[Nomic] A monopoly?
Carrie Oliver
nomic-talk at srcf.ucam.org
Fri Sep 24 16:03:02 2004
On Fri, 24 Sep 2004 15:25:27 +0100, Stuart Moore <stjm2@cam.ac.uk> wrote:
> I am not sure I understand - I can just say I am in possession of 101
> beer tankards, and then have a monopoly of them?
>
> Nay as they currently stand, but I'd be interested in a modified version
>
>
>
> David (Birch) wrote:
>
> >
> > I propose the following rules. These rules are counter-entwined... i.e.
> > I'd like them to be passed as a group.
> >
> > "The whole world in your hand"
> >
> > Any voter may claim to be in possession of any extranomic entity so long
> > as they mention it by name. These claims need not be unique, so, for
> > example, all players may claim to possess the crown jewels. voters may
> > claim to posses as many extranomic entities that they want, however may
> > not claim to posses any entity currently named in the nomic rules.
> >
> > "The contents of vault 37A"
> >
> > One voter shall be appointed to the role of "vaultmaster" Should there
> > ever be no vaultmaster, a new one may be appointed by any voter
> > submitting a proposal to appoint one from the list of voters. The
> > vaultmaster's duty shall be to make available to all voters a list of
> > possessions currently being claimed by each voter. Should the ministry
> > exist, the vaultmaster shall be a ministry position. When this rule is
> > passed, David Birch shall be appointed Vaultmaster, and this sentence
> > will be removed from the rules.
> >
> > "Monopoly!" If any voter claims to be in possession of a large number of
> > any extranomic entity, (defined to be 100 + the sum total of instances
> > of that entity claimed by other voters,) any voter may claim they have a
> > monopoly on that entity, (known hereafter as the "target",) and cause
> > the "monopolies commission effect" having the following effect:
> >
> > The target must find an extranomic monopoly set, with complete chance
> > and community chest packs. They chose one of these packs, and draw a
> > card at random.
> >
> > 1.) If that card would have a positive effect on a player within an
> > extranomic game of monopoly, the target creates a "monopoly" on their
> > extranomic entity, and may claim to posses all instances of that entity.
> > All other players lose any instances of that entity they claim to have,
> > and the vaultmaster shall publish to all voters that a monopoly is owned
> > on that entity. No voter may then claim to posses that entity other than
> > the monopoly holder. In the case that the target now owns more than two
> > monopolies they must decide to abandon monopolies until they have two or
> > less.
> >
> > 2.) If the card would have a negative effect on a player within an
> > extranomic game of monopoly, all the instances of that entity are
> > pooled, and split evenly among all voters. In the case that not all
> > players can posses an equal number of instances of that entity, the
> > largest even split possible is created, and the remaining instances are
> > given to the voter furthest from target geographically. (Should "the
> > grid" exist, they are given to the player furthest from the target on
> > the grid. The target is also moved to the position 0,0 on the grid.)
> >
> > 3. If the card drawn has an unknown effect (such as "go to Mayfair") it
> > is assumed to have a negative effect.
> >
> >
> >
Dave I'm with stumo on this one. I think they're really good ideas but
possibly need reworking a little.
Carrie
>
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