Rule changes from 2006-07-07 03:32:38 to 2006-07-09 17:20:40

History
  1. The Rules
  2. The Admin
  3. Players
  4. Money
  5. Items
  6. Trade
  7. The Board
  8. Turns
  9. Proposals
  10. Disruption of Gameplay
  11. Ending the Game
  12. Units, Buildings, and Commands
  13. Experience and Levels
  14. The Rber Ducky
  15. Action Restrictions
  16. Jumps
  17. ? Boxes
  18. The Dark Lord's Shop of Terror
  19. Minions and Lairs

  1. The Rules

    1. All players must at all times abide by the rules. No player may ever take any voluntary action that violates any rule in the current set of rules.
    2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
    3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
      • If one of the rules defers to another rule or explicitly states that it has precedence over the other, then that rule will take priority.
      • If the above situation does not resolve the conflict, the rule which has been in its current form for the longest amount of time will take priority.
    4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.
  2. The Admin

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

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

    1. The Nomopoly Dollar is the basic unit of currency in the game. All fractional dollar amounts will be rounded to the nearest dollar.
    2. New players will receive $10000 upon entering the game.
    3. A player with less than $0 is said to be bankrupt. No player may take any voluntary action that would deterministically cause him to become bankrupt. Additionally, any player that is bankrupt may not take any voluntary action that would deterministically result in a loss of money.
  5. Items

    1. An item is any object that a player may possess. There is no limit to how many items a player may have at any time.
    2. If stated in the item description, an item may be "used" by the player owning it and any actions associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
    3. All items have a non-negative integer property called "Frequency", which defaults to 0 if not specified.
    4. The following items exist:
      ItemFrequencyEffect upon use
      Mushroom100The player has his Jumps value increased by 3
      Feather100The player is immediately transported to any square of his choice
      Coin100The player receives $(250 * his level)
      Fire Flower50All units on the same square as the player lose (5 * the player's level) hit points
      Ghost40The player becomes invisible for 3 days. An invisible player does not have his location shown to other players. Any time an invisible player performs an action that results in him moving to another square, that action does not show up on the History page.
      Green Shell40The Rber Ducky immediately jumps to the square occupied by a randomly selected player, excluding the player who used this item
      Red Shell25The player may select any other player. The Rber Ducky immediately jumps to the square occupied by that player.
      Lightning Bolt2All players except for the one using this item are immediately transported to the square containing the Rber Ducky
      Wilt Shroom50None
      Moldy Mush45None
      Rotten Mush40None
      Star Egg0All 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.
      Magic Mining Pick20All SCVs owned by that player using this item immediately become enchanted with Super Mining
      Imp-in-the-Box03 Imps are created on the player's current square. A player may only use this item if his current location is a legal square to place an Imp.
      Imping Stick0All Imps on the player's current square are killed, but the player using this item does not receive any Magic Mining Picks for killing those Imps.
      Force Field0A force field is placed around the player's current square for 3 days. No player may jump to a square that contains a force field.
  6. Trade

    1. Players may trade the following objects with each other:
      • Money
      • Items, unless the item in question is specifically marked as untradeable
  7. The Board

    1. The game will take place on the Nomopoly board, which consists of an ordered sequence of squares. Each square will have an integer number.
    2. The board will initially consists of 20 squares numbered from 1 to 20, and the board must at all times have at least 1 square.
    3. Any time a new square is added to the board, its number will be the integer one greater than that of the highest numbered square on the board at that time.
    4. The successor of a square is the square which has the lowest value greater than the value of the current square. The successor of the highest numbered square is Square #1. A square is said to be the predecessor of its successor.
    5. The squares are laid out two-dimensionally in a grid with 10 columns. Square #1 will be in the bottom left corner, and each successive square up to Square #10 can be found by moving right. Square #11 is above square #10, and each successive square up to Square #20 can then be found by moving left. This winding pattern continues for as many squares as there are on the board (similar to the layout of a Snakes and Ladders board), however, if the highest numbered square is not a multiple of 10, the last row will contain less than 10 squares. Also, the board layout may have gaps if all squares between Square #1 and the highest numbered square do not exist.
    6. At all times during the game, each player will occupy exactly one square. A new player starts the game on Square #1.
    7. If a player takes a turn or is instructed to "move" to a particular square, the player is said to leave his current square, land on the final square, and pass over each square in between.
    8. If a player is instructed to "jump" to a particular square, he is said to leave his original square and land on the destination square, without passing over any squares.
    9. The distance between two squares is the minimum number of moves required to get from one square to the other, where one move can be to the square either directly above, below, left, or right of the square in question.
    10. Each square initially contains a random amount of resources ranging from $0 to $10000 in multiples of $1000. A player can only see the amount of resources in a square if he occupies that square or owns a unit or building on that square.
    11. A square is adjacent to another square if it either directly above, below, left, or right of that square.
  8. Turns

  9. Proposals

    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.
    2. A proposal 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 may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
    4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
    5. When a proposal is made, it is given "Voting" status.
    6. 120 hours (5 days) after a proposal is made, if the proposal has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status. If the proposal does not receive more Yes votes than No votes, the proposal is rejected and is moved into "Dead" status.
    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 the proposal 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.
    10. The Admin has the right to refuse to implement any proposal that in his opinion is discriminatory, paradoxial, infeasible to implement, or destructive of gameplay.
  10. Disruption of Gameplay

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

    1. The game will immediately end without a winner if the Admin is ever on the receiving end of a lawsuit from any board game manufacturer.
    2. Once someone has been declared the winner, the game ends.
    3. If there is only one player in the game who is not bankrupt, the non-bankrupt player is declared the winner.
    4. If all units and buildings on the board are owned by the same player, then that player is declared the winner.
  12. Units, Buildings, and Commands

    1. A Unit is defined by the following properties, all of which are non-negative integers with fractional values rounded:
      • Name
      • Maximum hit points (0 if not specified, and any references to "Initial Hit Points" are taken to mean "Maximum Hit Points")
      • Attack strength (0 if not specified)
      • Attack range (1 if not specified)
      • Armor (0 if not specified)
      • Speed (1 if not specified)
    2. A Building is defined by the same properties as a Unit, excluding speed.
    3. 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)
      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.
    4. A player may own units or buildings. The unit or building will occupy a square on the board. A single square may not contain units or buildings owned by more than one player.
    5. Upon creation, a unit/building has hit points equal to its maximum hit points value. If at any time a unit has hit points greater than its maximum hit points, the unit's hit points are set to it's maximum hit points. A unit/building that has 0 or less hit points is destroyed.
    6. A unit or building may be issued a command, providing that the command is allowed to be issued to that unit/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 that command has elapsed.
    7. The following units exist:
      NameMaximum hit pointsAttack strengthAttack rangeArmorSpeedNotes
      Warrior50101010
      SCV402109
      Monk400155
      Mesmer4051510
      Laser Howitzer10075 against buildings, 30 against other Laser Howitzers, 15 against other units255
    8. The following buildings exist:
      NameMaximum hit pointsAttack strengthAttack rangeArmorNotes
      Fort15000025A player may build a Fort on the square he currently occupies by paying $1000
      Guard Tower2502525A square may not contain more than one Guard Tower
      Wall5000015A square may not contain more than one Wall
      Teleporter3000020A player occupying the same square as a Teleporter may pay $100 to the owner of the Teleporter and jump to any square containing a Teleporter
      Duck Pond70000If 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.
      Railway200005If a square only contains a Railway, units owned by any player may occupy the same square as the Railway
    9. The following commands exist:
      NameEnchantment?DurationCan be issued toCool down timeEffect
      MoveNoAny unit10 days divided by the speed of the unitThe player may move the unit to the square either directly above, below, left, or right of the unit's current square
      AttackNoAny unit or building with attack strength > 01 dayThe player may select any unit or building that is not in a territory contining a Wall (the Wall itself is a valid target) and whose distance to the attacking unit is less than or equal to the range of the attacking unit. The target unit loses hit points 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
      Recruit WarriorNoFort4 daysThe player pays $500 and recieves a Warrior on the square containing the Fort
      Upgrade to SCVNoWarriorNoneThe Warrior becomes an SCV
      MineNoSCV2 daysThe player receives $250 from the resources of the square. If the square's resources are less than $250, the player only receives the remaining resources.
      Pledge Service to DwaynaNoAny unit except Mesmer1 dayThe player pays $250 and the unit becomes a Monk
      Orison of HealingNoMonk1 dayThe player may select any unit that is on the same square as the Monk or an adjacent square. The target unit's hit points are increased by 10. If this would cause the target unit's hit points to become greater than it's maximum hit points, the target unit's hit points are set to it's maximum hit points.
      Build Guard TowerNoSCV5 daysThe player pays $1500 and receives a Guard Tower in the square containing the SCV
      Build WallNoSCV5 daysThe player pays $1000 and receives a Wall in the square containing the SCV
      Build TeleporterNoSCV5 daysThe player pays $700 and receives a Teleporter in the square containing the SCV
      TeleportNoAny unit occupying a square that contains a Teleporter or is adjacent to a square containing a Teleporter2 daysThe player pays $100 to the owner of the Teleporter and the unit may move to any square containing a Teleporter or adjacent to a square containing a Teleporter, providing that the unit can legally be moved there.
      Pledge Service to LyssaNoAny unit except Monk1 dayThe player pays $250 and the unit becomes a Mesmer
      EmpathyYes1 dayMesmer2 daysThe player may select any unit that is either in the same square as the Mesmer or an adjacent square. The target unit becomes enchanted by Empathy. While enchanted by Empathy, if that unit is attacked by another unit, the attacking unit is damaged by the same amount as the damaged unit. Whether or not a unit is enchanted by Empathy is only visible to the owner of the unit.
      Power DrainNoMesmer3 daysThe 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 the command gains $250.
      Spell ShieldYes3 daysMonk3 daysThe player may select any unit that is on the same square as the Monk or an adjacent square. The target unit/player becomes enchanted by Spell Shield. While enchanted by Spell Sheild, that unit/player may not be targeted by commands, but may still be issued commands.
      Build FortNoSCV4 daysThe player pays $1000 and receives a Fort on the square containing the SCV. After this command is issued, the new Fort will immediately begin cooling down for 2 days.
      Build Duck PondNoSCV1 dayThe player pays $100 and receives a Duck Pond in the square containing the SCV
      Upgrade to Laser HowitzerNoWarrior2 daysThe player pays $1000 and the Warrior becomes a Laser Howitzer
      BombardNoLaser Howitzer1 dayThe player selects a square within range of the unit, and all buildings on that square lose 25 hit points, ignoring armor and the effects of walls.
      RepairNoSCV1 dayThe player pays $10 and selects a building, SCV, or Laser Howitzer on the same square as the SCV. The target gains 60 hit points. If this would cause the target's hit points to be greater than it's maximum hit points, the target's hit points are set to it's maximum hit points.
      Build RailwayNoSCV2 daysThe player pays $500 and receives a Railway on the square containing the SCV
      Ride RailwayNoAny unitNoneThe player may move the unit to any adjacent square. This command may only be issued to a unit that is on a square containing a Railway owned by the same player as the unit.
      EchoYes1 dayMesmerNoneThe Mesmer is enchanted with Echo. While enchanted with Echo, if the Mesmer is issued another command, it may, within 1 hour, be issued the same command again, thereby ending the Echo enchantment prematurely.
      Super MiningYes3 daysAn SCV that is issued the Mine command while enchanted with Super Mining will give its owner an extra $50. This $50 is not deducted from the resources of the square.
      Fertile SeasonNoMonk2 daysThe square that the Monk occupies has its resources increased by $1000
      Heal AreaNoMonk4 daysAll units on the same square as the Monk have their hit points increased by 10
      SafecrackingNoSCVNoneCan only be issued to an SCV if there is a ? box located on the same square as the SCV. The SCV begins safecracking for 24 hours, during which time the SCV cannot be issued any commands, as though it was cooling down. After the 24 hours has elapsed, the ? box is removed and the player receives the item in the ? box. If the ? box is removed before the SCV finishes safecracking, the SCV begins cooling down for the amount of safecracking time it has remaining.
    10. When a unit or building transforms into a different type of unit or building, the hit points of the unit after transformation will be equal to ceil((Maximum HP of new unit type) * (HP of old unit) / (Maximum HP of old unit type))
  13. Experience and Levels

    1. All players have the following three properties:
      • Experience (a non-negative integer, initially 0)
      • Level (an integer, initially 1)
      • State of Being (dead or alive, initially alive)
    2. If at any time a player has experience greater than or equal to abs(level) * 10, then his experience is decreased by abs(level) * 10 and his level is increased by 1. If a player's level is equal to 0, "then abs(level) * 10" is replaced with "1" in the above formula.
    3. If at any time a player has negative experience, his experience is set to 0 and his level is decreased by 1.
    4. If a player's experience is ever a non-integer, it will be rounded down to the nearest integer.
    5. If a player has a level less than or equal to 0, that player's State of Being becomes dead. This takes precedence over any other rule changing a player's State of Being. If a player has level greater than 0 and doesn't become dead by any other rule, his State of Being is alive.
    6. A player receives 5 experience points whenever he directly causes another player's unit to be destroyed, and a player receives 20 experience points whenever he directly causes another player's building to be destroyed.
  14. The Rber Ducky

    1. The Bank Account of Terror contains Nomopoly dollars, initially $3
    2. 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.
    3. If the Rber Ducky ever occupies the same square as one or more players, the Rber Ducky goes berserk and attacks the nearby vicinity with pies. Any players occupying the same square as the Rber Ducky lose 10% of their money to the Bank Account of Terror and are pushed one square forward.
  15. Action Restrictions

    1. When performing an action that requires a number as a parameter, a player must select a non-negative integer unless the rule explicitly states otherwise.
    2. No single action by any player may cause any player to gain or lose more than $100000.
  16. Jumps

    1. Each player has a non-negative integer property called Jumps, which is initially 0.
    2. Every day at noon and midnight Central time, each player's Jumps property will be increased by 1.
    3. At any time, a player may choose to jump to a square that he does not currently occupy and whose distance from his current square is less than or equal to his current Jumps value. The player's Jumps value is then decreased by the distance to the destination square and the player's Experience is increased by 1.
    4. A player may at any time choose to decrease his Jumps value by 1.
    5. If a player's Jumps value is ever greater than or equal to 10, that player is fined $100 and his Jumps value is set to 0.
  17. ? Boxes

    1. At all times, exactly 10 squares on the board contain a "? box". If at any time there are less than 10 ? boxes on the board, a new ? box will be created on a randomly selected square that does not contain a ? box. If at any time there are more than 10 ? boxes on the board, a randomly selected ? box will be removed.
    2. When a ? box is created, it will contain one item, randomly selected from all defined items, with the random selection weighted by the frequency values of the items.
    3. A player who occupies a square that contains a ? box may take the item from the ? box. This causes the ? box to disappear.
  18. The Dark Lord's Shop of Terror

    1. Square #53 is the Dark Lord's Shop of Terror. Any player who occupies this square can 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
      • 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 Field
  19. Minions and Lairs

    1. An Imp may occupy a square on the board, providing that square does not already have units or buildings.
    2. When an Imp is created, it has 50 hit points, and no armor.
    3. Imps may be targetted with commands just like units can. When an Imp runs out of hit points, it is destroyed, and the player who killed it receives a Magic Mining Pick.
    4. 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 imps attempt to take actions, so a newly created Imp will immediately take an action.
    5. Every day at midnight GMT, each imp will take the first action possible from the following list:
      • 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.
      • 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.
      • 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.
      • 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.
      • 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.