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.
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.
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.)
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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!
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.
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.