Nomopoly

For all those games that happen to not be BrikWars

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Warhead
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Post by Warhead » Tue Dec 22, 2009 12:22 pm

OneEye589 wrote:Does it have to be a different hat every time?
I'm wearing my Y-Fronts on my head.

Nope, same hat if you wish.

@booty bothered: Property values are calculated at a base value (say for example of ten) subtracting the number of times it has been visited by that player. All property devalues in the current market.
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Tzan
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Post by Tzan » Tue Dec 22, 2009 12:37 pm

[ In the name of Section 2 Subsection Rule 7! Wall of text mode... Engaged!]
[ You knew this was coming, right?]

[ Comments look like this [ this is a comment not a rule]]



Rules:

The Board: will stay infinite, but the numbers will now be in sequence: GO, 1,2,3,4...
[ the original even numbering had no purpose assigned, you will see below why the new way will work better]
[ the admin may wish to reconfigure the board graphic, to a 10x10 area,0-99, rows: 0-9, 10-19... all the 10s line up, 0 is GO]
[ movement would stay as is, moving to the next higher number space ]

The Spaces: there are three kinds of spaces Public, Wilderness and Owned.

Public: all 5th spaces are Public 0,5,10,15... Public spaces cannot be owned [0 is GO, Tzan's Treasure is still on 20]
Wilderness: all other spaces are Wilderness 1,2,3,4...6,7,8,9... Wilderness spaces contain living food creatures. The spaces 1 to 4 are named

Cupcake Valley, for a reason!
Owned: a wilderness space where a player has just defeated a creature can be purchased immediately. The cost is equal to the space number. An owned space still produces a creature when a player lands on it. If colors are used to indicate ownership, Tzan's color is green.
Purchases automatically give the player legal documents.

Improvements: A player can build an improvement on land that he owns.
Improved spaces never produce creatures and are totally safe... from creatures.


---
The Players
Each player is edible and is made from gummy candy. This of course is irresistable to the living food creatures who try to nom off your ankles.

Stats: for each player new and current
Each player has a max health of 5 noms. stated current/max 5/5,
Current health is 5 noms.
Each player has a skill number of 5.
Each player an inventory of 1 weapon slot and 1 item slot
Each player can carry money

---

Combat:
Each Wilderness space has a living food item creature in it with a skill number equal to the space number not using the tens digit.
Space numbers 0-99: So 4 is 4, 68 is 8.
Space numbers 100-199: 104 is 14 168 is 18

[This effectively divides the infinity board into difficulty zones of 100 spaces, so you wont need to worry too much about spaces over 99 for now]

When a player enters a Wilderness or Unimproved Owned space he must face a creature in 1 round of combat.

Each combatant rolls 1d10 and adds their skill number plus any modifications.
The highest total wins, the loser is defeated. A tie has no effect.

Defeat:
When a player is defeated, he has had a chunk nommed out of him by the creature and loses 1 nom of health.

Victory
When a creature is defeated. The player has consumed the naughty food item.
The player has a choice to make.
- Gain 1 max health, this does not heal lost health noms.
- Heal 1 health nom, cannot exceed max
- Gain an amount of money equal to the skill number of the creature defeated times 2.

---
Death

When a player has his health noms reduced to zero he has been mostly consumed by hungry hungry hamburgers.
The dead player is left in the space for now to grow stale and moldy.
When the player has another turn, he is moved to GO and resurected for free, this ends his turn.

Resurrection

All health noms are returned to max.

[given the creature skills up to 9 there should be some dying but true Nomopoly warriors do not fear death]

---

Movement

This rule replaces the coin tossing or any other movement rule currently in the rules.

When a player makes a new rule proposal he should include a move direction.

Forward, moves to infinity,
Back, moves toward GO, With a Back move you can specify a destination space, if you have enough move points to reach it, you will stop on that
space and discard any remaining movement.
Stay, there is no move, you can only stay on a Public space or an Owned space

Default movement is Forward if no direction is given

The player rolls 1d6 and moves in the direction indicated.


---

Improvements

There are two catagories.
[The difference here is whether the price is set by the owner or any player and if the space encounter is voluntary or manditory.]

An Improvement can only be built on a turn that the player uses a "Stay" movement order.

Shops:
In a shop a player can sell 1 item or service.
The price is set by the owning player only.
The visiting non owning players have the option of buying the item or not.
Players that do not buy anything don't get their parking ticket validated and must pay the Valet Parking Fee
The money spent goes to the owner


Automats:
visiting players must encounter the Automat and pay the price.
The price is set by Rule by any player.
The money spent goes to the owner.

Min/Max prices:
The Maximum price that can be set on an item is equal to the middle space of the 100 space zone the Improvement is in.
0-99 max =50
100-199 max =150

Minimum price is 1/10th of the max price

0-99 min = 5
100=199 min= 15

Buying at your own shop:
A player can purchase an item at his own shop at cost plus 10% round up.
A player encountering his own Automat must use the space and pays cost minus 10% rounded down.

Money spent at a self-owned Improvement goes to Tzan's Treasure chest.

Improvement cost
The cost is equal to the space number plus the cost of the type of Improvement.
Shops and Automats currently cost the min item price above x2, currently 10 in the 0-99 zone.
Legal documents provided at the time of purchase.


[this creates a city area near GO and a wilderness area near 99]


---

Valet Parking Fee

Players ending a move on an owned Shop and not making a purchase must pay the fee.
The Fee is currently 2 coins.

There is no Valet Parking at Automats.

---
Turn orders

It will be usefull to give guidance to the admin when you make a new rule proposal.

- indicate direction of move
- if you want to purchase a space after combat
- when staying on a space, what type of improvement to build
- anything else you may consider helpful



---

Combat and Stat Improvements

Shops that sell combat or stat effecting items are limited in power.

0-99 area, the low group of spaces 1,2,3,4 is +1, the high group of spaces 6,7,8,9 is +2.
100-199, 11,12,13,14 is +3, 16,17,18,19 is +4
etc...

---

[this system of movement and combat is mostly from Talisman, space ownership is that Opoly game]


------------------------------------------------------------------------------------------------------


My turn orders
Hat: Hazard striped bandana, just in case.

Forward
gain money on victory
Buy space

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Butthurt
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Post by Butthurt » Tue Dec 22, 2009 1:43 pm

Warhead wrote:
OneEye589 wrote:Does it have to be a different hat every time?
I'm wearing my Y-Fronts on my head.

Nope, same hat if you wish.

@booty bothered: Property values are calculated at a base value (say for example of ten) subtracting the number of times it has been visited by that player. All property devalues in the current market.
Warhead, you dingleberry! you proposed a new rule before the old one was accepted! I had a whole collection of handknit hats I was going to wear, now it's NULLIFIED!!
Arkbrik wrote:My personal opinion is that both Xbox and PS suck, and you should get a life or download Nethack.
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Warhead
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Post by Warhead » Tue Dec 22, 2009 3:37 pm

booty bothered wrote:
Warhead wrote:
OneEye589 wrote:Does it have to be a different hat every time?
I'm wearing my Y-Fronts on my head.

Nope, same hat if you wish.

@booty bothered: Property values are calculated at a base value (say for example of ten) subtracting the number of times it has been visited by that player. All property devalues in the current market.
Warhead, you dingleberry! you proposed a new rule before the old one was accepted! I had a whole collection of handknit hats I was going to wear, now it's NULLIFIED!!
...

Aw, shitfuckasandwich!..

Mr Dingleberry shall slope off and hide in shame. :oops: :( Tonight I do the dance of moaping and aloneness. *sigh*
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stubby
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Post by stubby » Tue Dec 22, 2009 5:19 pm

OneEye589 wrote:Rule 25: If a player's mandatory modification is nullified or vetoed at the start of their turn, their turn automatically ends.
Approved as rule 25.

OneEye589 is on GO at the beginning of the turn. The players on GO pool $496 and give $5 to square 20, bringing Tzan's Treasure to $20. The money is redivided; each player on GO (OneEye589, IVhorseman, booty bothered, and Tzan) now has $122, and the Admin noms the extra $3.

OneEye589 flips two coins, getting a tails and a heads. He moves forward to square 2.
Warhead wrote:Rule 26: Funny hat must be worn by all players. Failure to state at the beginning of post which hat they are currently wearing results in forfeit of turn. No proof of hat required.
Proposal nullified by later posting another proposal instead. However, Warhead still joins the game and receives $200. There were so many good Warhead images to choose from, but I decided not to use the dildo or the "ebony warhead" pr0n or even the badass skull biker off the Warhead album cover. Instead, his token is an RC car.

Warhead's proposal was nullified, so he doesn't take a turn.
Magic Soap wrote:I own the pr0n faktory.
Magic Soap enters the game and receives $200. His token is a box of placenta soap.

Modification approved. Magic Soap now owns the pr0n faktory.

Magic Soap is on GO at the beginning of the turn. The players on GO pool $766 and give $5 to square 20, bringing Tzan's Treasure to $25. The money is redivided; each player on GO (Warhead, Magic Soap, IVhorseman, booty bothered, and Tzan) now has $152, and the Admin noms the extra $1.

Magic Soap flips a heads and a tails. He moves forward to square 2.
booty bothered wrote:rule 27: property squares must be purchased. I'm not sure how to determine the market value yet, but just throwing this out there so people don't start calling dibs on everything they land on.
Approved as Rule 27. ("Must be purchased" is a little vague, so I'm going to assume you mean "before a player can gain ownership of them.")

booty bothered is on GO at the beginning of the turn. The players on GO pool $608 and give $5 to square 20, bringing Tzan's Treasure to $30. The money is redivided; each player on GO (Warhead, IVhorseman, booty bothered, and Tzan) now has $150, and the Admin noms the extra $3.

booty bothered flips a tails and a heads. She moves forward to square 2.
Magic Soap wrote:Rule 28: Real legal documents must be supplied to claim ownership of an establishment in a square.
Approved as Rule 28.

Magic Soap flips two heads. He moves forward two spaces to square 6.
Warhead wrote:@booty bothered: Property values are calculated at a base value (say for example of ten) subtracting the number of times it has been visited by that player. All property devalues in the current market.
Approved as Rule 29, except that I changed "that player" to "its owner" to save myself accounting woes later. Any time a player lands on a property he owns, its value will decrease by one.

Warhead is on GO, so the players pool $450. Another $5 to square 20 brings Tzan's Treasure up to $35. Warhead, IVhorseman, and Tzan now have $148 each, while the Admin noms the remaining $1.

Warhead flips tails and heads, and moves forward to square 2.

The board:
On square 6: Magic Soap with $152; he owns the pr0n faktory.
On square 2: OneEye589 with $122, booty bothered with $150, Warhead with $148, and Jophy with $97.
On GO: IVhorseman with $148, and Tzan with $148.

Tzan's mega-update is coming up next, which I will probably approve since no one has made any limits on the size and scope of proposals yet. It'll take me awhile to get everything put together though, so you'll have to wait awhile for an updated board graphic etc.

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stubby
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Post by stubby » Tue Dec 22, 2009 7:28 pm

Tzan wrote:My turn orders
Hat: Hazard striped bandana, just in case.

Forward
gain money on victory
Buy space
All right, I finished writing your ridiculous modification into the rules. They add rules 30-35 and replace rule 22. I made some reorganizations and very slight modifications here and there to help make things clear.

All players now have 5/5 noms of health, and a skill number of 5.

Tzan is on GO, so he and IVhorseman pool $296. $5 raises the Treasure to $40, and both players now have $145. The Admin noms $1.

Tzan rolls a 4 and moves forward to square 4, "Cupcake Tree" in the Cupcake Valley. Here he faces a Cupcake of skill 4 in combat. Tzan rolls a 7 plus skill for a total of 12; the Cupcake rolls 6 plus skill for a total of 10. The Cupcake is defeated, and Tzan consumes it, gaining $8.

Tzan purchases space 4, "Cupcake Tree," for four dollars. He receives legal documents, and now has $149.

Current state of the board: http://brikwars.wikispaces.com/Nomopoly
Full-sized image: http://www.brikwars.com/forums/images/board_large.jpg
Current state of the rules: http://brikwars.wikispaces.com/Nomopoly+Rules

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Butthurt
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Post by Butthurt » Tue Dec 22, 2009 8:16 pm

New Rule:
When a player's turn orders are not specified, the default turn order is to:
Move Forward
Enter Combat
If monster is defeated, heal 1 health nom (not to exceed max) and purchase space (if player has enough money).
End turn

booty bothered's turn orders:
Move forward
Enter Combat
If I am victorious, gain 1 max health.
Purchase space (booty bothered's color to indicate ownership is pink. Preferably a sparkly pink, like the pink glitter dice/legos!)
The end.
Last edited by Butthurt on Wed Dec 23, 2009 11:48 am, edited 2 times in total.
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OneEye589
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Post by OneEye589 » Tue Dec 22, 2009 9:32 pm

Rule: Each player's modification to the rules at the start of their turn is limited to creating only one rule that can include additions (shown by bullet points) or making additions to another rule. If the modification would result in several rules being created at once, only the first rule can be accepted and the remaining are automatically nullified.

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Tzan
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Post by Tzan » Tue Dec 22, 2009 10:39 pm

Rule:
A player cannot simply walk from space 99 to 100.

A special form of transportaion is required. The transportation system does not need to be located at space 99.


Stay
Build a shop called Cutleries [cost is 14 I believe, 4+10]
The shop sells +1 Battle Sporks, these are weapons that add +1 to combat rolls.

The price for these items is 20


[ there is a typo in the rules you copied.
rule 34.
100-199 min=15 ]

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Post by jophfy » Tue Dec 22, 2009 11:27 pm

Edit to rule 24: You can only buy 1 solder at certain shops who will help you in combat against a living food creature.

Movement: Forward
If victory is achieved: Gain 1 overall health nom.
After combat purchase space if possible.

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Warhead
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Post by Warhead » Wed Dec 23, 2009 3:34 am

Rule: You can pillage or raise locations owned by others if you land on them. Owners can buy defences, increasing the locations worth and ability to fight.

Pillaging player and Owner roll for combat.

If the pillagers wins he may gain some of the locations worth, decreasing it's worth by that amount or he may raise the property removing the properties ownership, subsequent players can later own this location again in the usual manner.

If the Owner wins he may sue for damages from the attacker.
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Elmagnifico
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Post by Elmagnifico » Wed Dec 23, 2009 6:12 am

New rule: When a player proposes a new rule that includes an obvious grammatical or spelling error, flip a coin. On heads, that player is attacked by Blitzen and loses a health nom.
READTHEFORUMCODE!!!
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.

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Warhead
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Post by Warhead » Wed Dec 23, 2009 7:31 am

New Rule: In the event of a i am a dumbass fuckup by me I get to kick to death the person who brings it to my attention. (Fuckin' Raise/Razed... fuckin' English, pile of shite anyway...)

EDIT: C'mon, mention the E should be an A, please! C'mon!
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Magic Soap
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Post by Magic Soap » Wed Dec 23, 2009 7:47 am

New Rule: Currencies change and fluctuate with the realtime market.

Additional Rule to above rule: Each player can bring in a different currency to play.

I choose Colonial Shillings.

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The Shadowscythe
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Post by The Shadowscythe » Wed Dec 23, 2009 7:49 am

You know what, I've read this thread 5 times now . . . back to back . . .

I still don't freaking understand! >_<

XD
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I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.
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