Nomopoly III - Current Ruleset

initial rules
current rules
  week 2
  week 1
player info
current board
new player info

past games
Nomopoly I
Nomopoly II

  1. Administration
    1. The position of "the admin" is held by me (Joel Ricker,
    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 as many fair six-sided dice as required.
    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.
  2. Order of the Admins Day
    1. Each day, the admin shall perform actions in the following order.
      1. Process property buy orders.
      2. Judge proposals.
      3. Execute player game turns
      4. Perform all other buys, sells, trades, upgrades, renames and other miscellaneous actions submitted by players.
      5. Modify the rules as directed by the accepted proposals
  3. Players
    1. Anyone may join the game and become a player by informing the admin.
    2. Each player must have a unique e-mail address and a unique name that will not confuse or annoy the game's community.
    3. The admin is not considered to be a player.
  4. Ending The Game
    1. The game will end at the day that one and only one player achieves one and only of the following victory conditions.
      • Owning a block of 4 or more properties. A block is defined as a linearly connected set of properties where all of the properties share either the same rank or file (using the common English meaning)
      • owning a set of four or more properties which are diagonally adjacent in the topology of the board.
    2. The game will end immediately (and perhaps drastically) should the admin ever receive serious and unreconcilable legal threats from the manufacturer of a board game.
  5. The Board
    1. The game shall include a collection of numbered, ordered squares and a collection of unordered, unnumbered circles known as the board."
    2. Each player occupies either exactly one square or exactly one circle.
    3. Players will be moved from one square to another during the game. A move from one square to the next sequential square shall be known as "advancing", a move from one square to the previous sequential square shall be known as "retreating"; all other moves are "jumps".
  6. The Universe
    1. The universe is a bounded hyper-dimensional space which contains the board and all other game entities. Should squares be added to the board for any reason, the universe shall expand to accommodate them. Should squares be removed, the universe shall shrink. The size of the universe is measured in "verses" and is equal to the current number of squares.
    2. Should the universe ever expand to encompass infinite verses or shrink to a size of zero verses, the universe shall be said to have ended.
    3. If a player's movement causes her to come to rest in an occupied square, and if the number of verses in the Universe is strictly greater than the number of players, then that player will automatically continue movement in the current direction until reaching the next unoccupied square.
    4. The universe may have squares added in the following ways.
      1. By direct action of a proposal which requires a new named square to exist. In all cases, an existing unowned square should be used before a new square is added, even if the proposal attempts to specify a number.
      2. A player may spend three (3) Real Estate Guides to allow the Universe to annex unused land, growing in size by one square which is added to the end of the board, and is initially unnamed and unowned
  7. Turns
    1. The number of dice thrown defaults to 2 unless modified by other rules.
    2. When a player on a square takes a turn the admin rolls the number of dice thrown and advances the player once for each pip shown on the dice. Other rules may change the direction of movement from advance to retreat and those rules take precedence.
    3. If the dice thrown are more then 2, then the amount of the move shall be the highest pair of dice. Any pair of doubles is considered to be higher than any non doubled pair.
    4. If the dice thrown are more than 2 and all of the dice are identical, then the player shall gain money equal to the number of dice times the number shown on one of the dice as a bonus.
    5. If the pair used for movement is a set of doubles, then the player earns another turn to be taken immediately.
  8. Origon
    1. The first square shall be known as Origon.
    2. All new players begin the game on Origon.
    3. If a player on the last square is required to advance, that player immediately moves to Origon; that move is still considered an advance.
  9. Shape of the Board
    1. Create a new section of rules describing the shape of the board:
      • The first square, Origon, is in the northwest corner of the Horizon of the Universe.
      • Origon's successor is directly east of Origon.
      • The direction and distance one travels to get from a square's predecessor to that square is the same what one travels to get from that square to its successor, with the following exceptions:
        • If a square is located due east of Origon and its predecessor is not, then its successor is immediately east.
        • If a square is located due east of Origon and its predecessor is as well, then its successor is immediately southwest.
        • If a square is located due south of Origon and its predecessor is not, then its successor is immediately south.
        • If a square is locate due south of Origon and its predecessor is as well, then its successor is immediately northeast.
    2. Here is a diagram of how this section would shape a board with 14 squares:
      1 2 6 7
      3 5 8 14
      4 9 13
      10 12
  10. Proposals
    1. Players may submit proposals to add new rules or change the existing rules of the game by sending said proposals to the admin.
    2. If a player submits a proposal while another proposal of hers is still undecided, the later proposal will wholly replace the earlier one.
    3. The admin will judge all proposals submitted within a given 24-hour day at the same time. A 24-hour day is from 00:00:00 GMT on one real day until 23:59:59 on that same real day inclusive.
    4. The admin will judge all properly submitted proposals, either accepting or rejecting them outright, or accepting them in part. If any parts of a proposal are accepted, the admin will then alter the game state to implement the appropriate changes.
    5. After all proposals have been judged by the admin and their results posted, each player who submitted a proposal to the admin for judging shall take a turn in the order in which their proposal was received by the admin. The results of all of these turns will be posted en-masse by the admin.
    6. When a player has a proposal accepted their dice thrown shall be increased by one for that turn. When a player has a proposal rejected their dice thrown shall be decreased by one for that turn and cause them to retreat rather than advance during their turn. Other rules may increase or decrease the dice thrown. If a players dice thrown is reduced to 0 or below, that player shall move retreat one square.
  11. Payday
    1. Every time a player advances past or ends an advance on a square numbered with a power of two [1,2,4,8,16,32,etc.] they get an amount of case equal to that number.
  12. Property Values
    1. A Player may purchase any unowned square they are on for by spending one Real Estate Guide and an amount of cash equal to the square's number. When a square is first purchased, the player buying it may name it.
    2. Players may buy Upgrades for a Square they own, each Upgrade costing an amount of Cash equal to the current number of other players. The following Upgrades are available:-
      • Drain
        Whenever a Player lands on a Square with a Drain that is owned by another Player, they must pay the Square's owner Cash equal to the number of Drains on it, or all of their money, whichever is less.
      • Brick
        A Player may only move to or through a Square containing a Brick if the number on any of the dice they rolled that turn is equal to or greater than the number of Bricks on that Square.

        If a Square contains more than six Bricks, excess Bricks are automatically destroyed until it contains only six.
      • Warp Gate - The owner of the square may set the price of usage of the Warp Gate when bought, and may change it at any time via notifying the admin. Any player on a square with a Warp Gate may pay the owner of the Gate the usage cost, and the owner of any other Warp Gate that usage cost, to travel instantly to the square containing the second Warp Gate. This counts as landing on the square for purposes of other Upgrades [Drains, for example]. Warp Gates cannot be used more than once in one turn.
      • Savings and Loan - The owner of a square may open a Savings and Loan branch on their square. Any player may use a Savings and Loan branch on their current square by paying the owner of the square 1$. A square containing a Savings and Loan branch shall be black.
      • Disruptor - If a Square has a Disruptor on it, further Upgrades may not be played onto that Square, nor onto the Squares immediately before and after it.
    3. Whenever a player makes a proposal, she loses any Real Estate Guides in her possession. Whenever a player has a proposal accepted, she is given one Real Estate Guide.
    4. A Player may sell a square they own - upon doing so, they gain cash equal to one less than its number, as well as a Real Estate Guide. The square keeps its name, but all of its Upgrades are lost.
  13. Ye Olde Poorbox
    1. There shall be an entity known as "Ye Olde Poorbox" located at square 6.
    2. Whenever a property is invested in, $1 shall be placed in Ye Olde Poorbox. Whenever a player is forced to pay or is fined an amount greater than their current money, they shall receive half the contents of Ye Old Poorbox the next time they make a proposal. Money in the bank will be used to pay fees or fines after money in the characters possession and is considered to be part of the players current money.
    3. If at any time, a player is obliged to accept money from "Ye Olde Poorbox", they shall be considered a poor wretch and unable to voluntarily spend that money on the turn on which they received it.
    4. Ye Olde Poorbox shall be green.
  14. Banking
    1. There exists an abstract concept known as a bank. The bank may only be interacted with via a Savings and Loan branch. Each player has a vault in the bank associated with them.
    2. The following interactions are possible at the bank.
      • Depositing any items in the players possession into the bank vault associated with that player.
      • Withdrawing any items it the vault associated with that player into their possession.
  15. Faith
    1. At any time, a player may create a faith by becoming its first member. A faith has the following characteristics:
      1. A name ending in "ism"
      2. A god. This must be an entity in the game
      3. At least one member.
    2. Any faith that does not fulfill any of these characteristics at any time shall be immediately disbanded.
    3. Any player who is not a member of any faith shall be considered an atheist.
  16. Trades
    1. Players may trade properties, real estate deals, cash, or anything else owned that is not explicitly forbidden to trade.
    2. All players involved in a trade must e-mail the admin within a reasonable timespan with the details of the trade. If all emails agree, the trade goes forth as detailed. If any of the emails do not agree on any aspect of the trade, nothing is traded.
    3. If a square is traded, all upgrades are included in the trade.
  17. Tyrethali's Inferno
    1. Tyrethali's Inferno is a circle. The Admin felt the need for such a place in case the infamous 'Warp Factor 10' loophole was uncovered. Players may be put there by the Admin for exploiting loopholes or for any reason deemed so by the Admin. Players may be sentenced there for up to three game days or may post bail in the amount of $20 * the number of days sentenced. That money goes to Ye Olde Poorbox. After release from Tyrethali's Inferno, players return to the square they were located at previously. Returning to that square is not considered to be landed on for the purposes of other rules
    2. Tyrethali's Inferno is directly below Origon.
  18. Heaven
    1. There is a circle known as Heaven. Any player who is a member of a faith may jump to Heaven by spending an amount of cash equal to the current number of verses in the universe. Heaven may not be owned and upgrades may not be built there. Any player who is a member of a faith may jump to "Heaven" by donating (spending) an amount of cash equal to the current number of verses in the universe.
    2. Heaven is directly above Origon.