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 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 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 and a valid e-mail address.
  2. The Admin is not considered to be a player.
  3. 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.

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 $10000 in Disinterested money.
  3. If a player has less than $1, that player 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.
  4. A player who is bankrupt may not propose rules, vote, or make any choices based on options resulting from their moves.
  5. If a player is bankrupt, that player has the option to sell all their sellable items and property. Items and property are sold back for one third of their original purchase price, rounded up to the nearest integer.

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. Game Inventory
    Name Method of Acquiring Ownership Effect Usage Effect Object Life Span Number that can exist
    Golden Egg Laying Hen
    Purchased at any time for $3000.
    Has a 1 in 4 chance of laying a Golden Egg every turn.
    None
    Unlimited
    4 per player
    Golden Egg
    Layed by Golden Egg Laying Hen
    None
    Exchanged for $1000
    Unlimited
    Unlimited
    Golden Gladius
    Defeat more than half of the players in The Arena.
    Roll an extra 4-sided die in combat, earn $50 whenever combat takes place in the arena.
    None
    Unlimited
    1
    Inquisitor's Robe
    Correctly answer 10 questions on The Inquisition.
    Quiz other players as defined in rule 20.6.
    None
    Unlimited
    1
    Ticket to the Arena
    Purchased at any time for $100.
    None
    On next turn, instead of rolling dice, player jumps directly to The Arena.
    Unlimited
    Unlimited

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. Each square will have a color associated with it that repeats every 5 squares. The cycle goes: Red, Yellow, Green, Cyan, Blue.

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.
  2. Game actions occur in the following order:
    1. Actions.
    2. Dice Rolls.
    3. Movement.
    4. Triggered effects from movement.

8: Proposals

  1. A proposal is one of the following:
  2. If a proposal is unclear, paradoxical, 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. When a proposal is made, all players will be given the opportunity to vote on it. Each player will vote one of the following: Yay, Nay, or Abstain. Any player who does not submit a vote for a proposal will vote Abstain by default.
  4. If the number of players who vote Yay 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 Yay votes, the proposal is rejected and is discarded.
  5. 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 Thursday and Sunday. During each update, each player will receive one turn, with the order of the players being randomly determined.
  2. Monday through Wednesday will be Rule Proposition Period. During this time, each player will have the option to make a proposal. Each player may make up to two proposals per week. If more than one proposal is made by the same player during the same week, only the last two sent will be considered. Proposals must be received by the Admin before midnight Wednesday.
  3. Friday and Saturday will be Voting Period. Each player has the option to vote on any/all proposals made that week. Votes must be received before midnight Saturday.
  4. Players may take any legal actions at any time. Any actions taken before midnight Wednesday will be posted during the Thursday update, and any actions taken before Saturday midnight will be posted during the Sunday update.
  5. 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.
  6. The Admin must send out weekly emails, notifying all the players whenever a period starts. As payment for his hard work, the Admin gets 1 Disinterested Dollar each period for his hard work.

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 player in the game who is not bankrupt, the non-bankrupt player is declared the winner.

12: Level, Experience, Hit Points

  1. Each player has three characteristics, known as Level, Experience, and Hit Points. These values must always be integers. If a player at any time for some reason has one of these values set to a non-integer value, the value will be rounded off to the nearest integer. (Negative values are acceptable).
  2. Each player begins with the following default values:
    Level: 1
    Experience: 0
    Hit Points: 100
  3. If at any time a player has an experience value greater than or equal to 10 times his level, then his experience will be decreased by 10 times his level, and his level will increase by 1. (Example: A level 4 player has 47 experience points. His level becomes 5 and his experience becomes 7.)
  4. If at any time a player has 0 or less hit points, his hit points will be set to 100 and his level will be decreased by 2.
  5. Any time a proposal is accepted, the player who made that proposal receives 10 experience points, and each player who voted "Yay" on that proposal receives 1 experience point.
  6. At any time, any player has the option of resetting themselves to level one and receiving 1 dollar of currency.
  7. Players can buy back depleted hit points for $250 per point. There is a maximum of N points per turn, where N is equal to the player’s level. Additionally, the total number of hit points can never exceed 100 in this way.

13: Go

  1. Each time a player passes over a square named "Go", he or she gets awarded $200.

14: Golden Egg Laying Hen

  1. At any given time, a player may purchase a Golden Egg Laying Hen for $3000.
  2. While in posession of a hen, the hen has a 1 in 4 chance of laying a Golden Egg every turn.
  3. Golden eggs may be kept as an item or exchanged for $1000.
  4. The hen will begin having the chance to lay eggs on the turn after it is purchased.
  5. Each player may own a maximum of 4 Golden Egg Laying Hens.

15: PropositionsInReserve and VotesInReserve

  1. If a player does not make a proposal on a turn, that player's PropositionsInReserve increases by 1.
  2. If a player does not vote on any proposals on a turn, that player's VotesInReserve increases by 1.
  3. A player may spend 1 PropositionsInReserve to make an extra proposition that turn.
  4. A player may spend 1 VotesInReserve to increase the strength of their vote by 1 that turn.
  5. A player may not have more than 5 * level PropositionsInReserve. (For example, a level 1 player's maximum is 5, and a level 2 player's is 10.)
  6. A player may not have more than ceil( level / 2 ) VotesInReserve. (For example, a player at level 1 or 2 has a maximum of 1, and a player at level 3 or 4 has a maximum of 2.)

16: Property Ownership

  1. When a player lands on an unowned square, he may purchase that square at a cost of 25 * (the square number) Disinterested Dollars. The player is then considered to be the "owner" of the square. A single square may not have more than one owner.
  2. A player may not purchase a square if doing so would cause the total number of squares he owns to be greater than his current level.
  3. 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.
  4. A player may at any time voluntarily give up ownership of any square he owns, thereby causing the square to once again become unowned.
  5. When a player lands on a square owned by another player, the following things will happen:

17: The Arena

  1. Square 21 is The Arena.
  2. If a player lands on The Arena, he may initiate combat with one of the other players.
  3. Combat is resolved by having each player roll two six-sided dice plus one six sided die for each of their levels. The player with the highest result wins. The other player[s] in the combat loses.
  4. The winner receives 20 experience points for each opponent beaten and may choose to take a single item of his/her choice from each loser.
  5. Each player's information will display which of the other players they have beaten.
  6. The first player to beat more than half of the players will win the Golden Gladius.
  7. The Golden Gladius allows its owner to roll an extra 4-sided die in combat in the arena, and they will earn $50 whenever a combat takes place in the arena.
  8. If two players land on the arena at the same time they automatically fight with each other.
  9. When combat in The Arena is resolved, the loser will sustain an amount of damage equal to the difference of the two player's total dice rolls. (For example, Player A (level 1) rolled: 3, 2, 4 (9), and Player B (level 1) rolled: 2, 5, 6 (13). Player A loses 4 Hit Points (13 - 9).)

18: Trade

  1. Players are allowed to trade any of the following things with each other by agreement of all players involved in the trade:
  2. In order for a trade to be completed, all players involved in the trade must e-mail the Admin stating the exact details of the trade.
  3. If a player trades away an object, he may not do anything during the same update as the trade that would change the status of that object. (For example, if a player trades away a square, then he would not be allowed to voluntarily give up ownership of the square during the same update).

19: Winning the Game

  1. If a player ever has at least 1,000,000 Disinterested Dollars, he wins the game.

20: The Inquisition

  1. Square 22 is The Inqusition. It can not be owned by any player.
  2. Any player who lands on the Inquisition will roll one six-sided die, the result of which will correspond to a category:
    1. History
    2. Geography
    3. Music
    4. Movies
    5. Words
    6. Admin's Choice
  3. The admin will present the player with a trivia question in the appropriate category, which must be answered (correctly or incorrectly) before the player can advance from the Inquisition.
  4. Any player who correctly answers a question will be awarded 100 disinterested dollars and 20 experience points.
  5. The first player to correctly answer ten questions will win the Inquisitor's Robe, an item with unlimited uses which makes its wearer exempt from questioning if he or she lands on the Inquisition.
  6. If the wearer of the Inquisitor's Robe comes to occupy any space with one or more players, he or she is able to present the other player(s) with a trivia question in the category of his or her choice from the above list. If the player(s) answer correctly, they will be awarded 20 experience points each. For every player who answers incorrectly, the Inquisitor will gain 20 experience points and 50 of that player's disinterested dollars.
  7. If two or more players are being questioned in The Inquisition or by a player wearing the Inquisitor's Robe, each player is given a different question.