Rule changes from 2006-05-19 03:53:07 to 2006-05-19 17:09:08

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

  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.
  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.
  8. Turns

    1. A player may take a turn at any time, provided that player has not taken a turn in the last 72 hours (3 days).
    2. When a player takes a turn, he will roll two 6-sided dice and will move ahead on the board the number of squares indicated by the sum of the dice, and his experience will increase by 1.
    3. Any time a player does not take a turn for 120 hours (5 days), that player will be fined $100 and automatically have a turn taken for him.
  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.
  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
      • Initial hit points (0 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)
    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)
    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 initial hit points value. 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:
      NameInitial hit pointsAttack strengthAttack rangeArmorSpeedNotes
      Warrior50101010
    8. The following buildings exist:
      NameInitial hit pointsAttack strengthAttack rangeArmorNotes
      Fort15000025A player may build a Fort on the square he currently occupies by paying $1000
    9. The following commands exist:
      NameCan be issued toCool down timeEffect
      MoveAny 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
      AttackAny unit or building with attack strength > 01 dayThe 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. 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 WarriorFort4 daysThe player pays $500 and recieves a Warrior on the square containing the Fort
  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.