Week 11
- Every player receives 10 soldiers and places 1 soldier on each space they
own.
- Every player receives 1 soldier.
- 20XX rolls 5-2, landing on NOOOO,
paying $140 to TheCasey.
- TheCasey rolls 1-1, landing on good
day sir.
- Odin rolls 3-5, landing on The
Garden of Infinite Promise.
- Odin rolls 4, and may add a square to
the board owned by him.
- Igthorn rolls 6-5, landing on Voorhees,
paying $650 to AcousticRoss.
- birq rolls 6-2, landing on Valhalla,
paying $60 to Odin.
- birq receives $1,000 for passing Square
#1.
- PeanutButterToast rolls 4-5, landing on
Birq Place, paying $220 to birq.
- Faforit rolls 6-5, landing on Holiday.
- Faforit rolls 1, and receives $200.
- AcousticRoss rolls 6-1, landing on The
Lunar Observatory, paying $40 to Igthorn.
- gator rolls 5-3, landing on Valhalla,
paying $60 to Odin.
- gator receives $1,000 for passing Square
#1.
- CE rolls 4-5, and is stuck in Jail.
- Faforit switches to Aggressive Mode.
- gator buys a Hotel for 10
Little Indians for $1,000.
- Every player receives 1 soldier.
- AcousticRoss rolls 6-4, landing on Birq
Place, paying $220 to birq.
- Faforit rolls 1-5, landing on Slaughterhouse-5.
War begins!
- birq rolls 6-3, landing on Birq
Place.
- TheCasey rolls 3-4, landing on The
Cliffs of Madness, paying $600 to PeanutButterToast.
- gator rolls 1-5, landing on Boredwalk,
paying $160 to birq.
- PeanutButterToast rolls 3-6, landing on
City Hall, paying $380 to gator.
- Igthorn rolls 4-3, landing on Dos
Equis XX, paying $400 to gator.
- Odin rolls 5-3, landing on The
Lunar Observatory, paying $40 to Igthorn.
- 20XX rolls 2-1, landing on 10
Little Indians, paying $200 to gator.
- CE rolls 4-5, and is stuck in Jail.
- gator uses 2 Gold Cards to make 2 additional proposals.
- 20XX switches to Aggressive Mode.
- Every player receives 1 Soldier.
- PeanutButterToast rolls 6-1, landing on
Holiday.
- Odin rolls 6-2, landing on Deep
Space Nine, paying $180 to gator.
- TheCasey rolls 3-1, landing on 10
Little Indians, paying $100 to gator.
- gator rolls 3-4, landing on Metropolis,
paying $700 to 20XX.
- 20XX rolls 3-3, landing on Bamboebos.
War begins!
- AcousticRoss rolls 3-4, landing on Kickback!,
paying $340 to birq.
- Faforit rolls 2-3, landing on Deep
Space Nine. War begins!
- Igthorn rolls 6-5, landing on Valhalla,
paying $60 to Odin.
- Igthorn receives $1,000 for passing
Square #1.
- birq rolls 6-1, landing on NOOOO,
paying $140 to TheCasey.
- CE rolls 6-4, and is stuck in Jail.
- Proposal #61
- Proposed by gator
- Accepted by a vote of 5-1. Added as Rule 3.9.
- I propose that if a player has to
be gone for a time period of more than a week that they can give another
person control of there choices and money during that time. The player
must tell The_T before they leave and let him know after returning they
are now back and in control. Because summer is heading this way and vacations
could cause a player to go inactive for more than two weeks.
- Comments: For some reason I can only see this leading to sabotage...
- Proposal #62
- Proposed by gator
- Accepted by a vote of 6-0. Added as Rule 11.6.
- I propose that if at any time a player
is the only owner of squares on the board that they are immediately declared
the winner. This does not mean that they own all the property available
but that no other players own property at that time.
- Comments: This could possibly bring about new strategies in the game.
Of course, that is if anyone is really trying to win.
- Proposal #63
- Proposed by gator
- Rejected by a vote of 3-3.
- I propose that players can put their
property(squares) up for silent auction. If a player decides to do this,
all bids will be sent to The_T within 4 days. The days begins when The_T
does the next turn and ends at midnight 4 days later. When an square is
up for auction is still collects rent, however, there can be no war for
the property therefore all players are considered in passive on a square
that is up for auction. Minimum bids will begin at the original price
of the square (Any bids lower than that are disregarded by The_T). A winning
bid will only be disclosed at the end of the auction. All other bids are
a secret. Squares will then change hands and become the property of the
highest bidder. Squares that have buildings will maintain those buildings
and they too become property of the high bidder. In the event that the
square receives no bids during the auction period it remains the original
owners property and cannot be put up for auction again for 4 turns. A
player can only have one square up for auction at a time. There is no
wait time after an auction for placing another squares up for auction
by the same owner. The number of auctions occurring can only be limited
by the number of players active in the game.
- Comments: A little too complicated and most likely a little not needed.
However, if refined a bit it could be interesting.
- Proposal #64
- Proposed by Faforit
- Rejected by a vote of 3-3.
- Add a new square to the board, named
"Policestation". This square can not be bought. A player who
lands on this square, can hire a terrorist intervention squad for $200.
(This monney doesn't go to the Nomic Bank) This terrorist intervention
squads (TIS for short) have to be placed on a square that the player owns.
Whenever a player plays a Death card on a square with a TIS, the result
of a dice is interpreted as follows:
1 and 2 : The death card's effects take place.
3 and 4 : The building is damaged. (The building has no effect. The building
can be repaired by paying half of the price) The name and gender are not
changed.
5 and 6 : The death card has no effects.
After an intervention, the squad is removed from the square. (One squad
for each death card)
- Comments: I actually really liked this one. Too bad.