Difference between revisions of "Fast Nomic: Round 2"

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= Core Rules =
 
= Core Rules =
  
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==Players==
 
==Players==
The game has two roles: players and observers. Any person may become a player by announcing their intent to do so in a gamestate channel. If a player wishes to become an observer, or vice-versa, they may do so after making an announcement in a gamestate channel to that effect. If a player has undertaken no game actions for at least 2 days, any player may make them an observer. After someone has been made an observer, they cannot become a player again until one day has passed.
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The game has two roles: players and observers. Any person may become a player by announcing their intent to do so in a gamestate channel. If a player wishes to become an observer, or vice-versa, they may do so after making an announcement in a gamestate channel to that effect. If a player has not created a voteable matter for at least 2 days or cast a vote on a voteable matter created in the last 2 days, any player may make them an observer. However, players may not be made observers in this way if fewer than two players have created votable matters or cast votes in the last 2 days. After someone has been made an observer, they cannot become a player again until one day has passed.
  
 
When an observer becomes a player, if they had been a player in the same House, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the player has not been a player during this game), the player is given the default value for new players, if such a value exists.
 
When an observer becomes a player, if they had been a player in the same House, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the player has not been a player during this game), the player is given the default value for new players, if such a value exists.
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A '''Proposal''' is a kind of Votable Matter used to make changes to the ruleset or gamestate. Any player may submit a '''Proposal''' to change the Ruleset or Gamestate by making an official entry that starts with the text "PROPOSAL:", and which describes those changes, unless the player already has 2 Proposals pending.
 
A '''Proposal''' is a kind of Votable Matter used to make changes to the ruleset or gamestate. Any player may submit a '''Proposal''' to change the Ruleset or Gamestate by making an official entry that starts with the text "PROPOSAL:", and which describes those changes, unless the player already has 2 Proposals pending.
  
A '''Call for Judgement''' (or CfJ) is a Votable Matter used if two or more players actively disagree as to the interpretation of the Ruleset, or if a player feels that an aspect of the game needs urgent attention. A player may raise a CfJ at any time by making an official entry that starts with the text "CALL FOR JUDGEMENT:", and which contains a Grievance, a Remedy, and a Rationale. A Grievance can be either an ambiguity or ambiguities in the interpretation of the rules, or a specific aspect or aspects of the Ruleset/Gamestate that the player wishes to change. A Remedy describes the interpretation that resolves the ambiguity or the proposed new state of the Ruleset/Gamestate after the Grievance is resolved. The Rationale describes why the Grievance is a problem, how the Remedy resolves it, and why the issue warrants a CfJ rather than some other means of resolution
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A '''Call for Judgement''' (or CfJ) is a Votable Matter used if two or more players actively disagree as to the interpretation of the Ruleset, or if a player feels that an aspect of the game needs urgent attention. A player may raise a CfJ at any time by making an official entry that starts with the text "CALL FOR JUDGEMENT:", and which details a specific change to the gamestate or ruleset that can be made to remedy the issue.
  
 
A '''Declaration of Victory''' (or “DoV”) is a type of Votable Matter used when a player believes that they have won the House. If a player (other than the Emperor) believes that they have achieved victory in the current House, they may make a DOV detailing this, by making an official entry that starts with the text "DECLARATION OF VICTORY:". Every player may cast votes in response to that DoV to indicate agreement or disagreement with the proposition that the submitter has achieved victory in the current House. While any DoV is open for voting, no game actions except submitting and voting on CfJs or DoVs may be taken.
 
A '''Declaration of Victory''' (or “DoV”) is a type of Votable Matter used when a player believes that they have won the House. If a player (other than the Emperor) believes that they have achieved victory in the current House, they may make a DOV detailing this, by making an official entry that starts with the text "DECLARATION OF VICTORY:". Every player may cast votes in response to that DoV to indicate agreement or disagreement with the proposition that the submitter has achieved victory in the current House. While any DoV is open for voting, no game actions except submitting and voting on CfJs or DoVs may be taken.
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* A Tick Action is an action that can be undertaken once every 6 hour period and not less than 3 hours apart.  
 
* A Tick Action is an action that can be undertaken once every 6 hour period and not less than 3 hours apart.  
 
* A Collective Tick Action is a Tick Action that can only be undertaken by a single Freeholder per every 6 hour period.
 
* A Collective Tick Action is a Tick Action that can only be undertaken by a single Freeholder per every 6 hour period.
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=House Rules=
 
=House Rules=
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Each Freeholder has a 4x4 patch of land, represented by a 16-block table on the page https://wiki.blognomic.com/index.php?title=Fast_Nomic:_Round_2/Gamestate. Each block in each Freeholder's Patch may include up to 1 feature, defaulting to empty.
 
Each Freeholder has a 4x4 patch of land, represented by a 16-block table on the page https://wiki.blognomic.com/index.php?title=Fast_Nomic:_Round_2/Gamestate. Each block in each Freeholder's Patch may include up to 1 feature, defaulting to empty.
  
Features available are Shops(S), Pathway(P), Arborea(A), Gardens(G), Housing(H), , Plastic Flamingos(F) and Chest(C#). Features are represented by their symbol in parentheses.
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Features available are Shops(S), Pathway(P), Arborea(A), Gardens(G), Housing(H), Garden Gnome (N), Plastic Flamingos(F), Chest(C#), and Trap(T), Mall(M). Features are represented by their symbol in parentheses.
  
 
Shops and Housing are placed as single features but function in sets of two. Each set of two adjacent Shops and Housing features functions as a single Shop or House, respectively, with each feature belonging to no more than one set.
 
Shops and Housing are placed as single features but function in sets of two. Each set of two adjacent Shops and Housing features functions as a single Shop or House, respectively, with each feature belonging to no more than one set.
  
A freeholder may freely add a feature to an empty block in their patch or change one block in their patch to a different feature as a tick action.
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A freeholder may freely add a feature to an empty block in their patch or change one block in their patch to a different feature as a tick action. Garden Gnomes may not be added in this way.
  
 
==Money in the Bank==
 
==Money in the Bank==
 
A Chest feature can contain up to 9 Pesos, signified by a number (0-9) next to its letter, and defaulting to 0 Pesos. A Freeholder owns and may spend the Pesos in all Chests on their Patch.  
 
A Chest feature can contain up to 9 Pesos, signified by a number (0-9) next to its letter, and defaulting to 0 Pesos. A Freeholder owns and may spend the Pesos in all Chests on their Patch.  
  
A Freeholder's Profit, in Pesos, is equal to the total number of Shops features on their Patch. As a Collective Tick Action, any Freeholder may distribute Pesos to each Freeholder according to their respective Profits, by assigning those Pesos to their respective Chests, up to whatever can fit, skipping Freeholders without any non-full Chests.
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A Freeholder's Profit, in Pesos, is equal to the total number of Shops and Mall features on their Patch. As a Collective Tick Action, any Freeholder may distribute Pesos to each Freeholder according to their respective Profits, by assigning those Pesos to their respective Chests, up to whatever can fit, skipping Freeholders without any non-full Chests.
  
A freeholder may, as a tick action, remove two pesos from any chest on their patch and add a feature to any single block on their patch.
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A freeholder may, as a tick action, remove two pesos from any chest on their patch and add a feature to any single block on their patch or to swap two existing features on their patch.
  
 
==Visibility==
 
==Visibility==
 
The Crown has arranged a passthrough of traveling dignitaries from the nearby kingdom of BlogNomic, during the annual Fall Festival. This could be an important moment for our foreign relations, and the Crown has announced that he will appoint as Regent whichever Freeholder whose Patch most impresses our visitors.
 
The Crown has arranged a passthrough of traveling dignitaries from the nearby kingdom of BlogNomic, during the annual Fall Festival. This could be an important moment for our foreign relations, and the Crown has announced that he will appoint as Regent whichever Freeholder whose Patch most impresses our visitors.
  
Each Freeholder's Patch has a Placard, a string of text freely editable by that Freeholder, which is merely flavor text, but may be used to describe or explain their Patch for visitors.
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Each Freeholder may have Ribbons, which are publicly tracked. Each Ribbon has an associated Visibility. A Freeholder's visibility is the sum of all their Ribbons' visibility. Freeholders may have multiple copies of a single type of Ribbon. The list of Ribbons, their conditions, and their Visibility is tracked in the Ribbon table at the end of this rule.
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The Crown may, as a tick action, declare a Ribbon Ceremony by making a post beginning 'Ribbon Ceremony' in fast-nomic. A Ribbon Ceremony post should include a list of Freeholders, each on a new line, and each with a list of Ribbons after their name. If a Freeholder meets the conditions of a Ribbon so mentioned with their name, they obtain that ribbon.
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Each Freeholder's Patch has a Placard, a string of text freely editable by that Freeholder, which is merely flavor text, but may be used to describe or explain their Patch for visitors. At 18h00 UTC on Monday 18th October 2021, the Crown will conduct a Tour of visiting dignitaries. At that time, the Freeholder whose Patch has the highest Visibility becomes Regent., with highest Impressiveness being used as a tiebreaker. The Regent has achieved victory.
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{| class="wikitable"
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|+Ribbon table
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|-
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|Name||Visibility||Conditions
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|-
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|Participation||1||Possessing the Patch which has the lowest Impressiveness (or which is tied for the lowest Impressiveness).
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|-
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|Bustling Economy||2||Possessing the Patch in which the most (or tied for the most) Houses are connected to Shops, either directly or by Pathways
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|-
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|Greenest Village||2||Possessing the Patch in which the most (or tied for the most) Gardens or Arborea are in contiguous adjacent blocks
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|-
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|Dignitaries' Choice||2||Possessing the Patch with the most Dignitary Signatures (or tied for the most).
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|}
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Blognomic Dignitaries are players of Blognomic (Citizens according to https://wiki.blognomic.com/index.php?title=Ruleset) which are not also players of this nomic, and have not been since the time of submission of this Proposal. Each Freeholder's Patch has a List of Signatures. Blognomic Dignitaries may append their names (defined by Blognomic naming rules) to up to two Lists of Signatures. A Patch has one Dignitary Signature for each Blognomic Dignitary who has done so to their List.
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==Impressiveness==
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A Patch has an Impressiveness score, which may be explicitly tracked alongside each Patch on the gamestate tracking page. A Patch's Impressiveness is zero by default. Adding a feature to a patch adds 2 impressiveness, adding a Garden Gnome adds 20. Removing a feature from a patch removes 2 impressiveness, removing a Garden Gnome removes 20.
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 +
==The Cloister Bell==
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As a Tick Action, a Freeholder may Ring the Cloister Bell by making a post to the #fast-nomic channel of the Discord consisting only of the word DONG; the Cloister Bell is then Run for the following ten minutes. When the Cloister Bell is Rung, no Freeholder other than the Freeholder who rang it may undertake any game action, including resolving votable matters, except raising and resolving CfJs.
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 +
==The Swarm of Locusts==
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A Swarm of Locusts(tracked as L) rampages across the Freeheld Properties! It's health begins at 6, and is tracked on the wiki. It starts at a random block on Cuddlebeam's Patch. Whenever a Freeholder adds a feature to a Patch, if there is a Swarm of Locusts on any Patch, they must also roll d4 and move the Swarm of Locusts one block in that direction: 1=N, 2=E, 3=S, 4=W. If it moves onto a feature, it destroys that feature, and loses one health if it was a Trap feature. If it would move outside of a Patch, it instead moves to the same location in a randomly chosen, different Patch. If its health falls to 0, it is destroyed, and the resolving Freeholder distributes 5 Pesos to that Patch's Chest feature(s), up to whatever can fit.
  
==Gnome Rule==
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==Upgradeables==
A Freeholder with a Garden Gnome in their Patch has achieved victory.
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A Mall cannot be built by methods outside of this Rule. A Freeholder may Pay 3 Pesos and remove a Shop to build a Mall in the same location.
  
 
[[Category:Generic Nomic]]
 
[[Category:Generic Nomic]]

Latest revision as of 12:43, 18 December 2021

Exit sign.png This is a document from the game of FastNomic. It is not part of the BlogNomic game or its history.

Core Rules

Ruleset and Gamestate

This is the Ruleset; all players shall obey it. The Gamestate is defined as any information which the Ruleset regulates the alteration of.

The ruleset consists of two sections: the core rules, which govern the game as a persistent whole, and the House's rules, which cover the specific rules of gameplay for the current House.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

If the Ruleset does not properly reflect all legal changes that have been made to it, any player may update it to do so.

Players

The game has two roles: players and observers. Any person may become a player by announcing their intent to do so in a gamestate channel. If a player wishes to become an observer, or vice-versa, they may do so after making an announcement in a gamestate channel to that effect. If a player has not created a voteable matter for at least 2 days or cast a vote on a voteable matter created in the last 2 days, any player may make them an observer. However, players may not be made observers in this way if fewer than two players have created votable matters or cast votes in the last 2 days. After someone has been made an observer, they cannot become a player again until one day has passed.

When an observer becomes a player, if they had been a player in the same House, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the player has not been a player during this game), the player is given the default value for new players, if such a value exists.

Ruletext does not refer to a player unless it specifically indicates that it is referring to them by name, eg The Player called Eric.

Emperors and Houses

At any time, the game has one player who is the Emperor. The Emperor is responsible for resolving votable matters, ensuring that the ruleset and gamestate are accurate and updated, and setting any theme that the game might have. The Emperor is also a player for all core rules, but is not a player for all House rules, unless otherwise stated.

The process by which the role of Emperor changes is detailed in the rule Victory and Ascension. The period of an individual player's occupancy of the Emperorship is called a House. A House begins with the submission of a new Emperor's Ascension Address and ends with the enactment of a Declaration of Victory.

If the Emperor becomes an observer, it is only possible to resolve Declarations of Victory.

Expanded Powers

The Emperor is considered a Player for all House Rules, but may not declare victory.

Any Player may resolve pending Proposals and CfJs, not just the Emperor.

When a Player resolves a pending Votable Matter, they should make a reply to the message indicating what the resolution was, and send that message to the entire channel.

Official Entries and Votable Matters

An official entry is any communication whose content or format is determined by the ruleset. Unless otherwise stated, official entries must be made in the Channel, the #fast-nomic channel of the BlogNomic Discord server.

A Votable Matter is an official entry which players may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

A Proposal is a kind of Votable Matter used to make changes to the ruleset or gamestate. Any player may submit a Proposal to change the Ruleset or Gamestate by making an official entry that starts with the text "PROPOSAL:", and which describes those changes, unless the player already has 2 Proposals pending.

A Call for Judgement (or CfJ) is a Votable Matter used if two or more players actively disagree as to the interpretation of the Ruleset, or if a player feels that an aspect of the game needs urgent attention. A player may raise a CfJ at any time by making an official entry that starts with the text "CALL FOR JUDGEMENT:", and which details a specific change to the gamestate or ruleset that can be made to remedy the issue.

A Declaration of Victory (or “DoV”) is a type of Votable Matter used when a player believes that they have won the House. If a player (other than the Emperor) believes that they have achieved victory in the current House, they may make a DOV detailing this, by making an official entry that starts with the text "DECLARATION OF VICTORY:". Every player may cast votes in response to that DoV to indicate agreement or disagreement with the proposition that the submitter has achieved victory in the current House. While any DoV is open for voting, no game actions except submitting and voting on CfJs or DoVs may be taken.

Votes

Each player may cast one vote on a Votable Matter by making a response to the official entry that comprises that Votable Matter, indicating FOR, AGAINST, or DEFERENTIAL, or VETO if the player is the Emperor. A player may change their vote while the Votable Matter has not been resolved.

If a player other than the Emperor casts a vote of DEFERENTIAL, then the vote of DEFERENTIAL is an indication of confidence in the Emperor. When the Emperor has a valid vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Emperor’s vote, unless otherwise specified.

When a player casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn. The Emperor may VETO a Proposal; when the Emperor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed. Withdrawing or vetoing a proposal cannot be reversed; once cast, such a vote cannot be changed.

Resolution

Proposals and CfJs may only be resolved by the Emperor. DoVs may be resolved by any player. Votable matters must be resolved based on the following criteria:

A votable matter can be enacted if more than half the players have voted FOR it, or if it's been open for voting for 18 hours and has more votes FOR than AGAINST. (Proposals which have been Vetoed or Withdrawn can never be enacted.)

A votable matter can be failed if half or more of the players have voted AGAINST it, or if it's been open for 18 hours and cannot otherwise be enacted, or if it is a proposal and has been Vetoed or Withdrawn.

Proposals must be resolved in chronological order, from oldest to newest.

CfJs and DoVs do not need to be resolved in chronological order and Vetoing or Withdrawing them has no effect. If a DoV is failed, the player who submitted it cannot make another DoV for 48 hours (2 days).

Whenever a proposal or CfJ is enacted, the Emperor must make the prescribed changes to the ruleset or gamestate. Whenever a DoV is enacted then the procedure described in the rule Victory and Ascension takes place. Any votable matter ceases to be a votable matter once resolved.

Victory and Ascension

During the course of play, a mechanic should be established that specifies under what circumstances a player has achieved Victory in a House. When a player posts a DoV, and that DoV is Enacted, the player who submitted it has won, and if all players wish to continue, a new House can begin in which all then-existing House rules are repealed and the player who made the DoV becomes the Emperor. The new Emperor must make an Ascension Address, which is an official entry submitted in which they set out the theme for the new House.

Legitimation

Game actions are by definition Legitimate, meaning that they are legally authorised by the rules. An Illegitimate action is an action that is intended to be a game action or which has the appearance of being a game action but which is not Legitimate.

Game actions can be Legitimate on two bases:

  • Explicit Legitimacy: A game action is explicitly Legitimate if the rules explicitly allow for that type of action. For example, casting a valid vote on a proposal is explicitly Legitimate.
  • Implicit Legitimacy: A game action is implicitly Legitimate if it is authorised by the rules, but no rule clearly and specifically permits that type of action. For example, a combination of rules together might indicate that a certain type of action is permissible without clearly stating so, or ambiguities in the rules might lead to some actions not being explicitly defined while still being the most sensible interpretation of the rules.

Actions

There may be Actions of different kind.

  • A Tick Action is an action that can be undertaken once every 6 hour period and not less than 3 hours apart.
  • A Collective Tick Action is a Tick Action that can only be undertaken by a single Freeholder per every 6 hour period.

House Rules

Terminology

For the purposes of all House Rules, the terms player and Freeholder are synonyms, and the terms Emperor and Crown are synonyms. The Crown is also the head of the Church.

Land Management

Each Freeholder has a 4x4 patch of land, represented by a 16-block table on the page https://wiki.blognomic.com/index.php?title=Fast_Nomic:_Round_2/Gamestate. Each block in each Freeholder's Patch may include up to 1 feature, defaulting to empty.

Features available are Shops(S), Pathway(P), Arborea(A), Gardens(G), Housing(H), Garden Gnome (N), Plastic Flamingos(F), Chest(C#), and Trap(T), Mall(M). Features are represented by their symbol in parentheses.

Shops and Housing are placed as single features but function in sets of two. Each set of two adjacent Shops and Housing features functions as a single Shop or House, respectively, with each feature belonging to no more than one set.

A freeholder may freely add a feature to an empty block in their patch or change one block in their patch to a different feature as a tick action. Garden Gnomes may not be added in this way.

Money in the Bank

A Chest feature can contain up to 9 Pesos, signified by a number (0-9) next to its letter, and defaulting to 0 Pesos. A Freeholder owns and may spend the Pesos in all Chests on their Patch.

A Freeholder's Profit, in Pesos, is equal to the total number of Shops and Mall features on their Patch. As a Collective Tick Action, any Freeholder may distribute Pesos to each Freeholder according to their respective Profits, by assigning those Pesos to their respective Chests, up to whatever can fit, skipping Freeholders without any non-full Chests.

A freeholder may, as a tick action, remove two pesos from any chest on their patch and add a feature to any single block on their patch or to swap two existing features on their patch.

Visibility

The Crown has arranged a passthrough of traveling dignitaries from the nearby kingdom of BlogNomic, during the annual Fall Festival. This could be an important moment for our foreign relations, and the Crown has announced that he will appoint as Regent whichever Freeholder whose Patch most impresses our visitors.

Each Freeholder may have Ribbons, which are publicly tracked. Each Ribbon has an associated Visibility. A Freeholder's visibility is the sum of all their Ribbons' visibility. Freeholders may have multiple copies of a single type of Ribbon. The list of Ribbons, their conditions, and their Visibility is tracked in the Ribbon table at the end of this rule.

The Crown may, as a tick action, declare a Ribbon Ceremony by making a post beginning 'Ribbon Ceremony' in fast-nomic. A Ribbon Ceremony post should include a list of Freeholders, each on a new line, and each with a list of Ribbons after their name. If a Freeholder meets the conditions of a Ribbon so mentioned with their name, they obtain that ribbon.

Each Freeholder's Patch has a Placard, a string of text freely editable by that Freeholder, which is merely flavor text, but may be used to describe or explain their Patch for visitors. At 18h00 UTC on Monday 18th October 2021, the Crown will conduct a Tour of visiting dignitaries. At that time, the Freeholder whose Patch has the highest Visibility becomes Regent., with highest Impressiveness being used as a tiebreaker. The Regent has achieved victory.

Ribbon table
Name Visibility Conditions
Participation 1 Possessing the Patch which has the lowest Impressiveness (or which is tied for the lowest Impressiveness).
Bustling Economy 2 Possessing the Patch in which the most (or tied for the most) Houses are connected to Shops, either directly or by Pathways
Greenest Village 2 Possessing the Patch in which the most (or tied for the most) Gardens or Arborea are in contiguous adjacent blocks
Dignitaries' Choice 2 Possessing the Patch with the most Dignitary Signatures (or tied for the most).

Blognomic Dignitaries are players of Blognomic (Citizens according to https://wiki.blognomic.com/index.php?title=Ruleset) which are not also players of this nomic, and have not been since the time of submission of this Proposal. Each Freeholder's Patch has a List of Signatures. Blognomic Dignitaries may append their names (defined by Blognomic naming rules) to up to two Lists of Signatures. A Patch has one Dignitary Signature for each Blognomic Dignitary who has done so to their List.

Impressiveness

A Patch has an Impressiveness score, which may be explicitly tracked alongside each Patch on the gamestate tracking page. A Patch's Impressiveness is zero by default. Adding a feature to a patch adds 2 impressiveness, adding a Garden Gnome adds 20. Removing a feature from a patch removes 2 impressiveness, removing a Garden Gnome removes 20.

The Cloister Bell

As a Tick Action, a Freeholder may Ring the Cloister Bell by making a post to the #fast-nomic channel of the Discord consisting only of the word DONG; the Cloister Bell is then Run for the following ten minutes. When the Cloister Bell is Rung, no Freeholder other than the Freeholder who rang it may undertake any game action, including resolving votable matters, except raising and resolving CfJs.

The Swarm of Locusts

A Swarm of Locusts(tracked as L) rampages across the Freeheld Properties! It's health begins at 6, and is tracked on the wiki. It starts at a random block on Cuddlebeam's Patch. Whenever a Freeholder adds a feature to a Patch, if there is a Swarm of Locusts on any Patch, they must also roll d4 and move the Swarm of Locusts one block in that direction: 1=N, 2=E, 3=S, 4=W. If it moves onto a feature, it destroys that feature, and loses one health if it was a Trap feature. If it would move outside of a Patch, it instead moves to the same location in a randomly chosen, different Patch. If its health falls to 0, it is destroyed, and the resolving Freeholder distributes 5 Pesos to that Patch's Chest feature(s), up to whatever can fit.

Upgradeables

A Mall cannot be built by methods outside of this Rule. A Freeholder may Pay 3 Pesos and remove a Shop to build a Mall in the same location.