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.
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.
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.
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.
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.
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.
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.
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:
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
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.
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.
- 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.)
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.
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.
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.
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.
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.
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.