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Original Rules

1. The position of "the admin" is held by me, Brian Tivol (
2. The admin is responsible for maintaining and publishing: a history of player submissions and their moves; the status of the board and the dice; and the ruleset and its consequences.
3. The admin owns and rolls two fair six-sided dice.
4. The admin may edit player's submissions to make them suitable for publishing as long as their meaning is preserved. Such changes can include adding HTML tags and correcting typos.
5. The decision of the admin is final.

1. Anyone may join the game and become a player by informing the admin. Each player must have a unique email address and a unique name that will not confuse or annoy the game's community.
2. The admin is not considered to be a player.

1. The game will end immediately (and perhaps drastically) should the admin ever receive serious and unreconcilible legal threats from the manufacturer of a board game.

1. Each player starts the game with $1000 of Nomopoly money.
2. If a player "is fined", "pays" to the admin, or "loses" some amount of money, the amount is subtracted from the player's total.
3. If a player "gets" or "is awarded" some amount of money, the amount is added to the player's total.
4. If one player "pays" or "gives" some amount of money to another player, then the first player is fined that amount. If the fine is successful, then the second player is awarded the same sum.

1. The default "market value" of a square is ten Nomopoly dollars times the square's ordinal number.

1. The game shall include a collection of sequentially numbered squares known as the board. The board shall always contain at least one square.
2. Each player occupies exactly one square. There is no limit to the number of players that may occupy the same square. New players will start on the first square.
3. A block consists of all squares that have the same color associated with them. Squares that are not associated with colors may not be part of a block.
4. When the board contains more than one square, squares in the board are laid out in a two-dimensional, snaking pattern of vertically stacked rows. Each row, except possibly the last, contains (floor(sqrt(total-squares)) squares. In the first row, each square's successor borders its eastern side, except for the highest numbered square in the row, whose successor can be found bordering its northern side. In the second row, each square's successor can be found bordering its western side, except for the highest numbered square in the row, whose successor can be found bordering its northern side. The pattern then repeats, alternating between east and west until the last square is reached. "East", "West", "North", and "South" refer to directions across the board in terms of this layout. When the board only contains one square, these directions and its layout are degenerate.

1. When a player takes a turn, the admin rolls two dice for her and, once for each pip shown on the dice, moves her from her current square to its successor (or to the first square if her current square does not have a successor). The player is said to "leave" her current square and to "pass through" each square after that until the final advance is made. The player is then said to "land in" or "land on" that square. Only other rules governing passing through or leaving squares can interrupt the series of consecutive advances made in a turn.
2. If the dice show doubles, the player earns another turn to be taken immediately. During the extra turn, that player is considered to be "speeding".

1. Squares may have an owner.
2. The owner of an unnamed square may give that square a name by declaring a name to the admin.
3. A player who lands on an unowned square and has at least as much money as that square's market value has the option to purchase it (provided that no other player already has the option to purchase it). While the player has the option to purchase a square, she may own the square by paying its market price. Choosing to buy, explicitly choosing not to buy, or letting seven days pass from the time she lands on the square will end her option to purchase.
4. If they both tell the admin of their deal, a player (he) may pay another player (she) any price they both agree on, and the admin will transfer ownership of a mutually agreed upon square from her to him.

1. Players may propose to add new rules or change the existing rules of the game by submitting a proposal to the admin.
2. If a player submits a proposal while another of her proposals is still undecided, then the later proposal wholly replaces the earlier one.
3. The admin will judge all properly submitted proposals, accepting or rejecting them. If a proposal is accepted, the admin will then alter the game state to implement all of the proposal's changes.
4. When a player's proposal is judged by the admin, that player will take a turn.

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