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The Current Rules


I - 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:
  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.

II - The Admin

  1. The Admin for Nomopoly III will be Jeff Yakel.
  2. The Admin is responsible for maintaining the Nomopoly III 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.

III - 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 at the approval of the Admin.
  4. Any player that does not sign in to the Nomopoly III 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.

IV - 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. A new player 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 directly causes him to become bankrupt. Additionally, any player that is bankrupt may not take any voluntary action that directly results in a loss of money.
  4. Players may not bet a negative amount of money.

V - 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's 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.

VI - 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.

VII - Turns

  1. A player may take a turn at any time, provided that player is not disabled and 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, move ahead on the board the number of squares indicated by the sum of the dice, and gain 1 experience point.
  3. Any time a player does not take a turn for 120 hours (5 days), the player will be fined $100 and automatically have a turn taken for him, providing he is not disabled.

VIII - 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.
  2. A proposal is one of the following:
  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. When a proposal is in "Voting" status, all players have the option to vote on it. A player may vote either "Yes" or "No" on the proposal. A player may not vote more than once on a single proposal.
  6. 120 hours (5 days) after a proposal is made, it is switched to "Pending" status if it received more "Yes" votes than "No" votes, and "Dead" status otherwise.
  7. Once a "Pending" proposal has been implemented into the rules, 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 made public at any time.
  9. A proposal that is in "Voting" status may be retracted by the player who made it. 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.

IX - 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 by the same rules 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 III website suffers from an error which results in loss of data, the Admin will restore the game with data from a previous backup.

X - 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 a player 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.

XI - Oven Mitts, Narfs, and Borks

  1. Whenever a player lands on a prime numbered square he receives an oven mitt.
  2. Whenever a player passes Square #1 he has the option to trade in 4 oven mitts in exchange for 2 narfs and a bork.

XII - Levels and Experience

  1. Each player has properties known as Level and Experience. These numbers must always be an integer, and if they ever become anything other than an integer, they will be rounded down to the nearest integer.
  2. Each player initially has a level of 1 and and experience of 0
  3. If a player's experience is greater than or equal to that player's level * 100, his experience will be set to 0 and his level will be increased by 1.
  4. If a player's experience is less than 0, his experience will be set to 0 and his level will be decreased by 1.

XIII - The Ovens

  1. Square #10 is the Dark Inferno Oven. A player that occupies this square may trade in an oven mitt for a Dark Cookie.
  2. Square #20 is the Light Inferno Oven. A player that occupies this square may trade in an oven mitt for a Light Cookie.

XIV - Hit Points

  1. Each player has an attribute called "Hit Points", which is initially set to 50. Hit points are measured in integers, and if a player's hit points ever become a non-integer value, it will be rounded to the nearest integer.
  2. A player that has less than 1 hit point is disabled.

XV - Salary

  1. Whenever a player moves from the highest numbered square on the board to the lowest numbered square, he will be given a salary of $100 * his current level, calculated before the player receives his 1 experience point for taking the turn.
  2. A player may not collect salary more than once during a one week period.