Dear new player, Please find below an extract of the game rules and a sample game board. If you want to join, please send me the information listed in rule I-01. It would be a pleasure to welcome you as a new player. Any questions? Just ask. For those with ftp access, have a look at: cajal.uoregon.edu, directory: /pub/rmpm Regards Mark Siegrist GM RMPM-game RICH MAN - POOR MAN (RMPM) =========================== This e-mail game has been invented with the following ideas in mind: - it can be played by an arbitrary number of players, - players can enter and leave the game at any time, - slow responding players cannot hinder more active ones, - players can own fields and set up a business on each of their fields The aim of the game is to make as much money as possible. There is no winner in this game, only a "world champion" (the player with the most money). The currency used is WCU (world currency unit). THE RULES ========= (I) HOW TO JOIN THE GAME 01) Send an e-mail to "siegrist@elde.epfl.ch" with the following information: - your e-mail address, - an alias and its 2-character abbreviation (the latter may have to be modified in order to guarantee uniqueness), - a code word used to identify you for all future communications, *) - two edge fields where you want to place the 2 chips (note: you can only enter the game from the edge!). 02) You start the game with AN = 1 (see section IV) and a capital of 10000 WCU. 03) Placing your chips is considered to be your first move. 04) When a new player starts the game on a space already occupied, this is not an encounter (see section VI). (II) THE BOARD 01) The game is played on a square board of 25 times 25 fields. 02) Field 01-01 is the upper left, field 01-25 the upper right corner. 03) The field in the middle (13-13) is a parking (see later). 04) Each field carries a number in the range 2 to 6. 05) The edge of the board is marked with crosses. These should not be mixed up with fence sections (see later). 06) The edge of the board is an absolute limit (no wrap around). (III) THE MOVE 01) Each player has 2 chips which are identified by a unique 2 character alias. The 2 chips are always moved together in the following way: One of them can be moved by one field up, down, left or right. The number associated with the field it ends up in specifies the number of fields the other chip moves in one of the 4 directions. 02) The two chips of a player are not allowed to occupy the same field (except for the parking). 03) When moving you cannot jump over a fence (crosses). 04) All fence sections (of length = 1 field) bordering on the field of one of your chips can be moved around your chip, just before you move off. Note that the crosses which mark the edge of the board are not fences. 05) At any time, before moving away from a field, you can exchange the numbers in two neighboring opposing fields (either up-down or left-right). These numbers stay like this until somebody else moves them. 06) If you cannot move as many fields as you are obliged to in a parti- cular direction because of a fence, you have to go as far as possible. 07) A fence blocks a diagonal move (see section VII), if a line drawn through the center of the starting position and the center of the end position touches a fence. 08) Of an invalid move as much as possible is executed. The order is: fence movement and field number exchanges, movement of first chip, movement of second chip. So if the movement of the second chip is invalid, the first chip movement is still executed. 09) Moves which result in an ambiguous situation are simply ignored. 10) You do not have to move if you don't want to, but if you don't, you are an easy prey for other players! For safety your chips can be moved to the parking field 13-13, where no encounters are possible. The capacity of the parking field is unlimited. (IV) MOVE, ACTION AND PRIORITY NUMBERS 01) Associated with each move is a move number (MN). MN = (fields moved-1)*4 + 0(up), 1(right), 2(down) or 3(left). MN is the total of both chips and is not cumulative. 02) Associated with each player is an action number AN. The AN is updated each time by adding MN to it. If AN exceeds 100, 100 is subtracted in order to keep AN always in the range 1 to 100. 03) For each player there is also a priority number PN. It is the sum of the field numbers of all fields his chips have ever visited, kept in the range 1 to 100 in the same way as for AN. (V) MOVE EXECUTION 01) You can make one move every week by sending an e-mail to "siegrist@elde.epfl.ch" which must contain your password in the format $$password$$ and the move in the format 16-4 -> 16-5 22-7 -> 26-7 If you want to move a fence section (see rule III/04): F 15-4 [u,r,d,l] -> [u,r,d,l]. Hereby 15-4 is the position of the chip around which the fence is moved and urdl stands for up, right, down, left. If possible, you can move more than one fence section. If you want to exchange field numbers (see rule III/04): E 16-3 <-> 16-5 02) All moves which reach the game master by 03:00 h GMT each Saturday will be considered for the particular week. 03) Moves will not be executed in the order in which they arrive (so as not to disadvantage people sitting on slow links), but they will be executed according to the players current PN. If your PN = 100 your move will be executed first and since the state of the playing board will be updated every week, this move can be made with full knowledge of the current situation. Players with lower PN's have to speculate what move you might do. Of course PN's change each week; from one close to 100 you drop to a very small one next time. For players with equal PN's the move of the player which has been in the game longer will be executed first. 04) Each weekend (exceptions will be announced) the board will be updated and a full account of the new state of the game will be sent to all subscribed players via e-mail. (VI) ENCOUNTERS 01) If a player moves to a field which is already occupied by another player, this is called an encounter. Fields already occupied by two players are blocked. The move which would bring a third player onto this field is an invalid move which will not be executed. (Note that it is illegal to move both of your chips on the same field). 02) The action during an encounter is decided by the AN of the second player moving to the common field and an action table given below. The first occupant of the field is called "victim" (V) and the second one "aggressor" (A). 03) A player creating an encounter on a particular field can buy this field. The price is 500 WCU (world currency units), paid to the Central Bank. On fields you own a business can be set up (see below). 04) Neither a field already owned nor the parking can be bought. Furthermore there are rules concerning: (VII) SPECIAL MOVE CARDS (VIII) SETTING UP A BUSINESS (IX) THE VOTING PROCEDURE (X) THE JURY (XI) LEAVING THE GAME TABLE OF ACTION CODES AN Action 1-10 the aggressor gets 500 WCU from the victim. 11-20 the victim distributes 20% of his capital equally amongst all players (excluding himself). 21-30 A and V share with one another the sum of 30% of both capitals. 31-40 A gets half of V's capital 41-49 A gets a MT card (see rule VII/01) 50 A robs the kiosk and gets all money in it (see rule VII/03). 51-60 V pays 500 WCU to the National Bank (fee! not deposit) 61-70 A gets 500 WCU from the National Bank 71-80 V pays 200 WCU to A and 200 WCU to the National Bank 81-90 A gets 50 WCU from each player 91-100 V and A exchange their capital A SAMPLE GAME BOARD: (Note: since this is a sample only there is no consistency between the board and the following tables) 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +$2|$2| 2|$2| 2| 2| 2| 2| 2| 2|$2| 2| 2+ 2| 2| 2| 2| 2| 2| 2| 2| 2| 2| 2| 2+ 01+ |cw| | | | | | | | | | | + | |tb| | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 3| 3| 3| 3| 3|$3| 3| 3| 3| 3| 3+ 3| 3| 3| 3| 3| 3| 3| 3| 3| 3| 3| 2+ 02+ | | | | | | | | |**| | | + | | | | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 4| 4| 4| 4| 4|$4| 4| 4| 4|$4| 4+ 4| 4| 4| 4| 4| 4| 4| 4| 4| 4| 3| 2+ 03+ | | | | | | | | | | | {tg} | | | | | | |ka| | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ +$2| 3| 4| 5| 5| 5| 5| 5| 5| 5| 5| 5| 5+ 5| 5| 5| 5| 5| 5| 5| 5| 5| 4| 3| 2+ 04+ | | | | | |zb| | | | | | + | | | | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 4| 5| 6| 6| 6| 6| 6| 6| 6| 6| 6+ 6| 6| 6| 6| 6| 6| 6| 6| 5| 4| 3| 2+ 05+ | | | | | | | | | | | | + | | | | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2|$3| 4| 5| 6| 5| 5| 5| 5| 5| 5| 5| 5+ 5| 5| 5| 5| 5| 5| 5| 6| 5| 4| 3| 2+ 06+ | | | | | | | | | | | | + | | | | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 4| 5| 4|$5| 6| 4| 4| 4| 4| 4| 2+ 4| 4| 4| 4| 4| 4| 5| 6| 5| 4|$3| 2+ 07+ | | | | |dp| | | | | | | + | | | | | | | | | |cr| + +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 4| 5| 6| 5| 4| 3| 3| 3| 3| 3| 6| 3| 3| 3| 3| 3| 4| 5| 6| 5| 4| 3| 2+ 08+ | | | | | | | | | | |bd| | | | | | | | | | | | | + +--|--|--|--|--|--|--|--|--|--|--|--|+++--|--|--|--|--|--|--|--|--|--|--|--+ + 2| 3| 4| 5| 6| 5| 4| 3| 2| 2| 2| 2| 4+ 2| 2| 2| 2| 3| 4| 5| 6| 5| 4| 3|$2+ 09+ka| | | | | | | | | | |cw| + | {tg} | | | | | |ir| |dp+ +--|--|--|--|--|--|--|--|--|--|--|--|--+--|--|--|--|--|--|--|--|--|--|--|--+ ............ ............ +--|--|--|--|--|--|--|--|--|--|--|+++--|--|--|--|--|--|--|--|--|--|--|--|--+ + 2|$2|$4| 2| 2| 2| 2| 2| 2| 2| 2+ 2| 2| 2| 2| 2| 2| 2| 2| 2| 2| 2| 2| 2|$2+ 25+ | | | | | | | | | | + | | | | | | | | | | | | | + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 A $ sign means that the field is owned by somebody, ** means two players have an encounter on this field, ++ is a fence (with the exception of the ++ around the board) ____________________________________________________________________________ MOVES DURING LAST BOARD UPDATE: # alias old pos. interm. pos. new pos. MN AN PN 01 dp daleus 07-06 09-25 07-06 09-25 - 4 62 03 bd blue dragon 08-13 13-09 08-12 16-09 13 62 96 29 hc hagbard 18-19 16-13 18-18 13-13 11 93 11 celine 37 mb mibo 24-09 13-13 23-09 13-09 15 18 69 39 ir Irata 09-23 13-13 09-23 13-13 - 52 42 ____________________________________________________________________________ FIELD OWNERSHIP (1. COLUMN IS PLAYER NUMBER): # property 03 21-03 , 22-06 , 22-02 , 22-05 , 17-13 , 13-14 29 13-15 , 13-09 , 16-13 37 25-02 , 25-03 39 11-09 , 12-25 ____________________________________________________________________________ INVENTORY OF THE PLAYERS: player wcu item number text code of items ------------------------------------------------------------ 1 5159 14 1 SM (secret or submarine move) 13 1 RM (rabbit move) card 12 1 MT (move twice) card ------------------------------------------------------------ 3 2799 14 4 SM (secret or submarine move) 13 2 RM (rabbit move) card 12 6 MT (move twice) card 11 2 DM (diagonal move) card ------------------------------------------------------------ 29 5111 14 3 SM (secret or submarine move) 13 2 RM (rabbit move) card 12 5 MT (move twice) card 11 1 DM (diagonal move) card 101 10 stones 111 5 little cudgels ------------------------------------------------------------ 37 7844 14 1 SM (secret or submarine move) 13 1 RM (rabbit move) card 12 4 MT (move twice) card 11 1 DM (diagonal move) card ------------------------------------------------------------ 39 9118 14 3 SM (secret or submarine move) 13 3 RM (rabbit move) card 12 4 MT (move twice) card 11 3 DM (diagonal move) card 201 4 power pills ------------------------------------------------------------ Bank: 34095 wcu Kiosk: 3000 wcu KA-BOOM IS CHAMPION OF THE WEEK. CONGRATULATIONS ! ____________________________________________________________________________ AND FINALLY A SAMPLE BUSINESS DESCRIPTION: Fence Vaulting Poles ==================== Owner: #22 Location: 14-11 Price: 50 Max Buyable: 5 Raw Cost: 12 Dev Period: 1 Description: ------------ I propose for Field 14-11 a business that makes poles like what pole vaulters use. Players can use these poles to jump over fences during a move without having to move the fence. For example: Move intention: 20-10 --> 20-15 but there is a fence blocking the way between 20-12 and 20-13. If I designate that I want to use my vaulting pole for this specific move, I will jump over that fence without moving it! (The vault can be used for any size move (from one to six)). Once you have jumped the fence the pole will break into several pieces, making it useless for future attempts! They are BIO-DEGRADABLE, so they are simply thrown onto the playing field where they quickly decompose. These vaulting poles cannot be used to jump over the brick walls on the edge of the playing field (i.e. you can never leave the 25 x 25 playing field). If you encounter two fences in the same move, you must use TWO poles to jump both, since each pole lasts for only one jump over a fence!!! ___________________________________________________________________________ NOTE: This game has been going for more than an year now. But new players can join whenever they want, without being disadvantaged (apart from not having any experience, of course). *) Your codeword in your mail makes it possible for several programs to identify you. These programs provide the following features: - automatic acknowledgement of your messages (in particular your moves), - automatic distribution of selected portions of your messages to all players, - automatic acquisition of your votes, - automatic pre-analysis of your moves (allowing you to correct moves), - automatic transmission of certain files (business list, voting status, game rules etc.)