- ChocolateChip rolls 6-5, landing on Square #20, with option to buy
- Cypher rolls 1-4, landing on Square #12, with option to buy
- Draven rolls 6-4, landing on Square #20, with option to buy
- Jamie rolls 1-6, landing on Square #10, with option to buy
- Penelope rolls 3-2, landing on Square #1, with option to buy
- The Founder rolls 3-2, landing on Square #15, with option to buy
- Woll rolls 4-2, landing on Square #14, with option to buy
- Woll buys Square #14
- The Founder buys Square #15 and names it square one
- Draven buys Square #20 and names it Draven Corp.
- Penelope buys Square #1 and names it Lucky!!
- Jamie buys Square #10 and names it Fifnem
- Cypher buys Square #12 and names it Thermodynamic Hell
- Proposal #7
- Accepted by a vote of 6-0. Added a new section XII to the rules.
- Proposed by Woll
Rule MMM Donut:
Squares 10 and 20 will have a donut place built on them. Every time a player lands on these squares they will have to take one out of three available donuts. There are 3 different types of donuts, the first is a poison donut which will cause a player to lose 5 health for each turn until they reach the antidote section(which will be explained later), the second effect of the poison donut is every 2nd turn the player rolls will be rolled backwards, therefore if you roll a total of 3, you will move backwards 3 spaces. The 2nd donut is a lucky donut, this donut contains a valuable jewel worth 500 nomopoly dollars, the player may choose to either cash this jewel in for 500 nomopoly dollars or for whatever reason they may choose to give,bribe,pass along this jewel to another player of their choice. If it so happens that the jewel passes by all players, the player who found the jewel in the donut keeps it. The 3rd donut is just a donut with sprinkles that doesn't effect game play. In order to get rid of the poision a player must pass by an antidote shop, this may be done by going forwards or backwards. These antidote shops will be located on squares 18 and 8. An antidote costs 150 nomopoly dollars to purchase and only works for one case of poison. This payment goes to the admin. If you own any of the squares that that the donut places or antidote shops are located you do not gain any profit. A player may also choose to sell, or give away their antidote to another player. How much they sell the antidote for is to their discretion. A player may choose not to buy an antidote but most pick a colour for a donut if the land on squares 20 or 10. A player may not choose to give their donut to someone else, they are stuck with their choose, it is if the player recieves a donut with a jewel they may choose to give the jewel to someone else or even sell the jewel, again to their discretion.
- Comments: I have also added a section 'XI: Items' to the rules, since I have a funny feeling we will need it.
- Proposal #8
- Rejected by a vote of 4-2.
- Proposed by Penelope
If two players land on the same square and they both would like to own the land, then they can bid on it and the highest bid wins, or have an auction between the players.
- Comments: The main reason this proposal was rejected was the fact that an auction would take far too long to resolve. This proposal was a good idea, but the time factor made it infeasible.
- Proposal #9
- Rejected by a vote of 4-2.
- Proposed by Cypher
If any given player should occupy a square with one or more other players, the last player to arrive has the option of "beating" another player. A "beating" will cause 10 points to be knocked off of the "beaten" players health tally. If a player owns the square in question, he/she is exempt from receiving "beatings". If two players arrive on the square simultaneously, they cannot "beat" each other.
- Comments: Fine then, be non-violent if you must. :-P
- Proposal #10
- Rejected by a vote of 3-3.
- Proposed by Draven
I propose that the number of squares on the board grows by 10% every turn. The new squares will be added after the highest numbered square on the board.
- Comments: Darn, I really liked this one...
- Proposal #11
- Accepted by a vote of 5-1. Modified rule 2 of section VIII.
- Proposed by The Founder
Each week, players will be moved in a random order (this order will change week to week). If a player receives a choice based upon their move for the week that depends upon another player's choice (ie: two players landing on the same unowned square, both receiving the option to buy), the player who moved first will have priority of choice.
Note: Each player will be notified if their choice is dependent upon the actions of another player, in which case (for the sake of speed), the player is encouraged to make their choice (whenever possible) with options depending on the other player's choice (ie: The second player in the above example could choose to buy or not, but would only be able to buy if the first player did not. If the first player chose to buy, the second player's choice would be ignored).
- Comments: Good, now we have a way to settle two players wanting to buy the same square on the same turn.
- Proposal #12
- Rejected by a vote of 4-2.
- Proposed by Jamie
People can build things on square as per following conditions:
--I-- Building Types
i)Small, residential houses will heal owner 25 health points. owner can build these at anytime, from anywhere on the board. cost = 300 nomopoly dollars. (due to the crappy staff working on these, they are too small for more than one person to enter.)
ii)"Motels" will heal any person for 15 health. can only be built while player is less than 3 squares from the property in question. cost is 600 nomopoly dollars. rent is pre set by owner, with a max of 200 N.D.. Due to size requirements, these take up entire square. max people in motel = 7.
iii)A "ZORF" is a small area witch defies the laws of physics. it is a small section of a town/city witch has replaced your square with two to five squares from the planet ZOG (players choice). These are arranged in line with other squares, or as owner instructs. (e.g. 6-7a-7b-7c-8-9... or whatever, square, triangle, etc....) There are muskovi ducks that ask you if you would like all-spice before eating them. **If you answer correctly (tell Jeff), you can eat them for +5 to health, up to but not exceeding 100 health.** **Die once removed from natural habitat, there for must be eaten on the spot.** Motels from zog (a.k.a. ZORF) will heal 30. These cost 900 N.D.. Rent is pre defined by owner with a max of 300 N.D.. Must have 3 posts total on the message board by 3 different things saying "DAMN YOU OPERA!!" during the same week to cause this to happen, owner must be within 2 squares from this phenomenon (i.e. two squares from space in question), but whom ever posts "damn you opera" with them can be anywhere on the board. In short, Zorfs are 2-5 squares big (e.g. 7a, 7b, 7c ... 7e), arranged by owner of property, comes with a ZOG-ish ZORF and up to seven muskovi ducks witch regenerate each turn. Three posts by different players/creatures on the board must be made saying "DAMN YOU OPERA!!". cost is 900 N.D., rent pre set by owner, with a max of 300 N.D..
--II--If you land on a square with a building
i) If a player lands on a square, they do not have to pay rent, however, if they do not pay rent, they do not gain health, may not eat the muskovi ducks, and will be subject to whatever misfortune the square may provide. ii)If a player lands on a square with a motel or ZORF and pays rent, it is to be assumed that the owner will NOT steal from them, harm them, or kill them, since they are paying and it would be bad business to kill your customers. However, any other injury, not of the fault of the owner is not to be taken out on the owner.
Square-one space unit in nomopoly.
Space/property-one area of net numeric value.
e.g. 7a is one square, but 7a-7e is one property.
- Comments: Give me ambiguity, or give me something else.
- Proposal #13
- Accepted by a vote of 4-1. Modified rule 2 of section VIII.
- Proposed by ChocolateChip
Let's speed the game up. Each player will receive two moves and two proposals each week. Just as before, using your proposals is optional, so you may still make 1 or 0 proposals if you like.
- Comments: Note that this rule does not (and can not) change the structure of a turn. So, a player wanting to make two proposals will still send them both before Wednesday (in the same email if you like), and then they will be voted on in the usual manner.