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== Features == Each space on the gameboard has a number of features on it. Types, locations, and effects of features are defined by the rules. When a player lands on a space with a feature, all the effects of its features are applied in alphabetical order by feature name. This order can be modified by the rules. Feature effects can only take place after a player moves. === Chief of Police === Cop Car is a space feature. Initially, space 4 has this feature. The Cop Car has a health value, that initially starts at 200. The value is tracked in Gamestate on the wiki. If a player lands on a space with a Cop Car, they must, before their turn ends, choose one of the following options (otherwise the first option is taken * a. admit fault, moving to the jail space; * b. bribe the officer, losing 5 poents. Their turn ends immediately, and the Cop Car gains 5 health (not an option if the player has fewer than 5 poents); * c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 poents and the officer loses 10 health. If the player's roll is lower than the officers roll, they lose 10 poents and move to the jail space (not an option if the player has fewer than 10 poents); If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 poents and the Cop Car ceases to be a space feature. If a player rolls a 4 on their turn while rolling for movement, then, after moving, the space that previously had the Cop Car feature loses that feature and the player's current space gains it. === Shop === If a player is on a space with the Shop feature, they may purchase instances of the items listed below for the listed price. Once an instance of an item is used, it disappears from that player's possession and the listed effect takes place. {| class="wikitable sortable" ! Item Name !! Price !! Effect |- | Flute || 3 poents || Move a snake feature from one primary tile to another primary tile that is adjacent to it |- | N. 1 || 5 poents || This item has the same effect as a Number 1, as described in rule 'Numbers' |- | I.N. 1 || 5 poents || This item has the same effect as an Immutable Number 1, as described in rule 'Numbers' |- | 2d6 || 10 poents || This item may only be used on your turn, before you make a movement roll. You may make your movement roll with a 2d6 this turn |- | House || 5 poents || See "Houses" for details |} All spaces with a number that is prime have the 'shop' feature. === Bank === All spaces with a number that is a multiple of 7 have the 'bank' feature. 'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit poents in multiples of 5 creating a bank account and losing that amount of poents. Whenever a player passes or lands on a space with a 'Bank', the amount of poents stored in their account increases by 1 per multiple of 5 poents stored. While on a space with the Bank feature, a player may take out any amount of poents from their account given their withdrawal does not exceed the number of poents in their account or put the account below 0. === Houses === There is a type of feature called "House". Each house has a player who is its owner. A house with owner P can be called "P's House ", followed by an integer. This integer is called the house's "power". Upon adding a house feature to a tile, the house's power is 1. The first time houses are introduced to the game, no houses exist on the gameboard. When a player lands on a space with a house on it, if they have at least x poents, they lose x poents and the owner of the house gains x poents (where x equals the house's power). If the player does not have sufficient poents, they instead lose all their poents so as to now have 0, and the owner of the house gains said poents. On their turn, if they are on a space with no other House features and they have at least one house item in their possession, a player can add a House feature to that space. This removes one House item from their possession. === Snek === "Snake" and "Ladder" are space features. They are initially found on no spaces. Each Snake and Ladder is in a pair with another feature of its type. The lower Snake or Ladder in a pair is the one on the lower-numbered primary space; the upper Snake or Ladder is the other. When referring to a specific snake or ladder, the shorthand "Type NL" can be used, where "Type" is the type of feature, "N" is a number indicating a pair (should be assigned by order of creation) and "L" is either "L" if the feature is lower or "U" if the feature is upper (for example "Snake 1U" or "Ladder 5L"). When a player lands on a lower Ladder, they advance to the upper Ladder in the pair. When a player lands on an upper Snake, they regress to the lower Snake in the pair. These movements take effect before the Cop Car does. A snake NU cannot exist on the frontier. If one is on or would be placed on the frontier it is placed instead on the primary space 1 below the frontier. === Towns === If a player is on a space with an unclaimed field feature, that player can buy and place a town feature on the space they are currently occupying by saying βI claim a town in this area and name it (x) townβ and paying 10 poents. The unclaimed field feature then turns into a (x) town feature. Each town has a leader. The player who founded the town is automatically the leader but the leader can transfer the leader role to another player by saying βI give up my position of leader to:β and then pinging the player who will receive the role. Towns can have members. All town leaders are members of their respective towns. If a player lands on a town space they are not a member of, they can choose to join it through an application. The leader can approve or deny said application. The town leader can kick anyone out of their town for any reason, this causes the person who was kicked out to move down one space. A player may stop being memeber of a town by declaring their intent to do so. Each town has a Treasury fund. Treasury Funds are made up of poents. Anyone can donate to a town fund by announcing their intent to do so together with the amount to be donated. The Leader of a town can transfer poents from their respective towns to their own possession by declaring their intent to do so and the amount of poents they want to transfer, together with the name of the town from which they are transfering the poents. A list of existing towns must be tracked in the wiki, along with their respective town names, town leader names, list of members, and amount in their trasury funds.
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