the Archer becomes a Catapult
Command: Upgrade to Cruise Missile
Can be issued to: Rocket Buggy
Cool down time: 5 days
Effect: The player pays $750 and the Rocket Buggy becomes a Cruise Missile
Change Rule XII.3 by replacing the paragraph:
"An Enchantment is a subtype of Command, which also has a Duration property (1 day if not specified). If a unit is under the effects of an enchantment, that unit is said to be enchanted. If a unit would become enchanted by an enchantment of the same name, the duration of the enchantment is instead reset to reflect the new enchantment."
with:
"An Enchantment is a subtype of Command, which also has a Duration property (1 day if not specified). If a unit/player is under the effects of an enchantment, that unit/player is said to be enchanted. If a unit/player would become enchanted by an enchantment of the same name, the duration of the enchantment is instead reset to reflect the new enchantment."
Add the following to the game:
Command: Power Drain
Issued to: Mesmer
Cool down time: 3 days
Effect: The player may select any player that is on the same square as the Mesmer or an adjacent square. The target player loses $250, and the player issuing this command gains $250.
Enchantment: Spell Shield
Issued to: Monk
Cool down time: 3 days
Duration: 3 days
Effect: The player may select any unit or player that is either in the same square as the Monk or an adjacent square. The target unit/player becomes enchanted by Spell Shield. While enchanted by Spell Shield, that unit/player cannot be targeted by commands (but may still be issued commands).
Eg: A player who is enchanted with Spell Shield cannot be targeted with Power Drain. A Warrior enchanted with Spell Shield cannot be the target of Empathy, or attacked, but could still move or attack another unit.
Command: Start seige
Can be issued to: Any unit with attack strength > 0
Cool down time: 1 day
Effect:
A unit given this command will be considered seiging
If any square is surrounded on all four sides(north, south, east and west) by seiging units of single player that does not own the square, it will be considered under seige.
A player owned square that does not contain buildings may not be put under seige.
An unowned square may not be put under seige.
Any unit that moves after given the start seige command will no longer be considered seiging.
A square under seige will be given a seige timer starting from the time all four surrounding squares have at least one seiging unit on them.
The max value of the seige timer will be set from the a formula of:
The max value of the seige timer in days equals the product of the number of buildings in the square under seige and three, divided by the number of units in the square under seige.
or
(max value of seige timer in days) = ( (the number of the buildings in the square under seige)*3 ) / (the number of units in the square under seige)
If there are no units in the square under seige, the max value of the seige timer in days is set at the number of buildings.
or
If (number of units in the square under seige) < 1 then (max value of seige timer in days) = (number of buildings in square under seige)
The seige timer will reset to the max value if at any time any of the four surrounding squares no longer has a sieging unit on them. The square will no longer be considered under seige.
If the seige timer reaches zero, all of the buildings on the square under seige transfer ownership to the player who owns the units that surround the square under seige. Units will be handled the following way:
Any units remaining on a square under seige after the seige timer reaches zero will have a:
80% chance of being destroyed,
10% chance of transfering ownership to the player who owns the units that surround the square under seige.
10% chance of jumping immediately to the nearest unowned square. If more than one unowned square is the same distance from the unit, one will be picked randomly.
Command: Start seige
Can be issued to: Any unit with attack strength > 0
Cool down time: 1 day
Effect:
A unit given this command will be considered seiging
If any square is surrounded on all four sides(north, south, east and west) by seiging units of single player that does not own the square, it will be
considered under seige.
A player owned square that does not contain buildings may not be put under seige.
An unowned square may not be put under seige.
Any unit that moves after given the start seige command will no longer be considered seiging.
A square under seige will be given a seige timer starting from the time all four surrounding squares have at least one seiging unit on them.
The max value of the seige timer will be set from the a formula of:
The max value of the seige timer in days equals the product of the number of buildings in the square under seige and three, divided by the number of
units in the square under seige.
or
(max value of seige timer in days) = ( (the number of the buildings in the square under seige)*3 ) / (the number of units in the square under seige)
If there are no units in the square under seige, the max value of the seige timer in days is set at the number of buildings.
or
If (number of units in the square under seige) < 1 then (max value of seige timer in days) = (number of buildings in square under seige)
The seige timer will reset to the max value if at any time any of the four surrounding squares no longer has a sieging unit on them. The square will no
longer be considered under seige.
If the seige timer reaches zero, all of the buildings on the square under seige transfer ownership to the player who owns the units that surround the square
under seige. Units will be handled the following way:
Any units remaining on a square under seige after the seige timer reaches zero will have a:
80% chance of being destroyed,
10% chance of transfering ownership to the player who owns the units that surround the square under seige.
10% chance of jumping immediately to the nearest unowned square. If more than one unowned square is the same distance from the unit, one will
Purchase value is defined as the cost of a unit or building and is assigned the variable PV. Upgrade value is defined as total cost of all unit or building upgrades on a single unit or building and is assigned the variable UV.
Total value is assigned the variable TV.
TV=UV+PV.
All occurences of Initial Hit Points (and all related forms) in rules section XII are replaced with Maximum HP, or maxHP for sake of brevity.
Hit points are assigned the variable hp, maximum hit points are assigned the variable mhp, and current hit points are assigned the variable chp.
Current value is assigned the variable V.
V=TV(chp/mhp). V is rounded to the nearest whole dollar.
If V<=TV*.25, V=0.
If a player defeats an enemy unit or building, that player receives a sum of money equal to 25% of the defeated unit or building's total value regardless of current value. The player must strike the killing blow to receive that sum.
A player may choose to recall a unit at any time and receive a sum equal to that unit's current value rounded to the nearest whole dollar. A recalled unit is completely removed from play. Units "cooling down" may not be recalled. Buildings may not be recalled at any time.
Purchase value is defined as the cost of a unit or building and is assigned the variable PV. Upgrade value is defined as total cost of all unit or building upgrades on a single unit or building and is assigned the variable UV.
Total value is assigned the variable TV.
TV=UV+PV.
Hit points are assigned the variable hp, maximum hit points are assigned the variable mhp, and current hit points are assigned the variable chp.
Current value is assigned the variable V.
V=TV(chp/mhp). V is rounded to the nearest whole dollar.
If V<=TV*.25, V=0.
If a player defeats an enemy unit or building, that player receives a sum of money equal to 25% of the defeated unit or building's total value regardless of current value.
A player may choose to recall a unit at any time and receive a sum equal to that unit's current value rounded to the nearest whole dollar. A recalled unit is completely removed from play. Units "cooling down" may not be recalled. Buildings may not be recalled at any time.
Purchase value is defined as the cost of a unit or building and is assigned the variable PV. Upgrade value is defined as total cost of all unit or building upgrades on a single unit or building and is assigned the variable UV.
Total value is assigned the variable TV.
TV=UV+PV.
Hit points are assigned the variable hp, maximum hit points are assigned the variable mhp, and current hit points are assigned the variable chp.
Current value is assigned the variable V.
V=TV(chp/mhp). V is rounded to the nearest whole dollar.
If V<=TV*.25, V=0.
If a player defeats an enemy unit or building, that player receives a sum of money equal to 25% of the defeated unit or building's total value and cannot be influenced by current value.
A player may choose to recall a unit at any time and receive a sum equal to that unit's current value rounded to the nearest whole dollar. A recalled unit is completely removed from play. Units "cooling down" may not be recalled. Buildings may not be recalled at any time.
Multi-part proposals (aka California style voting, political joke only a little offense intended to California):
This is a modification to rules IX.1 through IX.10, I've included the .5 numbered rules so that the numbering remains consistent with the current version, Jeff feel free of course to reorganize these rules as you see fit.
1. A player may make a proposal at any time, provided that player does not currently have any proposals in the game that have "Voting" status and that player is not dead.
1.5 Proposals may include BB Code. A proposal may include multiple parts as marked with the BB Code tags [part] and [/part] (hereafter called part tags), the text designated by part tags is called a part. If a proposal includes a part tag then all of the text of the proposal (with the exception of the tags themselves) must be contained within part tags. If a proposal does not include any part tags at all then the entire proposal is considered a single part as if the proposal began with [part] and ended with [/part]. Therefore proposals will always consist of one or more proposal parts. A proposal may not include more then 3 parts.
2. A proposal part is one of the following:
- The addition of a new rule
- The deletion of an existing rule
- The modification of an existing rule
- A change to the game state which does not necessarily fit into one of the above categories
3. No proposal part 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 part is accepted, ignoring the fact that rules may change in the future.
4. No proposal part 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.
5.5 While a proposal is in Voting status players may select either "Yes" or "No" for their vote for each part of the proposal, though they may abstain if they so desire. They may vote Yes on some parts and No on others. If after voting a player changes their mind they may retract their vote and re-vote. At no time may any player have more then 1 vote on any single proposal part. During the voting period the display of the proposal will include a "Vote Yes to All" and "Vote No to All" buttons which will change all of your votes on this proposal to yes or no respectively.
6. 120 hours (5 days) after a proposal is made, if any of its proposal parts has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status. If a proposal is accepted then those parts of the proposal that received more Yes Votes then No Votes are organized into a section called Accepted and will be later implemented by Admin at his discretion and become part of the official rules at that time. Those parts of the proposal that did not receive more Yes Votes then No Votes will be organized into a section called Rejected and will neither be implemented or become part of the rules, but will remain with the proposal for future reference. If no part of the proposal received more Yes votes than No votes, the proposal is rejected and is moved into "Dead" status.
6.5 The Admin will give a minimum of 3 days notice to the players of the time when the proposal will be implemented and become part of the rules.
7. Once a "Pending" proposal has been implemented into the rules by the Admin, 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 each of the proposal's parts will be made public, however, each individual player's vote will not be revealed.
9. A proposal that is in "Voting" status may be retracted by the player who made it, providing that player is not dead. Retracting a proposal immediately puts it in "Dead" status. Note: if you retract a proposal you retract all parts of the proposal.
10. The Admin has the right to refuse to implement any proposal part that in his opinion is discriminatory, paradoxical, infeasible to implement, destructive of game-play or contain misleading use of BB Code.
Example of a Multi-part proposal:
[part]All players will be given $100.[/part]
[part]The board's size will be increased to 60 squares.![/part]
[part]This is a paradox.[/part]
This would indicate a single proposal with three parts. If you like the getting $100 and the board size increase you could vote for only those sections. Since the third part is a paradox you probably wouldn't like it and would therefore vote against it. Assuming a majority of voting players did this then the first two sections would become part of the rules and be implemented while the third part would not.
I see this proposal as being particularly valuable in that it will allow people to declare multiple units/building/commands at the same time while allowing people to vote for only those elements that they like.
Multi-part proposals:
This is a modification to rules IX.1 through IX.10, I've included the .5 numbered rules so that the numbering remains consistent with the current version, Jeff feel free of course to reorganize these rules as you see fit.
1. A player may make a proposal at any time, provided that player does not currently have any proposals in the game that have "Voting" status and that player is not dead.
1.5 Proposals may include BB Code. A proposal may include multiple parts as marked with the BB Code tags [part] and [/part] (hereafter called part tags), the text designated by part tags is called a part. If a proposal includes a part tag then all of the text of the proposal (with the exception of the tags themselves) must be contained within part tags. If a proposal does not include any part tags at all then the entire proposal is considered a single part as if the proposal began with [part] and ended with [/part]. Therefore proposals will always consist of one or more proposal parts.
2. A proposal part is one of the following:
- The addition of a new rule
- The deletion of an existing rule
- The modification of an existing rule
- A change to the game state which does not necessarily fit into one of the above categories
3. No proposal part 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 part is accepted, ignoring the fact that rules may change in the future.
4. No proposal part 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.
5.5 While a proposal is in Voting status players may select either "Yes" or "No" for their vote for each part of the proposal, though they may abstain if they so desire. They may vote Yes on some parts and No on others. If after voting a player changes their mind they may retract their vote and re-vote. At no time may any player have more then 1 vote on any single proposal part.
6. 120 hours (5 days) after a proposal is made, if any of its proposal parts has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status. If a proposal is accepted then those parts of the proposal that received more Yes Votes then No Votes are organized into a section called Accepted and will be later implemented by Admin at his discretion and become part of the official rules at that time. Those parts of the proposal that did not receive more Yes Votes then No Votes will be organized into a section called Rejected and will neither be implemented or become part of the rules, but will remain with the proposal for future reference. If no part of the proposal received more Yes votes than No votes, the proposal is rejected and is moved into "Dead" status.
6.5 The Admin will give a minimum of 3 days notice to the players of the time when the proposal will be implemented and become part of the rules.
7. Once a "Pending" proposal has been implemented into the rules by the Admin, 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 each of the proposal's parts will be made public, however, each individual player's vote will not be revealed.
9. A proposal that is in "Voting" status may be retracted by the player who made it, providing that player is not dead. Retracting a proposal immediately puts it in "Dead" status. Note: if you retract a proposal you retract all parts of the proposal.
10. The Admin has the right to refuse to implement any proposal part that in his opinion is discriminatory, paradoxical, infeasible to implement, or destructive of gameplay.
Example of a Multi-part proposal:
[part]All players will be given $100.[/part]
[part]The board's size will be increased to 60 squares.[/part]
[part]This is a paradox.[/part]
This would indicate a single proposal with three parts. If you like the getting $100 and the board size increase you could vote for only those sections. Since the third part is a paradox you probably wouldn't like it and would therefore vote against it. Assuming a majority of voting players did this then the first two sections would become part of the rules and be implemented while the third part would not.
I see this proposal as being particularly valuable in that it will allow people to declare multiple units/building/commands at the same time while allowing people to vote for only those elements that they like.
- Invaders are not effected by rule XII.4. (That is, that they may move into squares occupied by another player's units. For the purposes of determinating whether or not other non-invaders can move into a square, invaders are ignored.)
- Invaders may attack units in the same square as walls.
And a new command:
Name: Recruit Invader
Can be issued to: Fort
Cool down time: 4 days
Effect: The player pays $600, receives a Invader on the square containing the Fort.
(So, basically, its a weaker unupgradable warrior that can move into enemy territory. Hopefully, this should reduce the problem of long range unit turtling, if we ever get any.)
Name: Invader
Initial hitpoints: 30
Attack strength: 10
Attack range: 0
Speed: 10
- Invaders are not effected by rule XII.6 and they may attack units in the same square as walls.
And a new command:
Name: Recruit Invader
Can be issued to: Fort
Cool down time: 4 days
Effect: The player pays $600, receives a Invader on the square containing the Fort.
(So, basically, its a weaker unupgradable warrior that can move into enemy territory. Hopefully, this should reduce the problem of long range unit turtling, if we ever get any.)
Name: Invader
Initial hitpoints: 30
Attack strength: 10
Attack range: 0
Speed: 10
- Invaders are not effected by rule XII.6. (Invaders can move into enemy territory)
And a new command:
Name: Recruit Invader
Can be issued to: Fort
Cool down time: 4 days
Effect: The player pays $600, receives a Warrior on the square containing the Fort
(So, basically, its a weaker unupgradable warrior that can move into enemy territory. Hopefully, this should reduce the problem of long range unit turtling, if we ever get any.)
The term "recall" shall be defined as an action by which non-defeated and non-destroyed units are removed from play as the result of an action; units defeated in battle are not said to be recalled, and the owner shall not receive any rights, benefits, or priveleges associated with a recall. When a unit is recalled, the unit's owner shall immediately receive a sum of money equal to the value of each unit multiplied by the percentage of hit points remaining; this total shall be rounded to the nearest whole dollar.
If a player lands on a square with any number of units owned by another player by virtue of a roll of dice, said player may choose to seize control of that square if and only if said player does not own any units on any square on the board and also posesses more money than the current occupant of the square e landed on in the aforementioned manner. This action shall henceforth be known as "right of seizure," or more simply, a "seizure." "Seize," "seizing," and "seized" may also be used to refer to the right of seizure. Each player may invoke right of seizure only once per game, and only when the previous conditions are met.
Upon invoking a seizure, the player must immediately purchase at least one unit with which to hold the square, or e may not seize the square. Said player may not be attacked and may not attack another player; these restrictions shall last until said player takes eir next turn following the seizure, or in failing to do so, after a period not to exceed 12 hours beyond the player's next scheduled turn. The player invoking the seizure may not receive any money as a result of seizing the aforementioned square.
A player may not invoke right of seizure if e cannot afford to purchase any unit or is prohibited from doing so for any reason.
All units owned by a player or players occupying a square targeted by right of seizure are said to be recalled.
If at any time a unit owned by a player is defeated by another player's unit, the victor shall receive 25% of the defeated unit's purchase cost. The amount received is rounded to the nearest whole dollar.
Make the following changes to Monks and related matters in an effort to maintain usefulness/balance:
Increase the initial HP of Monks from 25 to 40, and increase the current HP of all existing Monks by 15 to reflect this change.
Change the Pledge Service to Dwayna command so that it can only be issued to non-Mesmer units.
Change the Orison of Healing command to increase the targetted unit's HP by 10 instead of 5.
Define a new subtype of command: the Enchantment. Enchantment commands have, in addition to the regular command properties, a duration (default 1 day). If a unit is under the effects of an enchantment, that unit is said to be enchanted. If an enchanted unit would be enchanted by an enchantment of the same name, the duration of that enchantment is instead reset (so enchantments do not stack, but successive castings will, in effect, "maintain" the enchantment).
Command: Pledge Service to Lyssa
Can be issued to: Any non-Monk unit
Cool down time: 1 day
Effect: The unit becomes a Mesmer. The player issuing this command must pay $250.
Enchantment: Empathy
Can be issued to: Mesmer
Cool down time: 2 days
Duration: 1 day
Effect: Target unit, which must be located on either the same square or an adjacent square to the Mesmer to which this command is being issued, is enchanted by Empathy. While under the effects of Empathy, if a unit is attacked by another unit, the attacking unit is damaged for the same amount as the damaged unit. Whether or not a unit is enchanted by Empathy is visible only to the owner of the enchanted unit. Damage caused by Empathy is not considered an attack, and as such does not trigger Empathy.
Example: A Mesmer on Square 5 is issued the Empathy command, targetting itself. 5 hours later, that Mesmer is attacked by a Warrior, dealing 5 damage to the Mesmer. The Warrior sustains 5 damage, but the owner of the Warrior does not see the source of the damage. 2 hours later, the Mesmer is attacked by a Guard Tower. Since the Guard Tower is a building and not a unit, it does not trigger Empathy.
Building: Teleporter
Initial HP: 300
Attack: 0
Range: 0
Armor: 20
- Whenever a player is on a square containing a teleporter, they may pay $100 to the owner of the teleporter to jump to any square containing a Teleporter.
- A player does not pay anything to use their own teleporter.
Command: Build Teleporter
Can be issued to: SCV
Cool down time: 5 days
Effect: The player pays $700 and receives a Teleporter in the square containg the SCV.
Command: Teleport
Can be issued to: Any unit on a square containg or adjacent to a Teleporter
Cool down time: 2 days
Effect: The player pays $100 to the owner of the teleporter [$0 if he owns the teleporter] to move the unit to any other square containing or adjacent to a teleporter, as long as it would be a legal place to have that unit [ie, no other units or buildings can be present].
Comments: Teleporting options for players are available on the Board page under the square you currently occupy, when available.
Building: Teleporter
Initial HP: 300
Attack: 0
Range: 0
Armor: 20
- Whenever a player is on a square containing a teleporter, they may pay $100 to the owner of the teleporter to jump to any square containing a Teleporter.
- Whenever a unit is on or adjacent to a square containing a teleporter, their player may pay $100 to the owner of the teleporter to jump to any square containg or adjacent to a Teleporter, as long as it would be a legal place to have that unit [ie, no other units or buildings can be present].
- A player does not pay anything to use their own teleporter.
Command: Build Teleporter
Can be issued to: SCV
Cool down time: 5 days
Effect: The player pays $700 and receives a Teleporter in the square containg the SCV.
The lets expand the game quickly rule:
Each player will be given a new hidden property called Winning Votes. This property is initially 0. Whenever a proposal is accepted that a player voted yes on their Winning Votes property will be increased by 1.
Whenever a proposal is accepted (regardless of who voted on it) each player whom has a Winning Votes greater then 0 will be given a 50% chance to be given $50 and have their Winning Votes property decreased by 1. This should effectively keep votes hidden while rewarding expanding the game quickly.
If a player has a proposal accept unanimously (that is to say all of the votes it received were yes votes, and receives at least 1 yes vote) then that player will be given $100. Bonus for writing good (popular) proposals.
If a player has a proposal unanimously rejected (that is to say all of the votes it received were no votes) then that player will be removed from the game due to gross incompetence.
As this proposal is implemented if a player voted yes to this proposal then they will have their Winning Votes property set to 1.
In an effort to combat board congestion, increase the board size to 60 squares, in the following manner:
For each square currently on the board, add two new squares: one being the successor of the original square, and one the predecessor. All newly created squares contain a random amount of resources (as per Rule VII.10). All units, players, buildings, resources, and further properties/occupying entities not here specified are now located on the "new" square corresponding to their "old" square (this change of location does not trigger leaving, landing, or any other such "relocation" rules).
In summary: the current Square 1 becomes the new Square 2, the current Square 2 becomes the new Square 5, etc. All units, buildings, players, resources, etc. currently occupying Square 1 now occupy Square 2, those currently occupying Square 2 now occupy Square 5, etc. All newly created squares (1, 3, 4, 6, 7, etc.) contain a random amount of resources as per Rule VII.10.
Building: Guard Tower
Initial hit points: 250
Attack strength: 25
Attack range: 2
Armor: 5
- A single square may not contain more than one Guard Tower
Building: Wall
Initial hit points: 500
Attack strength: 0
Attack range: 0
Armor: 15
- A single square may not contain more than one Wall
- A player may not attack any unit or building in a territory containing a Wall (other than the Wall itself) until the Wall is destroyed
Command: Build Guard Tower
Can be issued to: SCV
Cool down time: 5 days
Effect: The player pays $1500 and receives a Guard Tower in the square containing the SCV
Command: Build Wall
Can be issued to: SCV
Cool down time: 5 days
Effect: The player pays $1000 and receives a Wall in the square containing the SCV
Unitification (Mark 3):
Remove rules VIII.1, VIII.2, and VIII.3
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1, provided their "State of Being" property is alive and they are not cooling down (see below). A player may only take a turn if their moves property is greater then 0, they are alive, and not presently cooling down (see below).
When a player takes a turn they select an adjacent square (as defined in proposal #19) or the square they currently occupy. They then move to that square, if they selected the square they currently occupy then they do not actually move anywhere, therefore this does not trigger any rules that are to take effect when a player enters a square, leaves a square, lands on a square, moves to a square, etc. A player may not move into a square that does not exist, nor may they move into a square occupied by another player or another player's unit or building.
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with the player selecting the square they currently occupy as their destination. Then they are fined $100 and their moves property is set to 0.
As this proposal is implemented all players (in a random order) will be moved to a randomly selected fort they control. If they do not own any forts then they will be moved to a randomly selected square with a unit they control. If they control no units they will be moved to a randomly selected square which is not occupied by another player, unit owned by another player, or building owned by another player. If no such squares exist the game will go into pause as per rule X.1. (I consider this event relatively unlikely.)
If a player's moves property is ever greater then 5 then they will immediately have their turn taken for them 5 times with their current square being selected as the square to move to. Then they will be fined $100 and their moves property will be set to 0.
If the Rber Ducky ever in his anger tries to push a player into a square occupied by another player, or another player's units or buildings, instead the Rber Ducky will disappear in a puff of logic, and be sent off back to the Dimension of Evil.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
A dead player may not take voluntary actions other then to vote on proposals created by Jeff. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is 0 or less their level is set to 1 and their MaxHP is set to 300.
2. Their HP will be set to their MaxHP/2 and their moves property will be set to 0.
Players will here after be considered a special subgroup of the Unit framework, this takes priority over Proposal #1 (which stated that players are not units). Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A player's Unit properties are as follows:
Name: overlaps with a players current name (these are the same property and may be used interchangeably in subsequent rules).
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: 10 (though players may not be issued the move command).
If a player's level or other properties change then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player successfully deals damage (by issuing the attack command or a similar command to themselves) to another player's unit or building then the damaging player gains 1 experience. If they successfully deal damage to another player then they gain an additional 1 experience (2 total).
If a unit is at the same location as a building then that unit may not be the target of an attack command.
This rule takes priority over Rule IX.3. (Rule IX.3 is: 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.)
Le Roc is declared the winner of Nomopoly 4.
Hence forth, the Rber Ducky shall be a unit with the following stats:
Name: Rber Ducky
Initial hit points: 200
Attack strength: 10
Attack range: 0
Speed: 2
- There is only one, and it is owned by the Dark Lord.
Also, create two new commands:
Name: Berserk
Can be issued to: Rber Ducky
Cool down time: 1 day
Effect: All players on the same square as the berserker lose one tenth of all their money to the Bank Account of Terror. All units and buildings on the same square as the berserker lose hit poits equal to the attack strength of the berserker. (This hits the berserker too!)
Every saturday at noon GMT -6, the Dark Lord, if possible, shall issue a Move Command to the Rber ducky, and moves it to a random square that the Rber Ducky could move to. Should the Rber Ducky occupy the same square as another unit, building, or player and not be cooling down, the Dark Lord will issue a Berserk Command to it.
If the Rber Ducky falls in battle, or is destroyed, or otherwise removed from the board, it returns to the Dimension of Evil. On saturday noon GMT -6, if there are any spaces unnoccupied by Units, it reappears at a random one.
Rule IX.3 is removed from the game. (Rule IX.3 is: 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.)
Le Roc is declared the winner of Nomopoly 4.
Name: Berserk
Can be issued to: Rber Ducky
Cool down time: 1 day
Effect: All players on the same square as the berserker lose one tenth of all their money to the Bank Account of Terror. All units and buildings on the same square as the berserker lose hit poits equal to the attack strength of the berserker. (This hits the berserker too!)
Every saturday at noon GMT -6, the Dark Lord, if possible, shall issue a Move Command to the Rber ducky, and moves it to a random square that the Rber Ducky could move to. Should the Rber Ducky occupy the same square as another unit, building, or player and not be cooling down, the Dark Lord will issue a Berserk Command to it.
If the Rber Ducky falls in battle, or is destroyed, or otherwise removed from the board, it returns to the Dimension of Evil. On saturday noon GMT -6, if there are any spaces unnoccupied by Units, it reappears at a random one.
Name: Berserk
Can be issued to: Rber Ducky
Cool down time: 1 day
Effect: All players on the same square as the berserker lose one tenth of all their money to the Bank Account of Terror. All units and buildings on the same square as the berserker lose hit poits equal to the attack strength of the berserker. (This hits the berserker too!)
Every saturday at noon GMT -6, the Dark Lord, if possible, shall issue a Move Command to the Rber ducky, and moves it to a random square that the Rber Ducky could move to. Should the Rber Ducky occupy the same square as another unit, building, or player and not be cooling down, the Dark Lord will issue a Berserk Command to it.
If the Rber Ducky falls in battle, or is destroyed, or otherwise removed from the board, it returns to the Dimension of Evil. On saturday noon GMT -6, if there are any spaces unnoccupied by Units, it reappears at one of them.
Unitification (Mark 3):
Remove rules VIII.1, VIII.2, and VIII.3
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1, provided their "State of Being" property is alive and they are not cooling down (see below). A player may only take a turn if their moves property is greater then 0, they are alive, and not presently cooling down (see below).
When a player takes a turn they select an adjacent square (as defined in proposal #19) or the square they currently occupy. They then move to that square, if they selected the square they currently occupy then they do not actually move anywhere, therefore this does not trigger any rules that are to take effect when a player enters a square, leaves a square, lands on a square, moves to a square, etc. A player may not move into a square that does not exist, nor may they move into a square occupied by another player or another player's unit or building.
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with the player selecting the square they currently occupy as their destination. Then they are fined $100 and their moves property is set to 0.
As this proposal is implemented all players (in a random order) will be moved to a randomly selected fort they control. If they do not own any forts then they will be moved to a randomly selected square with a unit they control. If they control no units they will be moved to a randomly selected square which is not occupied by another player, unit owned by another player, or building owned by another player. If no such squares exist the game will go into pause as per rule X.1. (I consider this event relatively unlikely.)
If a player's moves property is ever greater then 5 then they will immediately have their turn taken for them 5 times with their current square being selected as the square to move to. Then they will be fined $100 and their moves property will be set to 0.
If the Rber Ducky ever in his anger tries to push a player into a square occupied by another player, or another player's units or buildings, instead the Rber Ducky will disappear in a puff of logic, and be sent off back to the Dimension of Evil.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
A dead player may not take voluntary actions other then to vote on proposals created by Jeff. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is 0 or less their level is set to 1 and their MaxHP is set to 300.
2. Their HP will be set to their MaxHP/2 and their moves property will be set to 0.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A player's Unit properties are as follows:
Name: overlaps with a players current name (these are the same property and may be used interchangeably in subsequent rules).
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: 10 (though players may not be issued the move command).
If a player's level or other properties change then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player successfully deals damage (by issuing the attack command or a similar command to themselves) to another player's unit or building then the damaging player gains 1 experience. If they successfully deal damage to another player then they gain an additional 1 experience (2 total).
If a unit is at the same location as a building then that unit may not be the target of an attack command.
The how many times am I going to repost this err... Mario Party rip-off... er "tribute" Orb Rule:
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity. In addition, all squares whose number is divisible by 8 will have an "Orb Shop". When on an Orb Shop, a player is given an option to buy one of 6 orbs chosen at random, based on rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn. Whenever a player uses one of these orbs, it is removed from their inventory.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
Whenever any orb is thrown, it is considered "used" and removed from a player's inventory. The following orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Unitification (Mark 2):
Remove rules VIII.1, VIII.2, and VIII.3
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1, provided their "State of Being" property is alive and they are not cooling down (see below). A player may only take a turn if their moves property is greater then 0, they are alive, and not presently cooling down (see below).
When a player takes a turn they select an adjacent square (as defined in proposal #19) or the square they currently occupy. They then move to that square, if they selected the square they currently occupy then they do not actually move anywhere, therefore this does not trigger any rules that are to take effect when a player enters a square, leaves a square, lands on a square, moves to a square, etc. A player may not move into a square that does not exist, nor may they move into a square occupied by another player or another player's unit/s (buildings are units).
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with the player selecting the square they currently occupy as their destination. Then they are fined $100 and their moves property is set to 0.
As this proposal is implemented all players (in a random order) will be moved to a randomly selected fort they control. If they do not own any forts then they will be moved to a randomly selected square with a unit they control. If they control no units they will be moved to a randomly selected square which is not occupied by another player or unit owned by another player. If no such squares exist the game will go into pause as per rule X.1. (I consider this event relatively unlikely.)
If a player's moves property is ever greater then 5 then they will immediately have their turn taken for them 5 times with their current square being selected as the square to move to. Then they will be fined $100 and their moves property will be set to 0.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
A dead player may not take voluntary actions other then to vote on proposals created by Jeff. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is 0 or less their level is set to 1 and their MaxHP is set to 300.
2. Their HP will be set to their MaxHP/2 and their moves property will be set to 0.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A players Unit properties are as follows:
Name: overlaps with a players current name (these are the same property and may be used interchangeably in subsequent rules).
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: 10 (though players may not be issued the move command).
If a player's level or other properties change then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player successfully deals damage (by issuing the attack command or a similar command to themselves) to another player's unit or building then the damaging player gains 1 experience. If they successfully deal damage to another player then they gain an additional 1 experience (2 total).
If a non-building unit is at the same location as a building then that unit may not be the target of an attack command.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity. In addition, all squares whose number is divisible by 8 will have an "Orb Shop". When on an Orb Shop, a player is given an option to buy one of 6 orbs chosen at random, based on rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Change the process by which the vote for a proposal is evaluated:
The vote will be evaluted either if all votes have been cast or after five days, depending on which is is true first (this includes the possibility of an additional voting time, if proposal #22 is enacted).
Evaluated means the vote is closed and the proposal is accepted or rejected or (maybe) voted on again, as specified in the rules.
Introduce a new express-proposal:
Every proposal can be submitted as a express-proposal instead of as normal proposal.
The vote will be evalutaed either if all votes have been cast or after two days, depending on which is is true first. There will be no additional voting time even if proposal #22 is implemented.
For the express-proposal to be accepted it needs at least two thirds (rounded up) of all players to vote Yes (So not voting on an express-proposal is as if you vote No). If the proposal is rejected the player who submitted it jumps to the square currently containing the Rber Ducky and his Level is decreased by 1.
Unitification:
Delete rules VIII.1, VIII.2, and VIII.3
This rule works in conjunction with proposals 1 and 5.
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1. A player may only take a turn if their moves property is greater then 0.
When a player takes a turn they select a direction to move; one of: Up, Down, Left, Right, or Stay. If they select Up then they move to the square immediately above their current square. If they select Down they move to the square immediately below their current square. If they select Left they move to the square immediately to their left. If they select Right they move to the square immediately to the right of their current square. If they select Stay then they remain in the square they are currently in, they do not leave their current square, nor do they land on it. A player may not move such that they would move into a square that doesn't exist. (AKA you can't go down if you are on the lowest row of the board, you cannot go left if you are on the left most square of the board etc.) Further a player may not move into a square occupied by a building or unit controlled by an opponent. After successfully moving their moves property is decreased by 1.
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with "stay" being selected as the direction of movement. Then they are fined $100 and their moves property is set to 0.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
When a player dies (that is when they move from being alive to being dead, but not when they move from being dead to being alive) their moves property is set to 0. A dead player may not take their turn. A player whom is dead will not be allowed to vote on proposals with the exception of those created by Jeff. A dead player may not issue commands to units or use items. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is less then 0 their level is set to 1 and their MaxHP is set to 300.
2. Then their HP will be set to their MaxHP/2.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A players Unit properties are as follows:
Name: equal to the player's name
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: Not Applicable, players move via taking turns not by being issued the move command.
If a player's level changes then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player is in cool down they may not take their turn and they do not gain an increase to their move property at midnight like they otherwise would.
If a player successfully deals damage (by issuing the attack command or a similar command to the player) to another player's unit or building then that player gains 1 experience. If they successfully deal damage to another player's player unit then they gain an additional 1 experience (2 total).
If a non-building unit is at the same location as a building then that unit may not be the target of an attack command.
Define the term adjacent. Square A is said to be adjacent to Square B if Square A is located to the left, right, above, or below Square B on the board.
Command: Pledge Service to Dwayna
Can be issued to: Any unit
Cool down time: 1 day
Effect: The unit becomes a Monk. The player issuing this command must pay $250.
Command: Orison of Healing
Can be issued to: Monk
Cool down time: 2 days
Effect: Target unit, which must be located on either the same square or an adjacent square to the Monk to which this command is being issued, has it's hit points raised by 5. If this would cause a unit to have more than the intial hit points specified for that unit type, that unit's hit points become the initial hit points instead.
Example: A Monk on Square 13 is issued the Orison of Healing command, targeting a Warrior on Square 8. The Warrior's hit points are increased by 5, to a maximum of 50.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity.. In addition, all squares whose number is divisible by 8 will have an "Orb Shop". When on an Orb Shop, a player is given an option between 6 orbs chosen at random, based on rarity. They may only buy one of these orbs. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity.. In addition, all squares whose number is divisible by 16 will have an "Orb Shop". When on an Orb Shop, a player is given an option between 6 orbs chosen at random, based on rarity. They may only buy one of these orbs. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Define the term adjacent. Square A is said to be adjacent to Square B if Square A is located to the left, right, above, or below Square B on the board.
Command: Pledge Service to Dwayna
Can be issued to: Any unit
Cool down time: 1 day
Effect: The unit becomes a Monk. The player issuing this command must pay $250.
Command: Orison of Healing
Can be issued to: Monk
Cool down time: 2 days
Effect: Target unit, which must be located on an adjacent square to the Monk to which this command is being issued, has it's hit points raised by 5. If this would cause a unit to have more than the intial hit points specified for that unit type, that unit's hit points become the initial hit points instead.
Example: A Monk on Square 13 is issued the Orison of Healing command, targeting a Warrior on Square 8. The Warrior's hit points are increased by 5, to a maximum of 50.
Each square currently on the board (as well as any new squares that are created in the future) will receive a random amount of resources, ranging from $0 to $10000 in multiples of $1000. A player will only be able to see the amount of resources in a square if he occupies that square or owns a unit or building in that square.
Command: Upgrade to SCV
Can be issued to: Warrior
Cool down time: None
Effect: The Warrior becomes an SCV
Command: Mine
Can be issued to: SCV
Cool down time: 2 days
Effect: The player receives $250 from the resources of the square the SCV is on (ie. the player receives $250 and the resources of the square are decreased by $250). The resources of a square may not go below $0. If a player attempts to mine a square that has less than $250, then the player will only mine whatever resources are left on the square.
Note: Whenever a unit/building transforms into another unit/building type (such as with the "Upgrade to SCV" command), the hit points of the new unit will be computed as follows:
(HP of new unit) = ceil((Initial HP of new unit type) * (HP of old unit) / (Initial HP of old unit type))
ceil means "ceiling value", ie. rounded up to the nearest integer.
Example: A Warrior with 37 HP transforms into an SCV. The SCV will have ceil(20*37/50) = 15 HP
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $700
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $300.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb.
The orbs are divided into a few categories.
These orbs affect dice rolls or the player's turn:
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $700
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $300.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 12 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 5 orbs at a time.
The orbs are divided into a few categories.
These orbs affect dice rolls or the player's turn:
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $900
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $1000
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $200
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs changes owners to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $600
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $100.
Zap Orb
Price: $250
Rarity: Common
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Before taking a turn, a player decides whether to travel forwards or backwards on the board.
If the player decides to travel forwards, the player rolls the dice and travels forward that many squares following the current board pattern.
If the player decides to travel backwards, the player rolls the dice then travels backwards that many squares following the current board pattern.
If at any time the player is on the first square on the board, the player may not choose to travel backwards.
If at any time the player is on the last square on the board, the player may not choose to travel forwards.
If a player is near the end of the board, and would otherwise go over the last square on the board, they stop at the last square.
If a player is near the beginning of the board, and would otherwise go over the first square, they stop at the first square.
If a player is forced to have a turn taken for them, they by default move forwards.
If a player is forced to have a turn taken for them and is on the last square, they move backwards.
If a player is forced to have a turn taken for them and is on the first square, they move forwards.
If a player is forced to take more than one turn consecutively, each turn will follow the movement direction of the previous turn unless they are on the first or last square.
The "Make it hard to break the game rule!" mark 2:
When you perform an action you may not select a negative number unless the rule you are using specifically states you may select a negative number.
Similarly when performing an action you may not select a fraction unless the rule specifically states you may select a fraction.
You may create proposals with negative numbers or fractions without restrictions.
A player may not take the same voluntary action more then 30 times in a given 24 hour period. By this I mean you may not invoke the same action more then 30 times in a given 24 hour period, even if you give different parameters to that action. For example I could create and retract 30 proposals in a day, but not 31 even if each of the proposals are different.
No single action by any player may cause any player to gain or lose more then $100 000.
Comments: Obviously there is no practical way for me to program this proposal. So it is up to the players to obey this proposal. I will personally revert any actions that violate this rule.
Any time a player is fined an amount of money by virtue of the rules of the game (a fine hereafter defined as the loss of money by a player to no other player), that money is assigned to #21.
All money due to one or more players by a player does not constitute a fine and no money shall be assigned to #21 by this payment.
Any player who lands on #21 may take all of the money presently assigned to #21 for emself. No player may take the money assigned to #21 if e passes #21.
If a player lands on #21 by virtue of rolling doubles (defined as both dice having the same number), e may not collect the money assigned to #21.
When a player takes the money assigned to #21, the amount of money assigned to #21 is then reset to $0, and e may not collect money assigned to #21 as long as e remains on #21.
If a player lands on #21 and there is no money assigned to #21, or if e lands on #21 and takes the money already assigned to #21, e may not collect any further money assigned to #21 while e is still on #21; e may collect any money from #21 if e returns to #21 in subsequent turns without rolling doubles, even if e was on #21 when said money was assigned.
If a player is on #21 and money is assigned to #21 after e has made eir turn, then the next player who lands on #21 without rolling doubles shall take the money assigned to #21.
Deep down below the Board, there lies a dimension of Evil, the Dark World. And in this dimension, the Dark Lord rules over all. His plot: To form a Legions of Doom to counquer the Overworld with. However, he has not yet done so, namely because the total funds in the his Bank Account of Terror amount to a total of 3 Nomopoly Dollars. This is but a minor setback for the Dark Lord, as he has sent his Dark Minion, the Rber Ducky, to terrorize the surface in search of funds.
Create two new entities: The Rber Ducky and The Bank Account of Terror.
The Bank Account of Terror may possess Nomopoly Dollars. It starts with 3.
The Rber Ducky can occupy Squares like Players. Each saturday, it moves 1d6 squares forward. Should the Rber Ducky ever occupy the same square as a player or players, it goes berserk and attacks the nearby vicinity with pies. Any unfortunate player caught on the same square as the Rber Ducky when this happens are hit by a pie, lose one tenth of all their money and are pushed one square forward. Any money lost this way is sent to the Bank Account of Terror.
Comments: Since it isn't specified, I shall assume that the Rber Ducky is initially on Square #1. A new Miscellaneous page has been created for information that doesn't really fit in anywhere else. The pies will be here soon, so please hurry!
The "Make it hard to break the game rule!":
When you perform an action you may not select a negative number unless the rule you are using specifically states you may select a negative number.
Similarly, when performing an action you may not select a fraction unless the rule specifically states you may select a fraction.
You may create proposals with negative numbers or fractions without restrictions.
A player may not take the same voluntary action more then 10 times in a given 24 hour period. By this I mean you may not invoke the same action more then 10 times in a given 24 hour period, even if you give different parameters to that action. For example I could create and retract 10 proposals in a day, but not 11 even if each of the proposals are different.
No single action by any player may cause any player to gain or lose more then $10 000.
Each player is given a new property called "Winning Time", which is a time property (tracking days, hours, minutes, and seconds). Initially set to 0 days, 0 hours, 0 minutes, 0 seconds. When any other rule states that a player should win the game then instead of the game ending and that player winning they will instead begin to gain time or their "Winning Time" property at a rate of 1 second per second (when they have accrued 60 seconds then they gain 1 minute and their seconds is reset to 0, etc, much like a normal clock). If the condition that meant that that player was winning the game ceases to be true then their "Winning Time" property stops increasing and is set back to 0 days, 0 hours, 0 minutes, 0 seconds. If a players "Winning Time" property ever is greater then or equal to 7 days then that player is Declared the Winner and the game ends.
Unless I have made a mistake in my implementation this means that a player will need to "win" the game and hold onto it for a period of 1 week in order to win.
All players will get three additional properties: Experience, Level and State of Being.
Experience is a non-negative integer and initially zero.
Level is an integer and initially one.
State of Being is either dead or alive and initially alive.
If at any time a player has got an amount of Experience equal to or exceeding |Level|*10 then his Experience is decreased by |Level|*10 and his Level is increased by one.
Only exception is if a player's Level is zero then the number '|Level|*10' in the above description is replaces by '1'.
Here '|Level|' denotes the absolut value of Level it is equal to 'Level' for non-negative values of 'Level' and equal to '-Level' for negative values of 'Level'. Hence the absolut value is non-negative at any time.
Every time a player successfully takes a turn he gaines one Experience.
If at any time Experience or Level should become a non-integer it will be rounded down to the nearest integer.
If a player should get negative Experience his Expererience is instead set to zero and his Level is decreased by one.
A players who's Level is equal or less than zero becomes dead. This takes preceedence over any other rule changing the State of Being of a player.
If a player's Level is greater than zero and he doesn't become dead by any other rule, his State of Being is alive.
If a player is dead, he may not make any proposals or retract proposals made by him.
All players will get three additional properties: Experience, Level and State of Being.
Experience is a non-negative integer and initially zero.
Level is an integer and initially one.
State of Being is either dead or alive and initially alive.
If at any time a player has got an amount of Experience equal to or exceeding |Level|*10 then his Experience is decreased by |Level|*10 and his Level is increased by one.
Only exception is if a player's Level is zero then the number '|Level|*10' in the above description is replaces by '1'.
Here '|Level|' denotes the absolut value of Level it is equal to 'Level' for non-negative values of 'Level' and equal to '-Level' for negative values of 'Level'. Hence the absolut value is non-negative at any time.
Every time a player successfully takes a turn he gaines one Experience.
If at any time Experience or Level should become a non-integer it will be rounded down to the nearest integer.
If a player has negative Experience his Expererience is set to zero and his Level is decreased by one.
A players who's Level is equal or less than zero becomes dead. This takes preceedence over any other rule changing the State of Being of a player.
If a player's Level is greater than zero and he doesn't become dead by any other rule, his State of Being is alive.
If a player is dead, he may not make any proposals or retract proposals made by him.
Define three frameworks for future use: "Units", "Buildings", and "Commands":
A Unit is defined by the following properties (all must be non-negative integers, fractional values are rounded): - Name - Initial hit points (100 if not specified) - Attack strength (0 if not specified) - Attack range (1 if not specified) - Armor (0 if not specified) - Speed (1 if not specified)
A Building is defined by the exact same properties as a Unit, excluding speed.
A Command is defined by the following properties: - Name - Which units/buildings can be issued the command (None if not specified) - Cool down time (None if not specified) - Effect associated with the command (None if not specified)
A player may own units or buildings. The unit or building will occupy a square on the board, and a single square may not contain units or buildings owned by more than one player. The players themselves are not units (or buildings). A unit/building upon creation has hit points equal to its initial hit points value. If a unit or building ever has its hit points reduced to 0 or less, the unit/building is destroyed. A unit or building may be issued a command by its owner, providing that the command is allowed to be issued to that unit or building. After a command is issued, the effect associated with the command takes place, and that unit/building may not be issued another command until the cool down time for the command has elapsed.
Initially, the following units/buildings/commands exist:
Building: Fort Initial hit points: 1500 Attack strength: 0 Attack range: 0 Armor: 25 - A player may build a Fort on the square he currently occupies by paying $1000 (providing that no other player has any units or buildings on that square).
Command: Move Can be issued to: Any unit Cool down time: 10 days divided by the speed of the unit (so for example, the cool down time for moving a Warrior would be 1 day) Effect: The player may move the unit to the square either directly above, below, left, or right of the unit's current square (based on the two-dimensional layout of the board, ignoring numeric order)
Command: Attack Can be issued to: Any unit or building with attack strength > 0 Cool down time: 1 day Effect: The player may select any unit or building whose distance to the attacking unit is less than or equal to the range of the attacking unit. Distance is defined as the minimum number of moves required to get from the attacking unit's square to the target unit's square, where a "move" can go to any square directly above, below, left, or right of the square in question. (Example: The distance from Square #4 to Square #15 would be 3). The target unit has its hit points reduced accordingly: - If the attacking unit's attack strength is greater than the target unit/building's armor strength, then the target unit/building's hit points are reduced by (attack strength - armor) - If the attacking unit's attack strength is equal to the target unit/building's armor strength, then the target unit/building's hit points are reduced by 1 - If the attacking unit's attack strength is less than the target unit/building's armor strength, then there is a 1 in (armor - attack strength) chance that the target unit/building's hit points will be reduced by 1
Command: Recruit Warrior Can be issued to: Fort Cool down time: 4 days Effect: The player pays $500, and he will receive a Warrior on the square containing the Fort
Comments: All unit-related actions will be available on the Board page under the square containing the unit.