Nomopoly II (Mail) Proposals Rules Players Board Gov't Top
Rules

I. THE ADMIN
1. The position of "the admin" is held by me, Brian Tivol (tivol@mit.edu).
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 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.
4. The decision of the admin is final.
5. The admin has a Swiss Bank Account (SBA) into which money can be stored. No proposal can allow money to be taken from the SBA. The "S" in "SBA" can be thought to stand for any nationality beginning with the letter "S".
6. The admin and his friends and toys are arrayed on Anti-Spam Island.

II. PLAYERS
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.
3. Every player is either a Freemason or belongs to one of four Teams: the North Team, the South Team, the East Team, or the West Team. Each new player is added to one of the geographical Teams with the fewest players, randomly and with equal probability.
4. Two players may declare themselves Best Friends if each of them send mail stating their intentions to the admin during the same week. Either one of the two players may end their state of friendship by declaring her intent to the admin. A player may only have one Best Friend at a time; no player may become Best Friends with anyone for at least two weeks after a friendship she is part of is dissolved.
5. If, at any point, there are no players on a Team, then all references to Teams will be removed from the ruleset.
6. A player can declare herself to be a Freemason at any time.
7. When a player joins the game, if there is no unowned square which is not mentioned in the rules, a new square is created by New Clear Fishing (with no fee being paid by anyone). The new player is then given ownership of the lowest numbered unowned square which is not mentioned in the rules.
8. A player may leave the game by informing the admin. The player may choose one of the following to happen as they leave:
  1. All of the player's assets, including all cash, all property, and all objects, will be donated to the Government. The Government will retain all cash, and auction all property in accordance with rule X.7. Objects will be auctioned off in the same auction as one item, called a Grab Bag, and otherwise treated like property to be auctioned.
  2. All of the player's assets, including all cash, all property, and all objects, will be donated to the Corporation. The Corporation will retain all cash, and offer to sell all property and objects at 120% market value. Any player may purchase these property and objects at any time from anywhere, first come first serve.
  3. All of the player's assets will be distributed randomly to the other players in the following manner: One square of property, one object, and a bundle of money up to $200 (as much as possible to fill a bundle) is considered one "thing" (not and official game term, but just for the purposes of this rule). The Admin will pick a random player (with uniform probabiliy--not the departing player, of course) that hasn't yet been given a thing and give her one thing, until all things are given out. If every player has received a thing by this rule, then the Admin will pretend nobody received a thing, and continue giving out things.
  4. All of the player's assets will be distributed randomly to the other players in her team, as per the method described in the previous item.
  5. All of the player's assets will be donated to a surviving player of the exiting player's choice.
If a departing player does not specify an asset dispursal method, the choice will default to the first method.
9. If a player leaves the game, but in doing so causes a surviving player to win within 1 week (either by qualifying as the Winner or winning a Messed Up game), then the player leaving the game shall be called the Ex-Scammer, and shall receive second place for outside accounting purposes. If more than one exiting player is responsible for the win, then second place shall be shared.

III. ENDING THE GAME
1. The game will end immediately (and perhaps drastically) should the admin ever receive serious and irreconcillible legal threats from the manufacturers of any board game.
2. A player shall be eligible to be named the Winner of the game if at the end of an Update, a player meets at least two of the following criteria:
  • a) that player owns one square of every Non-White Color
  • b) that player owns at least one Block
  • c) she owns more than 50% of the player-owned squares
  • d) that player has more Nomopoly money than any other player
  • e) that player owns the most Corporate shares
and, if that player fits none of the following criteria:
  • a) she has a Bad Credit Rating
  • b) she was Sick during the update
If a player meets the requirements of being named Winner, all Explosives will go off. If the player still meets the requirements of being named Winner, then the game will end immediately.
3. If at any time the rules, whether by accident or intent, do not permit the game to continue but do not declare a clear winner, the game will be considered to be Messed Up, and the player with the highest Net Value will be declared the Winner.
4. If no player can be named Winner, yet one player could make his Best Friend be named Winner by donating all his property to her, then the pair of Best Friends will win the game without the donation being neccessary. For outside accounting purposes, the Best Friend with the most money will be considered the "first place" winner and the other Best Friend will be ranked second.

IV. MONEY
1. Each player starts the game with $1000 of Nomopoly money.
2. If a non-Bankrupt player "is fined" or "loses" some amount of money to the admin or The Government, then the amount is subtracted from the player's money and added to The Government's money. If a player (She) "pays" or "gives" some amount of money to another entity in Nomopoly (He), then the amount is subtracted from Her money and added to His money.
3. If a player "gets" or "is awarded" some amount of money, the amount is added to the player's total.
4. All amounts of money are rounded to the nearest dollar.
5. If a player is fined, loses, pays, or gives some amount of money greater than the amount of money she has, that player is Bankrupt. If the player is a member of a Team, and if that player's Team has enough money collectively to pay the debt, then the player's Teammates will each pay an equal amount to the Bankrupt player, the minimum amount for the player to pay his debts. (This may cause other Teammates to go Bankrupt.) After paying, if all the player's Teammates agree, the player can be removed from the Team and turned into a Freemason. If a Bankrupt player is not a member of a Team with enough funds to pay the debt, and the player owns squares, then all squares owned by that player become owned by the Government, the player is paid market value for all of those squares and must then attempt to pay off the debt. If a Bankrupt player is not a member of a Team with enough funds to pay the debt, and the player owns no squares, then the money she has is paid to her creditors, the player is marked with a Bad Credit Rating, and the payment is considered to have been written off as bad debt.
6. Anyone with a Bad Credit Rating may remove it by paying $200.

V. PRICES
1. The default "market value" of a square is ten Nomopoly dollars times the square's ordinal number.
2. The market value of any square adjacent to Public Property is eleven Nomopoly dollars times the square's ordinal number.
3. The market value of any square which is adjacent to a pollutant square is one-half of what the other rules contribute to its value.
4. The default "rent" for a square is one-tenth its market value if that square is non-White, is not a Utility, and is not a Store. Otherwise, its default rent is zero dollars.
5. A player's Net Value is equal to the sum of the market value of all her squares, the total cost of her Corporate Shares, her cash, and the price of all Products in her possession.

VI. THE BOARD
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. 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.
4. If a square is North, South, East, or West of another square, then the two squares are said to be "adjacent".
5. The first square is known as the Southwest Corner of the board. The Easternmost square of the first row is known as the Southeast Corner of the board. The Northwest Corner of the board is the Westernmost square of the last row, unless the last row has fewer squares than the next-to-last row, in which case the Northwest Corner is the Westernmost square of the next-to-last row. The Northeast Corner of the board is the Easternmost square of the row which contains the Northwest Corner.
6. If the board has at least nine squares, then for each of the four geographic Teams, there is a region on the board known as that Team's base. The West Team's base consists of all squares that can be reached both by moving South from the Northwest Corner and by moving North from the Southwest Corner. The East Team's base consists of all squares that can be reached both by moving South from the Northeast Corner and by moving North from the Southeast Corner. The South Team's base consists of all squares that can be reached both by moving East from the Southwest Corner and by moving West from the Southeast Corner. The North Team's base consists of all squares that can be reached both by moving East from the Northwest Corner and by moving West from the Northeast Corner.
7. Any player may pay $300 to create a new square, numbered higher than any other on the board. This process is known as New Clear Fishing.
8. A square's "successor" is the square with the next highest number; the highest numbered square's successor is the first square. A square's "predecessor" is the square with the next lowest number; the first square's predecessor is the highest numbered square.

VII. TURNS
1. When a player takes a turn, if there is at least one White square on the board, then the player rolls two dice (or merely one if the player is Sick or Hurt) and, once for each pip shown on the dice, moves from her current square to its successor (or to its predecessor if the player is In Reverse). 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. When a player takes a turn, if there are no White squares on the board, then no change is made to the game state.
3. If the dice rolled for a player's turn show doubles, the player earns another turn to be taken immediately. During the extra turn, that player is considered to be "speeding".
4. If a player has been speeding for two or more consecutive turns, then the player will be fined $40 plus $15 for every turn in excess of the first two.
5. If a player is moved from the highest numbered square to its successor as part of a normal turn or CL turn, that player will earn $400.
6. If a non-Speeding player rolls a 7 or 11, that player is given $100 and is moved as if she had rolled twice the number of pips showing. If a Speeding player rolls a 7 or 11, that player is fined $50 and takes his turn In Reverse.

VIII. OWNERSHIP
1. If a player tells the admin of her wish to do so, she may transfer any game item that she owns to any other player.
2. Each square may have an owner.
3. The owner of an unnamed square may give that square a name by declaring a name to the admin.
4. A player who lands on an unowned square and has at least as much money as that square's market value may become its owner by paying The Government its market price.
5. When a player lands on a named square owned by another entity, that player will pay the owner the rent value for the square.
6. If a square is colored a Corporate Color, anyone who collects rent on it must then pay 20% of the rent collected to The Corporation.
7. If a square is colored a Government Color its owner must pay a property tax of 5% of its market value to The Government once a week or the square will become Government Property.
8. If one player owns at least three squares of a single color, and no other player owns any squares of that color, then the owned squares are said to make up a block, and the owner is said to own that block.
9. If a player is required to pay his Best Friend due to any rule in this section, the amount of money she must pay is cut in half, rounded down.
10. The owner of a square may rename it: To rename a square that has not been renamed, the owner must pay $15 to The Government, to The Corporation, and to each player. To rename a square that has been renamed once, the player must pay $30 to the same sources. To rename a square that has been renamed twice, the player must pay $100 to the same sources. A player may rename a square that has been renamed three times for free, but upon doing so becomes a Freemason. Any attempts to rename a square that has been renamed four times will destroy the square.
11. If a square is colored White, its owner must pay a $50 fine once a week. The $50 will be evenly distributed between players who have paid Dues to the WETHA and players who are Freemasons, with players belonging to both groups getting twice the share of players who belong to only one. Money leftover from rounding is removed from the game.
12. If a player ends three consecutive weeks on the same square, he may notify the admin that he wants to set up a Homestead on that square. A player with a Homestead on a square will never have to pay rent for that square.
13. A player may donate a piece of land to Charity. Once donated, players may request property given to Charity. At the beginning of a week, the "poorest" player requesting the property will be given it, where "poor" is defined as the player with the fewest properties, ties broken by the player having the least money.

IX. PROPOSALS
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 two of her proposals is still undecided, then the oldest undecided proposal is discarded to make room for the new proposal.
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. If a proposal is rejected, the admin may opt to declare the proposal as a complete waste of time if the proposal meets one or more of the following criteria: it makes no changes in the rules; it is incomprehensible; it is an exact duplicate of a proposal that has already been submited and rejected.
5. When a player's proposal is judged by the admin and not found to be a complete waste of time, that player will take a turn during after the week's proposals have been judged, and after all turns earned for previously made proposals have been taken.
6. A player will be awarded $100 for each accepted proposal. A player will be fined $10 for each rejected proposal. These awards and fines will take place immediately before the turn resulting from the proposal is taken.
7. Every week, the Admin will judge each player's first undecided proposal before judging any player's second undecided proposal. The Admin will also judge all second undecided proposals before judging any player's third undecided proposal.
8. The admin may choose to declare a proposal a Sick Proposal. Sick Proposals will never be accepted when submitted by a player who is not Sick.
9. If the admin accepts a proposal which he feels simplifies the ruleset, the player who made the proposal will be awarded an extra $100.

X. THE GOVERNMENT
1. An entity known as The Government exists.
2. Every square whose number is a multiple of 10 is owned by The Government and considered to be "Public Property", unless another rule states otherwise.
3. Every square whose number is both greater than 20 and is an odd multiple of 5 is owned by The Government and considered to be a "National Park", unless another rule states otherwise. Any player who lands on a National Park will have to pay The Government $10.
4. A player may register to vote at any time by paying $100 to The Government.
5. All properties owned by the Government which are neither National Parks, Public Property, nor part of the Bridge are to be auctioned off. Each property to be auctioned is listed on The Government Page as "Going Once", "Going Twice", or "Gone". At the beginning of each week "Gone" properties have their ownership transferred to the highest Bidder, who pays her last Bid to the Government; "Going Twice" properties become "Gone", "Going Once" properties become "Going Twice"; and auctionable squares that aren't any of these become "Going Once". Also listed on The Government page is the highest Bid to date (but not the name of the highest bidder). The Corporation or player may Bid any amount more than the current Bid on a "Going" property. Players bid by sending a message to the admin; The Corporation automatically bids half the market value of a square. The Government can also auction off collections of items in the same way it auctions off properties.
6. If, at the beginning of an update, The Government has more than $15,000, then The Government will disperse its extra funds to all players evenly.
7. The 45th square is the Nomopoly Metropolitan Zoological Gardens, also known as the Zoo. Players who land in the Zoo will be fined $25, and have the option of getting a Souvenir Hat or being fined another $5.

XI. JUMPGATES
1. Certain pairs of squares are known as Jumpgates. A square may not be part of two different Jumpgates.
2. If a player lands (via any rule other than this one) on a Jumpgate square colored the same color as its sister square, then after the other effects of landing on the square, the player will be transported to the sister square, landing on it. The owner of a Jumpgate may set an addition toll to be charged players who move from one square to another; this toll may not exceed $25.
3. When a player wants to purchase a Jumpgate square, he must pay not only for the Jumpgate square, but also for its sister square. The player will then own both squares.

XII. UTILITIES
1. An owner of a square may declare that square to be a utility square. The admin reserves the right to cancel such an order.
2. When a player lands on an owned utility square, the owner will roll one die; that player will pay the owner of the square $5 per pip rolled.

XIII. COLORS
1. The only colors that exist in the game are Red, Orange, Yellow, Green, Blue, Indigo, Maroon, Khaki, Navy, Teal, Lime, Fuschia, and White. The first six are known as Corporate Colors, the next six are known as Government Colors, and White is the only Non-Profit-Organization Color.
2. All squares are White until colored otherwise.
3. The owner of a square may choose to paint in one of the Corporate Colors. The cost of painting a square in this fashion is $50.
4. A player may purchase Government Issue Paint at a cost of $100 per can. This paint can come in one of the Government Colors. A player with a can of paint may pour it on the square that player occupies, thus changing the color of the square and expending the can of paint.
5. A player may hire a Government Issue Painting Person (GIPPer) to take a can of paint to any square owned by that player, and pour it on there. The cost for this service is $50 above the cost of the paint.
6. A player may hire the GIPPer to take a can of paint to the elephant and pour in on him, changing the Elephant Skin Color. The cost for this service is $1000 plus the cost of the paint.
7. If any player owns a block in a particular color, no player may change the color any square to the color of that block by any means, unless another rule specifically states otherwise.
8. Involuntary colorings by the Elephant or by Sick players are allowed to violate the block-color protection rule.
9. For $300, a player may apply a coat of Tefflon to any square she owns. Any square which is coated in Tefflon may not be recolored by any other means; all attempts to recolor such a square fail. Squares may only have one coat of Tefflon at a time.
10. For $300, a player may remove a coat of Tefflon from any square he owns.
11. Any player may apply a coat of glue on any square she owns or on square she occupies at the cost of $10 times its ordinal number. Any player (other than the owner) starting a normal turn from a square coated in glue will one one die fewer than usual for determining movement. Any player (other than the owner) passing through a square coated with glue during a normal turn will lose one pip's worth of movement. When a player is affected by a coat of glue, that coat of glue is removed from the square. If a player landed on a square due to its coat of glue, then as long as that player remains on that square, the owner of the square may not collect rent.
12. Any player may apply a coat of grease on any square she owns. If a rule states that a player or pseudoplayer should land on a greased square, then he will land on the succeeding square instead.
13. Glue, grease, and Tefflon are coatings. If a square is coated with one type of coating, then attempts to coat it with a different type of coating will fail.

XIV. LOTTERY
1. Every two weeks, the Government shall hold a Lottery. The Pot for each Lottery initially starts at $250. During the two-week period preceeding each Lottery, a player may purchase tickets at $50 a piece by notifying the admin, $40 of which will go to the Pot, with the rest going to The Government. For each Lottery, The Government will initially own five tickets.
2. When a Lottery is held, the Admin shall pick one purchased ticket at random (with uniform probability) from among those currently in the game. If a player owns the chosen ticket, then that player shall be awarded the money in the Pot. If The Government owns the chosen ticket, then the money in the Pot shall be added to the initial Pot for the next Lottery.
3. After the Lottery is held, all tickets purchased for that Lottery will be removed from the game.
4. Lottery winners will be announced by the Admin on the Government Page. The amount of money in the Pot shall also be available on the Government page, and will be updated with the rest of the game.

XV. THE CARNIVAL
1. The 50th square of the board is known as "The Carnival." This square does not belong to The Government and is not Public Property.
2. A player who lands on The Carnival will "Try His Luck" by rolling one die. If the die shows 1, the player becomes Sick. If the die shows 2 or 3, the player will win $10. If the die shows 4 or 5, the player will lose $10 (to disappear from the game). If the die shows 6, the player will immediately take another turn.

XVI. DICE
1. Each die in the game is a fair, six-sided die.
2. A player may buy extra dice at a cost of $20 per player in the game.
3. A player may inform the admin of her wish to use one or more of her extra dice for any one of her die rolls, specifying whether or not the extra dice will be used as a positive or negative modifier. The pips from the extra dice will either be added to or subtracted from the total on the normal dice. Extra dice are removed from the game after use.
4. If a player rolls dice with the number of pips totalling a multiple of 13, she may opt to do one of three things: 1) if a player not on her Team is in her base, she may send that player to the lowest-numbered square of his base, taking $30 from him in the process, and shouting "So Sorry!"; 2) she may trade places with any player not in his own base; or 3) do nothing special.
5. If a Sick player rolls a 1, then before any action based on the die roll takes place, the player will stop being Sick and will change the color of his current square to the current Sickness Color.

XVII. THE CANDYLAND PHASE
1. Once all players have completed all of their turns for the week a Candyland Phase begins. In a alphabetic order, each player will make a CL turn.
2. When a player makes a CL turn, he first spins the Big Wheel of Colors, randomly selecting one of the non-White colors present on the board with equal probability. The admin will then repeatedly move the player from the square he occupies to the its successor until the player occupies a square whose color matches the color he spun. The player is said to "leave" his original square and to "pass through" each square after that until the final advance is made. The player is then said to "land on" the final square.

XVIII. DESTRUCTION
1. No square that is named in the rules may be destroyed.
2. If a square is destroyed, all players and items currently in that square are moved to the closest Public Property immediately after the destruction. A destroyed square is completely removed from the game, losing all characteristics, including (but not limited to) ownership, color, and market value. Any jumpgates t or from a destroyed square no longer exist. Any other effects dependent on the existence of the square are null and void. When a square is destroyed, if it was not the highest-numbered square, then the highest-numbered square will be renumbered to assume the number of the destroyed square.
3. If the destruction of a square causes a previously player-owned square to become Government Owned, that player shall be paid the market value of the square. If the square was a Corporate Color, the Government will paint it a random Government Color.
4. A player may buy Explosive Insurance for $500. A player with Explosive Insurance is unaffected by destruction of any sort, as are any squares owned by that player. For each incident of destruction averted, the player will have to pay $50; if the player does not want to pay or if the player does not have enough money to pay, the player will immediately lose the Explosive Insurance.
5. If a player destroys that which is owned by his Best Friend, the player becomes an Freemason.

XIX. PRODUCTS, ORIGINAL AND REPACKAGED
1. If a Product has not been purchased within two weeks of its creation then the Product will be removed from the rules.
2. Any Product which duplicates the effects of paint cans or paint is considered to be Repackaged Product; the patent holder of the Original Product is considered to be The Government or The Corporation, determined by the color of the paint. Any Product which duplicates the effects of glue, Lottery tickets, or extra dice is considered to be a Repackaged Product; the patent holder of the Original Product is considered to be The Government. Any Product which duplicates the effects of Tefflon, deTefflonizing agents, New Clear Fishing, or Explosive Insurance is considered to be a Repackaged Product; the patent holder of the Original Product is considered to be The Corporation.
3. (Passed Testing) A Warp Bubble is an Experimental Technology, patent held by The Corporation. One can be purchased for $500. A player with a Warp Bubble can choose to be transported to any square on the board, landing on it. After it is used once, the Warp Bubble will be removed from the game.
4. (Passed Testing) A Blockbuster is an Experimental Technology, patent held by The Corporation. One can be purchased for $300 and delivered to any square on the board. If the Blockbuster is not disarmed within one week of its placement, then the square will be destroyed. If the square is a member of a block, then all of the squares in its block will also be destroyed. One way that the Blockbuster can be disarmed is if a player lands on the square containing the Blockbuster. Also, if the Blockbuster is placed in a Team's base, then all members of the that Team are informed; if at least three Team members (or all the members if there are fewer than three) pay $50 then the Blockbuster will be disarmed. (Repackaged as Fake Toy Bomb, a Novelty, sold for $325 with $275 royalty.)
5. (Passed Testing) A Jumpgate Builder is an Experimental Technology, patent held by The Corporation. For $500, a player may build a Jumpgate between two squares he owns. For $500, a player may build a Jumpgate between one square he owns and an unowned square, gaining ownership of the square in the process. Jumpgate Builders must be used immediately after purchase.
6. (Passed Testing) A Hot Spring Bath is an item sold for $40, patent held by Vynd. If a Sick player owns a Hot Spring Bath, the player becomes non-Sick. If a player bound by non-Rusty Chains owns a Hot Spring Bath, the player's Chains become Rusty. If a non-Sick player who is not bound by non-Rusty Chains owns a Hot Spring Bath, then the Hot Spring Bath will disappear immediately.
7. (Passed Testing) The Eye Opener is a Caffeinity sold for $50, patent held by Geppetto. If a player with an Eye Opener chooses to drink the Eye Opener by informing the admin before significant work toward the weekly update is made, then the admin will treat that player's weekly efforts as if her email arrived before all other players who aren't using an Eye Opener. The Eye Opener will then disappear. (Repackaged as "Chez Caffeine's Eye Opener", a Beverage, by Geppetto, sold for $50 with $40 royalty.)
8. (Passed Testing) The All-Nighter is a Caffeinity sold for $100, patent held by Geppetto. A player with an All-Nighter may drink at most one per week, removing the All-Nighter from the game and allowing the player to submit one extra proposal per week, complete with all the perks associated with proposals. (Repackaged as "Chez Caffeine's All-Nighter", a Beverage, by Geppetto, sold for $100 with $75 royalty.)
9. (Passed Testing) V-8 is a Beverage sold for $50, patent held by Geppetto. A player with a V-8 may choose to drink it, removing the V-8 from the game, causing the player to become non-Sick, and causing another randomly selected palyer to become Sick. (Repackaged as "Fancy Ketchup", a Candy, by Death, sold for $60 with $10 royalty.)
10. (Passed Testing) A 'Bot is an Experimental Technology sold for $150, patent held by the Corporation. If an action requires some sort of payment, part of which would go to a player who held a job, then a player with a 'Bot does not have to pay to perform the action. Each time a 'Bot is called upon to absorb a payment, three dice are rolled by the 'Bot owner, and if the owner rolls a total of three or fewer pips, then the 'Bot will explode. An exploding 'Bot destroys the closest destroyable square to the square occupied by its owner and then disappears from the game. After absorbing three payments, regardless of any malfunctions, the 'Bot will disappear from the game.
11. (Passed Testing) Disguise Kits, a type of Novelty, are sold for $200, patent held by Geppetto. Any player who uses a Disguise Kit can select a player to dress up as ("the Victim"). Then, all effects of the Disguised player's passage through squares or landing on squares (except for the change of position) will affect the Victim. Once used, the Disguise Kit lasts either until the end of the week or until the Victim has lost $500, whichever comes first.
12. (Passed Testing) The Impersonator 2000, patent held by Pabrowil, has a price of $600. Impersonator 2000s and repackaged versions are not currently sold on the market. Any player ("the User") who uses the Impersonator 2000 can select a player to impersonate ("the Victim"). While impersonating, all actions, voluntary and involuntary, that move the User will affect the User; all other actions will affect the Victim. Once turned on, the Impersonator 2000 will last for either a week or until the Victim has paid $1000, whichever comes first. Half of all money received by the patent holder for purchase or royalty of the Impersonator 2000 must be given to the patent holder of the Disguise Kit. (Repackaged as "Better Disguise Kit", a Novelty, sold for $600 with $60 royalty.)
13. (Passed Testing) Fake Vomit, a type of Novelty, is sold for $50, patent held by Geppetto. A player owning Fake Vomit can drop it in any square she occupies, causing any other player who occupies that square later to become Sick.
14. (Passed Testing) Gremlins, a type of Novelty, are sold for $150, patent held by Geppetto. A player can release her Gremlins, affecting the square she occupies. Gremlins released in a square with Jumpgates, Blockbusters, or Tractor Beams will cause each of those items to disappear. Gremlins released in squares with players who own Surgeon Suits, Blockbusters, Da Speedsta, Warp Bubbles, or Radar Detectors will cause those items to be removed from their owners' possessions.

XX. DOUBLE DIP
1. Any player who lands on Duck's Double Dip as a result of a normal turn shall, after being affected in the normal ways by landing on that square, move as if she had rolled twice as many pips as she rolled to arrive at Duck's Double Dip. (This extra movement is not counted as speeding, nor can it cause an extra turn to be taken. This extra movement also comes before any other extra turn due to the player.) If the player makes any payments during this extra movement, the player will pay an equal amount to the owner of Duck's Double Dip.

XXI. EASY MOVEMENT
1. A player is allowed up to two Easy Moves a week.
2. If a Registered Voter requests it, The Government will transport her to the Public Property square of her choice.
3. If the owner of a square painted in a Corporate Color requests it, The Corporation will transport him to the Corporate-owned square of his choice.
4. A player can hire a Taxi by shouting "Taxi!" and informing the Admin of his intended destination. Taxis can move from one square to its successor, from one square to its predecessor, and from a Jumpgate square to its sister square. A Taxi will transport a player to his destination by taking the shortest path possible that does include any squares with Blockbusters, charging the player $10 for each move it makes. A player can pay the Taxi an extra $500 to allow it to drive through squares with Blockbusters. Anyone taking a Taxi trip becomes Sick.
5. The owner of a Store may hitch a ride on a delivery truck and be transported to his Store, provided that the devliery truck can make it to the Store without driving through a square with a Blockbuster. Delivery trucks repeatedly move from one square to its predecessor or to its successor. By paying $500, the owner of a Store may be transported to her Store regardless of Blockbuster locations.
6. A player may Take a Walk, transporting himself to either the successor or predecessor of the square he occupies.

XXII. ACTIONS
1. An action is any attempt by a player to change the state of the game, unless the rules for that attempted change specifically state that it is not an action. Actions can be either voluntary or automatic.
2. Voluntary actions are taken by sending a message to the admin informing her of the actions one wishes to take. Involuntary actions are actions that a player is forced to take by the rules.
3. Discussion, with the admin or other players, of the game, is never an action, even if it leads to changes in the state of the game.
4. If an attempted action is impossible or invalid, that action is considered to have failed. Any cost or benefit associated with a failed action is refunded or rescinded unless otherwise specified in the rules.
5. No player may take a voluntary action that would render herself Bankrupt. Actions that would have this effect are invalid and automaticaly fail with no loss of money for the player who attempted it.
6. The admin will post the results of all actions, failed or otherwise, when he posts the proposals judged that week.
7. By default, actions can not be taken back. Once an action has been submited to the admin, it can be considered to have happened (or failed), although the results will not be known immediately. It is of course, still possible to take some other action that would negate the effects of one's previous action.
8. If, during an update, a player takes an involuntary action which places him in a square, then at the beginning of the next update that player is allowed to take voluntary actions as if he were currently occupying that square.

XXIII. THE CORPORATION
1. "The Corporation" was formerly part of the Government, but is now an evil rival.
2. The Corporation owns The Large Factory at the 22nd square. Any player landing on The Large Factory will be fined $60. After collecting its fine, The Corporation will pay the owners of each adjacent utility half of what it collected. The Large Factory is a pollutant square.
3. The Corportation also owns an Experimental Technology Factory on the 51st square. Anyone landing on the square will be fined $50, but can then purchase any of the Experimental Technologies in the game. That factory is a pollutant.
4. The Corporation sells shares; there are a fixed number of shares in the game. For every $4000 collected by The Corporation, it will pay each shareholder $1 per share held, paying $1 to the SBA for every unowned share. Each time The Corporation pays dividends, it raises the price of its shares by $1 and issues 1000 more shares.

XXIV. THE MAGIC KAZOO
1. The is an object called The Magic Kazoo, a strange musical instrument with mighty and annoying powers.
2. The player who owns The Magic Kazoo may inform the admin that she wishes to play The Magic Kazoo. Once playing, the player will play for the entire week and be unable to stop. While playing The Magic Kazoo, a player cannot voluntarily give money or possessions to any other player or entity. Also, a player playing The Magic Kazoo is completely exempt from all rules which require the player to transfer money or possessions. A player playing The Magic Kazoo cannot gain ownership of a square. Playing The Magic Kazoo does not affect a player's ability to collect other items.
3. Once finished playing, the owner of The Magic Kazoo will give The Magic Kazoo to some different player, the one with the least amount of money. Should there be a tie, the admin will decide at random and with equal probability who shall receive The Magic Kazoo.

XXV. VYND'S HOT SPRINGS RESORT
1. The owner will pay the Corporation half of any fees paid to the for its special healthful offerings.
2. Anyone under the effects of glue who passes through Vynd's Hot Springs Resort will have all previous effects of glue removed.
3. All attempts to coat Vynd's Hot Springs Resort with glue will fail.

XXVI. STORES
1. A player can declare a square he owns to be a Store. A Store sells Products to players who occupy it. When a Store is opened by its owner, the owner must declare its Theme.
2. If a Store changes its Theme, it loses all Products and must re-propose to have new ones to sell. The owner still holds the patent to Original Products the Store sold before the Theme change.
3. All Products sold by a Store must be approved as proposals. All Products sold by a Store must fall under its Theme. Another Store's Original Product that wouldn't otherwise fit under the Store's Theme can be Repackaged so that it does fit.
4. Store owners may sell Products for which they own patents in their Store as Original Products. Store owners may take any Product in the rules, come up with a new name that fits their Store's Theme, set a price for the Product and a portion of that price as royalty, and sell the Product in their Store as a Repackaged Product.
5. Stores may not coincide with Utilities.

XXVII. DISPUTES
1. A player (the Accuser) may start a dispute with another player (the Defendant) by emailing the admin an accusation with a charge, supporting facts, and a recognized Penalty. The admin will post the accusation. During the following week, the Accuser and the Defendant may select which dispute-settling mechanism they prefer, send in arguments in their favor in the event of a Goverment Court, and allot dice in the event of a Corporate Trial. If the players agree on the dispute-settling mechanism, then the dispute-settling mechanism will be the one they agree upon; otherwise it will determined in the following manner: If one of the players is on a Corporate-colored square and the other is on a non-Corporate-colored square, then the dispute will be settled in Government Courts; otherwise, the dispute will be settled in Corporate Trials. At the end of the second week, the admin will follow the rules laid out by the dispute-settling mechanism to determine the outcome of the dispute. If one player wins the dispute, the other will suffer the Penalty.
2. Disputes between players may be settled by Government Courts. Both disputing players pay The Government $150, and the admin will decide which of the players wins the dispute.
3. Disputes between players may be settled in Corporate Trials. In a corporate trial, each player rolls a pair of dice, and the player with the highest total wins. A player in a Corporate Trial may buy Extra Dice specifically for use in one trial for $50 each. In case of a tie, another Corporate Trial is held.
4. A recognized Penalty is that a payment must be made to another player, a shop, or any other organization recognized by the admin (excluding the WETHA). A player who must pay damages can refuse to pay, or perhaps may not have enough money to pay; the admin will then take the ceiling of the binary logarithm of the sum to be paid, round up, multiply by ten, and award the player that many pounds of Chains.
5. A recognized Penalty is that at most 100 pounds of Chains should be attached to a player.
6. A recognized Penalty is the removal of Registered Voter status.

XXVIII. THE WIDE EYED TREE HUGGING ANARCKISTS
1. The Wide Eyed Tree Hugging Anarckists may be referred to as "the WETHA" without inflicting scorn.
2. Anyone may pledge allegiance to the WETHA by voluntarily paying Dues.
3. Any time a player who has paid Dues is required to pay rent, she will roll four dice once for each dollar of Dues they have paid. If any one of those rolls totals fewer than five pips, the player will not pay rent. If none of those rolls totals fewer than five pips, the player will pay an extra dollar of rent.
4. The WETHA owns Lodges, which are pollutants, on the 28th and 53rd squares. If the board contains at least 83 squares, there will be Lodge owned by the WETHA on the 83rd square. Lodges may not be coated or destroyed.
5. If a Team member who has not paid Dues to the WETHA and has at least two properties lands on a Lodge, then the second least valuable property that they own will be transferred to the WETHA and placed at the end of its Giveaway Queue (provided that the property is not part of a Jumpgate and is not named in the rules).
6. If a Team member who has paid Dues lands on a Lodge, then that player will pay $50 to the WETHA (not paying Dues, but as a fine). That player will then receive the first item on the WETHA's Giveaway Queue, removing it from the Queue.
7. If a Freemason lands on a Lodge, then that player will then receive the first item on the WETHA's Giveaway Queue, removing it from the Queue.
8. Any player who has paid Dues to the WETHA may plant a tree on any square that does not contain a Store, is not coated with Tefflon, and is not a pollutant. A square with a tree may not become a Store, coated with Tefflon, or a pollutant. Trees can only be removed with the destruction of the square.

XXIX. PATHS
1. A "path" between two squares, A and B, is a list of directions such that if you start in square A and move in each of the directions in turn, you end up in square B. No other forms of movement are considered when moving in a path.
2. A "canonical path" is a path which contains any natural number (possibly zero) of repititions of "North" or "South" (but not any mixture of the two), followed by any natural number (possibly zero) of "East" or "West" (but not any mixture of the two).
3. The "distance" between two squares is the maximum number of times any one direction appears in a canonical path between the two.
4. A square A is said to be "closer" to a square B than to a square C if the distance between A and B is smaller than the distance between A and C, or if the distance between A and B is equal to the distance between A and C and the ordinal number of B is less than the ordinal number of C.

XXX. CONTAGION
1. A Sick player may give any non-Sick player who occupies the same square a Big Kiss, making the recipient Sick.
2. A Sick player may give any non-Sick player a Big Sneeze, making the recipient Sick. The sneezing player will be fined $5.
3. Any player who lands on more than one pollutant during one week becomes Sick.
4. Any player who pays more than $400 in fines or rent in one week becomes Sick.
5. A Sick player may sneeze the Biggest Sneeze in the World, infecting every unprotected, non-Sick player in the game. The sneezing player must pay $150 to each player he infects in this manner.
6. The Sickness Color is currently Yellow.

XXXI. CHAINS
1. Players may be bound by Chains, hampering their movement. Chains are weighed in pounds. Chains may or may not be Rusty. A player cannot have some Chains which are Rusty and some which aren't; if a player bound by Rusty Chains is awarded new normal Chains, then all that player's Chains become normal.
2. If a player is bound by Chains and has lasted 10 consecutive weeks without being awarded more Chains, then his Chains will become Rusty.
3. When a player bound by Chains rolls dice for a normal turn, every 10 pounds of Chains reduce his total die roll by one pip, to a minimum of one pip.
4. Players bound by Chains may not take a Taxi.
5. Players bound by over 1000 pounds of Chains must pay $1000 each time they wish to take advantage of the rules listed in the Easy Movement section.
6. Each week, each player who is bound by Chains will lose 20 pounds of Chains or 30 pounds of Rusty Chains, losing all Chains when their total weight drops below 10 pounds.

XXXII. LABOR
1. Both The Government and The Corporation can offer jobs to the public. After the announcement of the job, its requirements, its pay, and its perks, players have one week to bid for the job. The player who offers to pay the most will then pay that amount to the entity offering the job, earning the job.
2. Anyone may quit their job at any time. When a player quits his job, the entity responsible for the job will repost the job and rehire as if it were a new offering.
3. A player may only hold one job at a time. If a player accepts a second job, she automatically quits the first job.
4. The job of Head GIPPer is offered by The Government. Any time a player hires a GIPPer or applies glue to a square, the Head GIPPer will be transported to the square that is painted or glued. The Head GIPPer will then get paid 75% of what The Government collects for painting or gluing.
5. The job of Taxi Driver is offered by The Government. Any time a player takes a Taxi, the Taxi Driver will be transported to the final destination of the Taxi ride. The Taxi Driver will then get paid 75% of what the The Government collects for the Taxi ride.

XXXIII. PSEUDPLAYERS
1. Each of these pseudoplayers has a position on the board and is controlled by the admin, who has the power to make decisions for it whenever a choice is available. None of these pieces has the abilities of a player unless specifically noted.
2. An elephant has escaped from the Zoo. The elephant can be colored any color that is legal for a square to be colored. Once per week, it rolls one die and behaves as follows: on a 1 it moves South (if possible); on a 2 it moves West (if possible); on a 3 it moves East (if possible); on a 4 it moves North (if possible); on a 5 all players sharing a square with the elephant become Sick; on a 6 the elephant removes all coatings from its current square and recolors the square to match the Elephant Skin Color.
Players who occupy the same square as the elephant may "feed" it items, donating the item to the elephant. If the elephant owns four items, then each time it receives a new item it has a 50% chance of Expelling. When the elephant Expels, half of its items are destroyed, the other half are given to the player whose feeding caused it to Expel, all players occupying the same square become Sick, and the elephant's current square becomes painted in the Elephant Expulsion Color.
3. A Phantom Piece will take a turn once per week. If any rule states that the Phantom Piece should land in a square, the Phantom Piece will not land in the square but merely occupy it. After moving, the color of the square that the Phantom Piece occupies will impact each player:
  • Red, Expansion (Corporate Virtue): If a square is unowned, The Corporation buys the lowest numbered unowned square and builds a branch of the ETF on it.
  • Orange, Bonus Issues (Corporate Virtue): All Corporate stockholders receive $1 for each 10 Shares they own. The number of Stocks present in the game increase by 10%.
  • Yellow, Extortion (Corporate Vice): All players pay $200 to the Corporation.
  • Green, Pollution (Corporate Vice): If any Factory is not a pollutant, then a random Factory becomes a pollutant. Otherwise, a random successor or predecessor of a Factory becomes a pollutant.
  • Blue, Creative Accounting (Corporate Vice): All the Corporation's money is transferred to the SBA, along with whatever additional funds are required to make the trasnfer total at least $4000.
  • Indigo, Negligence (Corporate Vice): Players who do not own Corporate Stock become Sick.
  • Maroon, Social Security (Government Virtue): The Government divides all its money evenly among players, keeping any remainder.
  • Navy, Health Care (Government Virtue): All Sick players become Non-Sick.
  • Khaki, Science & Technology (Government Virtue): All players may purchase one Experimental Technology, paid for by The Government whenever possible.
  • Teal, Infrastructure (Government Virtue): Eight new squares will be added to the board.
  • Lime, Palm-Greasing (Government Vice): All players who are not Registered Voters pay $300. Each Registered Voter receives an equal share of the collected money, not to exceed $200, with surplus going to the SBA.
  • Fuchsia, Taxation (Government Vice): All players pay $500 to The Government.

4. A Corporate Player will take a turn once per week, moving as if it always uses one Extra Die for rolling. The Corporate Player behaves in all ways as a player, except it cannot get Sick and it does not move in the CL phase. If the Corporate Player lands on a square owned by another player, and if The Corporation has at least $2500, then the Corporate Player will offer to buy the square for a price of 2.17 times the square's market value (rounded down) plus $300 if the square has a Store plus $200 for each Original Product sold at the Store. If a player gives a non-Corporate-colored square to the Corporate Player, the square will be changed to a randomly chosen Corporate color.
5. The Insane Scary Screaming Suicidal Guy (TISSSG) will take a turn once per week, moving as if it always uses one Extra Die for rolling. When TISSSG finishes his move, he will scream at all players who occpuy his square, causing them to be Hurt. If TISSSG also occupies the same square as any pseudoplayers, all pseudoplayers on that square (including TISSSG) will be destroyed.

Any player may pay $350, causing The Insane Scary Screaming Suicidal Guy to become The Sane Mellow Silent Guy (TSMSG). TSMSG moves as TISSSG, but does not Hurt other players or pseudoplayers. If TSMSG ever moves to a square which includes The Elephant, TSMSG will be trampled to death and removed from the game.

XXXIV. VIOLENCE AND PAIN
1. Players affected by Violence become Hurt.
2. Hurt players cannot purchase Products in Stores.
3. By committing Suicide, a player becomes Hurt. If a Suicidal player is a member of a Team, then the player splits all his money evenly between his Teammates and himself. If a Suicidal player is a Freemason, then they lose all their money, it becomes associated with The Magic Kazoo, and the first player to play the Kazoo will receive the money.
4. Any player occupying Demolitionville will become Hurt.
5. Any Hurt player occupying The Hospital may pay $25 and no longer be Hurt.

XXXV. SCHEDULE OF EVENTS
1. This schedule of events takes precedence over other phrases in the ruleset such as "at the beginning of the week". Players are encouraged to hunt down such phrases and remove them.
2. The admin will process actions in the following order:
  • All actions that involve voluntary purchases from Stores, voluntary purchases from The Government or The Corporation, naming of properties, painting or coating of properties, and property tax will be handled. All retroactive voluntary actions will be processed during this time. Players may take Easy Moves at this time.
  • The Auction and Lottery will be resolved.
  • Proposals will be judged and the rules will be updated.
  • The awards, fines, and turns earned from proposals will be made. Players who submitted voluntary actions to be taken during this time (which can include some reasonable conditionals) will be handled at the appropriate time during this phase.
  • Psuedoplayers will do their thing.
  • Players may take Easy Moves at this time.
  • The CL phase will start. Players who submitted voluntary actions to be taken during this time (which can include some reasonable conditionals) will be handled at the appropriate time during this phase.
  • The effect of the Phantom Piece's location will impact players.

3. If the order in which two actions are processed is important and other rules do not state which of the two should be processed first, then the one contained in the email message that was received by the admin earliest will be processed first.

XXXVI. IMPENDING DOOM
1. A Tornado may strike soon, probably by the end of May, producing chaotic effects.
2. When the Tornado hits, all trees will be ripped from the ground, removed from the board.
3. When the Tornado hits, all squares not anchored down by being mentioned in the ruleset (directly or indirectly) will be shuffled.
4. When the Tornado hits, every player and pseudoplayer will be moved to a random square. The Phantom Piece will then take three turns, with everyone suffering the consequences of each move.
5. When the Tornado hits, time as we know it will stop utterly, causing the time between weeks to extend indefinitely, perhaps for the summer or perhaps forever.
6. Each player may submit their choice for their favorite square name; if one square receives more votes of support than any other by the end of the game, then the owner of that square will receive $150.
7. TISSSG will chew off his own hand and beat himself to death with it, removing himself from the game, as the fearsome tornado approaches.

XXXVII. WATERTOWER IS NOW IN THE RULES
1. If a player occupying Watertower rolls a @5@, then he is immediately given a Hot Spring Bath. That player also cannot make a proposal during the following week.


 
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