The Rules


1: 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 takes priority.
  3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:

2: The Admin

  1. The Admin for BoredNomic II will be Toby Farrell aka The T.
  2. The Admin will be responsible for performing actions for players, receiving rule proposals from players, interpreting the rules, and maintaining an updated status of the game on the BoredNomic II web site.
  3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately have the final decision in any case.

3: Players

  1. Each player will be required to have a unique username, a valid e-mail address, and a pawn. Pawns will be images that are a maximum of 30x30 pixels in size that will be used as the player's representation on the board.
  2. A single person may not act as more than one player.
  3. The Admin is not considered to be a player.
  4. All players and the Admin 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.
  5. Players can change their pawn's outfits once a week by changing the color scheme of the pawn image and submitting it to The Admin.
  6. At the approval of The Admin, new players may join the game between weeks. The new player starts the game in the same way as each other player did at the start of the game.
  7. If a player does not take any actions or have any contact with The Admin for 4 turns, that player is marked as Inactive. An inactive player forfeits all property but retains all money and possessions. Any buildings that existed on the player's property are removed. An inactive player can take no actions, can not vote or create proposals, nor do they roll the dice and move with the other players. A player's icon is rotated 180 degrees to show that they are inactive.
  8. At any time, an inactive player can pay $1,000 to become active again, at which time he will restart on Square #1 and his icon will be restored to its original version.
  9. At any time a player may give control of their actions to another player. The player informs The Admin at the time they wish this to take place as well as when they wish to be back in control.

4: Money

  1. The Disinterested Dollar is the unit of currency in the game. All fractional dollar amounts will be rounded to the nearest dollar.
  2. Each player begins the game with $10,000 in Disinterested money.
  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.

5: 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.
  3. The following items may be bought or sold at any time:
    Item
    Buy Price
    Sell Price
    Effect
    Silver Card
    $166
    $100
    See Rule 13.
    Gold Card
    $500
    $400
    See Rule 13.
    Double Double Card
    $500
    $400
    See Rule 18.
    Get out of Jail Free Card
    $1000
    $666
    While in jail, a player may use this card in place of paying to be released from jail.

6: The Board

  1. The game will take place on the BoredNomic board, which consists of a sequence of ordinally numbered squares. The board must always contain at least one square.
  2. The board will initially contain 20 squares, numbered with the integers from 1 to 20 inclusive.
  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 total number of squares is not a multiple of 10, the last row will contain less than 10 squares.
  6. At all times during the game, each player will occupy exactly one square. All players start 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.
  9. Any time a player rolls doubles, a new square is added to the board. This square will have a number 1 higher than the highest numbered square. This square may not be purchased during the turn it was created.

7: Turns

  1. When a player takes a turn, the Admin will roll two regular 6-sided dice and move the player ahead on the board the amount of squares equal to the sum of the dice.

8: Proposals

  1. A proposal is one of the following:
  2. If a proposal is unclear, paradoxical, redundant, or is missing required information, the Admin, time permitting, may send the proposal back to the player who made it and offer suggestions as to how to fix the proposal.
  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. When a proposal is made, all players will be given the opportunity to vote on it. Each player will vote one of the following: Yea, Nay, or Abstain. Any player who does not submit a vote for a proposal will vote Abstain by default.
  5. If the number of players who vote Yea on a proposal is greater than the number of players who vote Nay, the proposal is accepted and the current rules are modified accordingly. If the proposal does not receive the required number of Yea votes, the proposal is rejected and is discarded.
  6. The Admin has the right to veto any proposal which in his opinion is discriminatory, infeasible to implement, or in any way destructive of game play.

9: Schedule of Events

  1. BoredNomic will operate on a weekly cycle. The BoredNomic web site will be updated once each Monday, Tuesday, and Friday. During each update, each player will receive one turn, with the order of the players being randomly determined.
  2. Monday through Thursday will be Rule Proposition Period. During this time, each player will have the option to make a proposal. Each player may make only one proposal per week. If more than one proposal is made by the same player during the same week, only the last one sent will be considered. Proposals must be received by the Admin before midnight Thursday.
  3. Friday through Sunday will be Voting Period. Each player has the option to vote on any/all proposals made that week. Votes must be received before midnight Sunday.
  4. At the time of each update, The Admin will send out an e-mail to all players, announcing the update.
  5. Players may take any legal actions at any time. Any actions taken before midnight Thursday will be posted during the Friday update, any actions taken before midnight Sunday will be posted during the Monday update, and any actions taken before Monday midnight will be posted during the Tuesday update.
  6. If two or more players take actions whose results depend on each other, each player will take one action at a time in a round-robin fashion, with the order of the players being randomly determined.

10: 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". During a pause, no turns are taken and no proposals are made by players.
  2. During a pause, the Admin will take suggestions from the players as to how to fix the game, and ultimately the Admin will make the only proposal that week. The players will then be able to vote on the proposal as usual. If the proposal is accepted, the game is unpaused and continues as normal. If the proposal is not accepted, the game stays paused and the above procedure continues until the game is fixed.

11: 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 someone has been declared the winner, the game ends.
  3. If there is only one active, non-bankrupt player left in the game, that player is designated as the winner.
  4. No player may be declared the winner in the first 10 turns [5 weeks] of the game.
  5. A newly proposed winning condition may not be used to win the game the turn after it was proposed.
  6. If at any time a player is the only owner of squares on the board, that player is declared the winner.

12: KickBack

  1. Every 17th Square is a KickBack.
  2. When any player lands on a KickBack, the player will roll a 6-sided die. That player will jump backward that many spaces.

13: Silver and Gold Cards

  1. Each time a player's proposal is accepted, they will receive a gold card.
  2. Each time a player's proposal is rejected, they will receive a silver card.
  3. At any time during a Rule Proposition period, a player may redeem a gold card to make one additional proposal for that week. The maximum number of Cards that can be used in this way in a single turn is three.
  4. At any time, a player may use 3 gold cards to jump to any square on the board. This action takes place instead of movement.
  5. At any time, a player may exchange 3 silver cards for one gold card.
  6. At any time during a Rule Proposition period, a player may redeem a silver card to re-propose another player's previously Rejected proposal. If a proposal is rejected again, it is considered "Dead" and may not be resubmitted. If the proposal is accepted, both the player who originally proposed it and the player who re-proposed it receive a Gold Card.

14: Property Ownership

  1. When a player lands on an unowned square, he may purchase that square at a cost of $25 * (the square number). The player is then considered to be the "owner" of the square. A single square may not have more than one owner.
  2. Upon purchasing a square, the player must submit a name for the square. The Admin has the right to reject any square name that in his opinion is inappropriate, too long, or too close to the name of another square.
  3. A player may at any time voluntarily give up ownership of any square he owns, thereby causing the square to once again become unowned.
  4. When a player lands on a square owned by another player, the following things will happen:
  5. Upon purchasing a square, the player must submit a gender for the square. Male squares will have an "m" on them and female squares will have an "f" on them.
  6. Whenever a player lands on a square whose gender matches their own, they only pay half the rent they normally would.
  7. Players are assigned a color at random. Every square a player owns will be colored that player's color.

15: IT

  1. A player at random will attain the title of "IT".
  2. When that player lands on the same square as another player, the player who is "IT" has the option of "tagging" one of the other players on the same square.
  3. After "tagging" another player, the person currently "IT" will cease to be "IT" and then the tagged player will then be named "IT".
  4. The player that is "IT" can not win. If all other players except the one designated "IT" become bankrupt, each player except except the one designated as "IT" will receive 500 Interested Dollars.

16: The Garden of Infinite Promise

  1. Square #21 is The Garden of Infinite Promise. This square can not be purchased.
  2. When a player lands on Square #21, that player rolls an die, and may choose to perform the following actions based on the value of the die roll:
    1. Either make an extra proposal or an extra vote on any one proposal depending on which part of the turn they are currently in.
    2. Purchase any unowned square on the board.
    3. Exchange ownership of an item with any other player.
    4. Add a square to the board owned by the player.
    5. Create an identical copy of any item that they own.
    6. Receive $500.

17: Square #1

  1. Any player that passes Square #1 will receive $1,000. When the player who is IT passes over Square #1, they do not collect $1,000.
  2. When the player who is IT lands on Square #1, they do not collect $1,000. When any other player lands on Square #1, they will roll a die, and the following events occur based on the value of the die roll:
    1. Player receives $200.
    2. Player receives $200.
    3. Player receives $200.
    4. Player receives a Gold Card.
    5. Player loses $200.
    6. Player receives $200 and a Gold Card.

18: Double Double Card

  1. Whenever a player rolls two identical dice at the same time, they will receive a Double Double card.
  2. A Double Double card may be used by a player to "double up" their vote on one proposal of that player's choice.
  3. Only one Double Double card may be used each turn.

19: Jail & Nomic Bank

  1. Square #22 is Jail and Square #23 is Nomic Bank. Nomic Bank can not be purchased.
  2. If a player rolls doubles on two consecutive turns, or if that player is IT while landing or passing over Jail, that player is put inside Jail.
  3. A player inside Jail may not take any actions.
  4. A player in Jail will roll the dice once each turn. If they roll doubles, they leave Jail and move according to the numbers on the dice.
  5. After 4 consecutive turns of being unable to roll doubles, the player will be released from Jail.
  6. A player in Jail may pay $1000 to be released from Jail. This money will be kept in Nomic Bank.
  7. When a player lands on Nomic Bank, they may exchange 1 Gold card, 1 Silver card, and 1 Double Double card for the current amount of money in Nomic Bank. In the event multiple players are on the bank and wish to do this, the first player to submit the action to the admin receives the money. However, all players that submit the action will give up their 3 cards.
  8. Nomic Bank will always contain a minimum of $500.

20: Buildings

  1. At any time, a player may purchase one of the following buildings for their squares:
    Building
    Category
    Price
    Effect
    House
    A
    $500
    Square's Rent becomes 10*[Square Number]
    Hotel
    A
    $1000
    Square's Rent becomes 20*[Square Number]
    Skyscraper
    A
    $2000
    Square's Rent becomes 50*[Square Number]
    Palace
    A
    $5000
    Square's Rent becomes 100*[Square Number]
    Fort
    B
    $600 or 4 Silver Cards
    Square is considered to have 4 additional soldiers on it.
    UN Building
    B
    $2000
    Players landing on this square become passive for the remainder of the turn.
    The Maginot Line
    B
    $1000
    Player may pay $500 once a turn to roll a die. On a 6, they take ownership of a neighboring purchasable square.
    Recruitment Office
    B
    $600
    Each turn, a player may pay $50 per soldier to create up to 5 additional soldiers on this square.
  2. Only one building of each Category may be on a square at a time.
  3. If a player wishes to remove a building they own, they may destroy it and receive half it's original price back.

21: Money Making Squares

  1. Money Making Squares are unnumbered squares placed randomly on the board, and are colored green. They are not purchaseable.
  2. Whenever a player lands on on one of these squares, they will receive 10% of the total rent paid out during the turn.

22: The Solarium of Deadly Delight

  1. Square #24 is The Solarium of Deadly Delight. This square can not be purchased.
  2. When a player lands on this square, that player rolls an die, and the following actions will occur based on the value of the die roll:
    1. The player pays $250 to Nomic Bank.
    2. The player gives $250 to a player of his choice.
    3. If the player has any buildings on his squares, they must remove one.
    4. The player gives $250 to the player who is currently IT.
    5. Three new squares are added to the board, and one of them, determined at random, is an exact copy of this square.
    6. The player becomes IT.

23: The Death Square & Death Card

  1. Square #25 is The Death Square. This square can not be purchased.
  2. Whenever a player lands on the Death Square, they receive a Death Card.
  3. A player may use a Death Card to "kill" the square they currently occupy on the board.
  4. When a square is killed, it loses it's name and gender, and any structures on the square are removed.
  5. The player using a Death Card may not purchase the square on the same turn it was killed.

24: Money Taking Square

  1. The Money Taking Square is an unnumbered square.
  2. Whenever a player lands on this square, they will pay the Nomic Bank 10% of the total amount of rent paid out that turn.

25: Artificial Squares

  1. New squares can be built anywhere on the board for $1,000.
  2. The player who builds the square is not the owner. The square must be purchased just as any other unowned square.
  3. After paying for the creation of a square, the player must designate where on the board the square should be added.
  4. These squares will be labelled with letters rather than numbers to differentiate from "natural" squares.
  5. The price for an artificial square is the price of the next 3 squares plus the price of the previous square divided by the number of ownable squares in these 4 squares. The price is set when the square is inserted on the board. If there are less then 3 squares after the new square, the last 4 squares of the board will be used.
  6. The rent is calculated as if the square's number is the number of players that passed the square since the last paying of the rent, with a minimum of 20 disinterested dollars.

26: Train Travel

  1. Every square on the board whose number ends with a 6 has a Railway Station.
  2. A player may use a Railway Station to jump, by train, to the next or previous station (the squares with a number 10 less or 10 more then the square they are taking the train from).
  3. Taking the train will cost $250 Disinterested dollars (put into the Nomic Bank).
  4. The player is not considered to have landed on the destination Station, and does not pay rent or perform any other actions related to landing on said square.

27: Jack-In-The-Box & Jill-In-The-Box

  1. Jack-In-The-Box and Jill-In-The-Box are unnumbered squares that exist outside of the board. Jack-In-The-Box is male and red, while Jill-In-The-Box is female and pink. These squares can not be purchased.
  2. Whenever a player lands on a square they own, there is a 50% chance they are moved to Jack-In-The-Box, and 50% chance they are moved to Jill-In-The-Box. There is no other way to land on these squares.
  3. While on Jack-In-The-Box, the player may choose any numbered, non-female square to land on.
  4. While on Jill-In-The-Box, the player may choose any numbered, non-male square to land on.
  5. If a player on Jack-In-The-Box does not choose a square to land on, they begin their next move from the lowest numbered male square.
  6. If a player on Jill-In-The-Box does not choose a square to land on, they begin their next move from the lowest numbered female square.
  7. In the event there are no squares of the required gender, the player begins their next move from Square #1.

28: Holiday

  1. Square #26 is Holiday. This square can not be purchased.
  2. When a player lands on this square, that player rolls a die, and receive a "gift" based on the result:
    1. $200
    2. Double Double Card
    3. Gold Card
    4. Silver Card
    5. Get out of Jail Free Card
    6. $600

29: War!

  1. Every player begins with 10 soldiers. Soldiers are considered to be items and are in the possession of a player. Every turn a player is given 1 additional soldier. Soldiers may be left in the players inventory and be carried around with the player, or may be placed on land owned or controlled by that player. Soldiers may be placed on owned properties at anytime, but can only be put back in a players inventory when the player is on a square with their own soldiers and chooses to put them back in inventory. A player must have at least one soldier on each of their owned squares at all times.
  2. Players can now be in two different "modes": "passive mode" and "aggressive mode". Players start in in "passive mode". A player may switch between the two at any time.
  3. In "passive mode", when a player lands on a square owned by another player they will simply pay the rent.
  4. In "aggressive mode", a player refuses to pay the rent when landing on a square owned by another player and thus goes to "war" with that square.
  5. War is played out with the amount of soldiers on a square against the amount of soldiers in the attacking player's possession. Each player rolls a number of dice based on how many soldiers they have in that battle:
    Soldiers
    Dice
    1-4
    1
    5-9
    2
    10 or more
    3
  6. If the attacker wins they gain the ownership of the property, putting one of their soldiers onto the square. The defender loses both their soldiers on that property as well as the property itself.
  7. If the defender is the winner, they keep their property and gain a bonus of one soldier. If the Attacker is the loser, they lose all the soldiers they carry and are forced to pay the rent for that square.
  8. A player may buy a soldier for $300. No more than 4 soldiers can be bought per turn in this way.
  9. In the event both die rolls in a War are equal, the War ends in a draw. The attacker does not pay any rent, the defender keeps the square, and neither player loses any soldiers.

30: Magic Shops

  1. Whenever a square is created, 2 dice are rolled. On a 12, a Magic Shop is created on the square.
  2. If a player lands on a square with a Magic Shop, the player will receive a Magic Item at random:
    Armor
    At least half of your soldiers survive a battle.
    Battering Ram
    The effect of a fort is negated.
    Hidden Money
    When you land on a square that requires you to pay an amount of money, you do not have to pay it. You can not buy anything else on the turn this is used.
    Invisible Hand
    When you land on a square with another player, you steal one item at random from each player on that square.
    King's Grant
    When you land on an unowned square, you will automatically buy it for half it's usual price, unless you are not able to pay that amount.
    Horn of Abundance
    When a square gives you anything, you recieve it twice.
  3. One Magic Item may be set as an Active Item. When a Magic Item is set as your Active Item, it will be used on your next turn if it's effects are applicable.
  4. Each Magic Item can be sold for $50.

31: The Birthday Chair

  1. Square #33 is The Birthday Chair. It can not be owned.
  2. When a player lands on this square, he receives the title of "Celebrity" until his next turn.
  3. When a player is a Celebrity, all other players must choose to give one item or $400 as a birthday gift to this player.
  4. If a player does not select a gift by the next update, an item will be selected at random. If a player has no items, that player will give $400.