Proposal 1: Each proposer of a successfully passed proposal gains one Holy Imperial Elector Vote, the effects of which may be determined by future rules. This Vote remains in perpetuity unless otherwise taken away, and one player may have multiple votes.
Proposal 3: Anyone submitting an invalid proposal shall be subject to a punishment. Until their punishment has been served, that person may not submit or vote on any proposals. Unless specified otherwise in a later rule, the default punishment shall be to write a haiku.
Proposal 4: In order for a proposal to pass, a proposal must have at least votes on it from at least half of the players in the game in order to pass, in addition to any previous proposals.
Proposal 5: Amend Rule 14 to read as follows: 14: At the end of a turn, the votes on all proposals are counted. Any proposal in which the majority of the votes are supporting is passed, and the nomic is changed according to that proposal's instructions. A majority vote is defined as more than half of the votes cast.
Proposal 7: Alter Rule 20 to read as follows: In order for a proposal to pass, a proposal must have votes on it from at least half of the players in the game, in addition to any previous proposals.
Proposal 8: When a new player joins, the first vote they make will be twice as valuable. It is still a single vote, but it counts as two.
Proposal 10: Edited posts are ignored during the counting of votes, and proposals made in edited posts are invalid.
Proposal 11: Electors may vote in a new Holy Emperor with a clear majority vote, and may oust an Emperor with another clear majority vote. Only Elector Votes count.
Proposal 14: In order for a proposal to be passed, it must have supporting votes from at least two separate individuals.
Proposal 15: A player may only propose one proposition per turn.
Proposal 16: Modify Rule 13: The game ends after 30 turns.
Proposal 17: At the start of each turn, all players gain 500$ each. Currently, $ may be spent at any time as follows:
500$: Acquire one Holy Imperial Elector Vote.
1000$: You may propose an additional proposal this turn. This supersedes the effect of whatever rule was created/modified by Proposal 15.
5000$: Target a player. Any proposals that player submits this turn cannot be supported by any players other than that player.
Proposal 18: crazyabe Will forever on be referred to as "Lord Uln 'Proposes Uselessness' the eighteenth".
Proposal 22: Players may propose Variants of existing Proposals by modifying some parts of said Proposal. If there is any disagreement the Judge is responsible for determining whether a proposed Variant is similar enough to the original Proposal to be classed as such. Variants are to be given a letter after the proposal number in the usual order (Proposal 18a, Proposal 18b, etc)
Where multiple variants of the same Proposal gain sufficient votes to pass only the Variant with the most votes Passes and the others Fail. In the case of a tie the Judge is to determine which passes by means of a coin flip, die roll or other unbiased and random method as they seem fit.
Proposing a Variant of an existing Proposal does not count as making a Proposal; as such the author of the original Proposal - not a specific Variant - counts as the proposer in all respects.
Proposal 23: Whenever a proposal is passed, the player that proposed that proposal gains an amount of $ equal to 100(s-o), where s is the number of players who supported that proposal and o is the number of players that opposed that proposal.
Proposal 26: Remove rule 20.
Proposal 27: Failed proposals make the person that proposed the proposal to lose 1 Imperial Elector Votes, with 0 being the minimum you can have.
Proposal 28: When a proposal is passed, by default it takes effect at the start of the next turn. If stated within the proposal, it may take effect at some other time.
Proposal 29a: A lottery exists. Up to once per turn(per player), a player may spend(remove $) $ in increments of 100$ on the lottery. By default, a player is considered to have spent 0$ on the lottery at the start of a turn. Afterwards, it is permissible for the player in question to increase his/her bet(the amount spent) in increments of 100$. At the end of a turn, if a player spent/bet more than 0$ on the lottery, they receive one of the following things at random, with an equal chance of each. The result is decided by a fair method(as determined by the Judge, but the method used may be changed to some other method if a player other than the Judge states that they would like to change the method, and a supermajority(over two thirds) of the players agree). An 8-sided die with the numbers "1, 2, 3, 4, 5, 6, 7, 8" inscribed on it with one number per side, or the use of random.org are both fair methods, unless decided otherwise by a supermajority of players or the Judge and 2 other players. The Judge will post the roll for each player at the end of the turn, and benefits to individual players will be ascribed accordingly, based on the roll:
1: 0$
2: 0$
3: 0$
4: 0$
5: One game ticket for every 100$ spent on the bet.
6: Their bet(the amount spent) is returned to them.
7. Their bet is doubled and returned to them.
8. Their bet is multiplied by 5 and returned to them.
Proposal 30: Players can now 'buy' land, $250 buys a plot of land. Players who own land get $50 income per plot, and the title landowner.
Proposal 31: Any player already opposing three or more proposals—and wishing to oppose another—must compose a poem insulting:
1. The contents of the proposal
2. The character of the proposer and/or the proposal's supporters
3. A poem previously composed by the proposer
4. Any combination of the above
Proposal 32: Income is henceforth defined as "an amount of money earned at the start of a turn".
Proposal 34:All Proposals which have Passed or Failed are to be designated as Inactive Proposals and all other Proposals as Active Proposals. Where an Active Proposal is rendered invalid, the Judge is required to re-number all valid Active Proposals following it such that these Proposals are not deemed invalid as a result. Valid Inactive Proposals cannot be rendered invalid by any means; any rule which could make a Proposal invalid does not apply to valid Inactive Proposals, this rule takes precedence over any such rule.
Proposal 35: Amend Rule 27 to include the following sentences to the end of the rule: "Variants count as Proposals in all respects except where stated otherwise in the Rules. Any Variant of an invalid Proposal is also deemed invalid. You cannot make a Variant of a Variant.
Proposal 36a: The Player with the role of Judge cannot vote on proposals that they did not propose.
Proposal 37: Each plot of land someone has gives them and extra .1 vote/per plot. Players with 10+ plots now gain the achievement Extra vote.
Proposal 39: All proposals must include a name, preferably separated from the number by a dash. Note that this exact format is not required—it would be unfair if a proposal was made invalid by bad formatting. This is intended to make it easier to refer to them. An example of the format is included below:
Proposal 999 - Example Proposal:
Proposal 41: There exists a bank. The bank is an entity separate from all players. Players can store any amount of money in the bank at any time, drawing from their own money. Players put money in the bank by removing it from their ownership, and adding it to the bank. Each player has a separate account in the bank, which by default contains $0. A player can only withdraw money once per turn, and only then up to 90% of their account, unless their account contains less than $2,500. Withdrawing money from the bank is done by removing it from the bank, and adding it to their ownership. You can't withdraw more money than you have in the bank. At the end of a turn, the money in each account in the bank gets increased by 5%, plus another additive 1% for every $10,000 stored in every account combined. (This is done by multiplying the account by x(1.01+0.01y), where x is the account in question, and y is the amount of money stored in every account divided by 25,000, and rounded down to the nearest whole number. The end result is also rounded down to the nearest whole number. This increase is known as interest, and it counts as a form of income. The maximum multiplier that can be applied as interest is 1.21 times, and all higher multipliers in relation to applying interest to accounts in the bank are to be treated as 1.21.
Proposal 42 - Avoiding Unfair Proposal Loss: Within a turn, a player can have one proposal rendered invalid due to a technicality—currently, this includes incorrect numbering and failure to include a name—without it counting against the number of proposals they can make within a turn. They still have to write a haiku.
Proposal 45 - Defining "Active Player" for Future Legislation: An "active player" is a player who has posted within the last three turns and/or the last week. If a proposal includes the phrase "active player", it is using this definition, unless another is supplied within it. For clarity, it is strongly recommended that proposals with an alternate definition use a different phrase—"current player" and "recent player" are both workable, if slightly awkward.
Proposal 46a - New Nobility Modify: each time a player gains (10x previous Number) of land they get a title, Starting at 1 with the currently Available title of "Land owner" these titles will be applied to the player replacing the previous title, or modifying a title if they already have it included in there name(s). the titles go in the order of: "Land owner"(1) "Lord OR Lady"(10) "Baron OR Baroness"(100) "Viscount OR Viscountess"(1,000) "Earl OR Count OR Countess"(10,000) "Marquess OR Marchioness"(100,000) "Duke OR Duchess"(1,000,000) "Prince OR Princess"(10,000,000).
Proposal 48a - Minor Rule Cleanup: The following list of changes will take place:
- Alter rule 5 to remove the sentence "If a player does not post in the thread for over a week, they shall be considered to have forfeited the game."
- Alter the final sentence of rule 14 to the following: "A majority vote on a proposal is defined as more than half the votes cast on that proposal."
- Alter rule 23 by adding the following sentence: "A clear majority vote means that more than half the Holy Imperial Elector Votes cast must be on a single player."
- Alter rule 33 to read as follows:
Any player already opposing three or more proposals—and wishing to oppose another—must compose a poem insulting at least one of the following:
1. The contents of the proposal
2. The character of the proposer and/or the proposal's supporters
3. A poem previously composed by the proposer"
Proposal 49a - Alliances, Modified: At any time while this game is still in progress, a player may state that they wish to form an alliance with another player; no exact phrasing is required, but the name of the other player must be in
bold. If the other player responds, within the same turn, with acceptance—again, there is no exact phrasing, but the offering player's name must be in bold—an alliance between the players is formed at the end of the turn, along with an .
The highest number of players an alliance may have as members is 5, the lowest, 2.
Whenever a player in an alliance wins, all other players in that alliance also win, at exactly the same time.
A player may leave an Alliance at any time by stating his intent to do so at any time in this game thread, and having that statement witnessed by the Judge.
A player may be added to an Alliance by, after they have asked to be added in a post that includes the Alliance's name in
bold, being accepted by the entirety of the Alliance, who must include the player's name in bold. The judge should post in the thread to confirm the player's acceptance as quickly as reasonably possible.
If a majority of players in an Alliance state their desire to have a player removed from an Alliance they are in, it will be done, scheduling the player to be removed from the Alliance at the end of the turn.
Being removed or added to an alliance happens at the end of the turn,
before Alliance Account-related steps happen.
A given player cannot be a member of more than one Alliance.
Alliances will be individually referred to with different names. A given Alliance's name shall be determined by a majority of that Alliance's members stating their desire for said Alliance to have a given name. By default, an alliance is named "The [player]-[player] Alliance," for two-player alliances, or "Alliance of [player], [player], [more players, if necessary] and [player]" for alliances of more than three. Samples are displayed in Figure 1.
An Alliance's name may be changed after it is set by a majority of that Alliance's members, in the same manner as choosing an Alliance's name for the first time.
Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance,
instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for
some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.
Amendments, otherwise known as modifications, to the rule created by this proposal cannot be done without a supermajority(two thirds) of the players in this game wishing said amendments to be made.
Bob-Bill Alliance
Alliance of Bob, Bill, and Alfred
Alliance of Bob, Bill, Alfred, and James
Alliance of Bob, Bill, Alfred, James, and Fred
Proposal 50 - 'New Markets': Players may invest any amount of cash divisible by 100 on 'Stock'. 'Stock' randomly increases and decreases the value of what has been Invested into it over 7 days. Players can remove their Investments from the 'Stock' at any time, gaining what it has changed into, but can't buy another Investment later. The 'Stock' roll on the table below to see how they change. At the end of the seven day period all investments return to the player that made them. at the end of the period the judge gets 1/100 of any remaining investments.1:Price Drop, Divide Investments by 10.
2:Price Drop, Divide Investments by 5.
3:Price Drop, Divide Investments by 2.
4:Stock Crash, Reduce all investments to 100 or 0 if at / lower then 100.
5:Price raise, multiply Investments by 1.5.
6:Level, Investments stay the same.
7:Price raise, Multiply investments by 2.
8:Level, Investments stay the same.
9:Price raise, Multiply investments by 5.
10:Price Boom, Multiply investments by 100.
Proposal 52 - Defining Rules for the Removal of Old Proposals: A player (hereafter "the vote-caller") may call a vote to abolish a proposal, if they did not do so the previous turn. The vote is handled near-identically to a proposal vote; for clarity, players should use the words
abolish and
keep to support and oppose the removal of the proposal, respectively. If the vote passes, the proposal is removed at the end of the turn; if it fails, the vote-caller may not attempt to abolish the same proposal for three turns, though other players are free to. Abolishing a proposal does not reward the vote-caller with money or Imperial Electorate Votes. The format for calling a vote is below:
Abolish X - Proposal Name: Rationale
Including a rationale is mandatory. Abolishing is entirely separate from proposing, and does not use up your proposal for the turn, regardless of the vote's result.
Proposal 53 - Reality Warp: At any time during a turn, the Judge may Reality Warp to make something true(of his/her choice) within this game. This cannot be used to modify/supersede/override this rule in any way. The Reality Warp may be cancelled if a supermajority of players wish it to be so, and/or a majority of players plus the Holy Emperor, at which point the Judge will be unable to Reality Warp for the remainder of the turn.
Proposal 54 - The Beckoning: At any time player can sacrifice(remove $) money. This sacrificed money goes into a special storage area known as
The Vault of Nig-hac'thaa. For every $100 stored in
The Vault of Nig-hac'thaa, there is a 1% chance that at 17:00 (5:00 PM) eastern standard time, Nig-hac'thaa (henceforth known as
HE)
COMES. When
HE COMES,
HE chooses a random active player from among those who have
CALLED HIS WRATH. (Any player that has ever sacrificed money) To that player, he offers a
DECISION via private message. Should a player desire the results of this
DECISION, they must reply in the affirmative. If they do not, except where stated otherwise, nothing happens.
Afterward,
HE gains a position as a player for the rest of the game, voting
at random AS HE WILLS IT on all proposals from now on. (
HE Supports or opposes every proposal make henceforth. 50% chance of either option.)
The Vault of Nig-hac'thaa becomes a part of
HIS player status. If
HE would lose this game, then instead,
HE wins, ending the game. The sole exception is if
HE forfeits as a result of
DECISION 8.
A list of
DECISION's follows.
1: You gain no income next turn. "You are not deserving of my power. A mere glimpse of my visage is reward enough." This DECISION occurs regardless of whether the player replies in the affirmative.
2: HE condemns a specified proposal. It gains an opposing vote that has UNIMAGINABLE POWER from HIM, preventing that proposal from passing along with any others that proposer has proposed this turn. "This realm sickens me. It is far too orderly for my liking."
3: HE supports a specified proposal. The chosen proposal must have been made before HE contacted that player. That proposal gains supporting votes from every player in the game. These votes cannot be changed or removed. "They are but slaves to my power."
4: HE grants you great material wealth. Choose one of the following: a. Next turn your income is multiplied by 2, just once. b. Gain 10 of any of the following: Holy Imperial Elector Votes, Plots of Land, or Game Tickets. c. Remove 5% of the total money in the bank evenly distributed from each account with more than $0 in it, and add it to a chosen player's bank account. "You have given me a body. For that, your own body should be rewarded."
5: HE grants you a portion of his WRATH. You can remove any one rule not in the initial set from the game. This power lasts until you use it, but once you do a single time, it fades away. "For a brief moment, you will become as my avatar in this world."
6: HE carves off a fragment of HIS being, granting you a Staff of Apotheosis. With this staff, once every 5 turns that player can call HIM forth to make a DECISION. If a player receives this result after they have a Staff of Apotheosis, it is removed. In that event, for the next 3 turns that player can receive no money from any source. "I will allow you to truly command me for a time. But be warned. Abuse of my power will not come lightly." This DECISION occurs regardless of whether the player replies in the affirmative.
7: HE carves off a fragment of HIS being, placing a SPAWN OF THE BEAST into play. At the start of each turn This SPAWN OF THE BEAST will remove 50% of a random active player's income and add it to The Vault of Nig-hac'thaa, but only if that player did not sacrifice at least $250 last turn. If this result occurs after a SPAWN OF THE BEAST is in play, then HE instead removes a chosen player's income next turn, and adds it the The Vault of Nig-hac'thaa. This DECISION occurs regardless of whether the player replies in the affirmative. "They will come to fear me, and rightfully so."
8: HE moves on from this world, and so too does this rule. As a player, this counts as HIM forfeiting. If any player's are in possession of a Staff of Apotheosis, they are removed. The SPAWN OF THE BEAST is also removed from play. This result cannot occur until at least 10 other DECISION's have been made, including one of each result. This DECISION occurs regardless of whether the player replies in the affirmative.
Afterward the
DECISION is made, all money stored in
The Vault of Nig-hac'thaa is removed.
Proposal 59-The sacrifice fix: A player can only sacrifice money they current possess, as listed in their player status.
Proposal 60 - The Land tax: Starting at the current point in time, Land produces NO cash on it's own; all players must hire Farmers, Each farmer Causes one plot of land to produce 50 cash, Each Farmer costs 50 cash to hire and stack to (2 + Rank) per piece of land, Each round all players of Lord rank or higher send (50 X Rank X Land) cash to the emperor OR Judge depending on whether or not there is a emperor, if this cash is sent to the judge 1/4 is sent to The Vault of Nig-hac'thaa. From this point on; the vault will be rounded to the nearest Hundredth when it would normally go beyond that point. From this point forwards; The Judge will be able to Support or Oppose Proposals s/he did not create; This supersedes any other proposal that would Limit this. From this point forwards, Any thing that is a part of this proposal will be: immune to abolishing; Immune to changes; and Unable to be invalid, Changing anything that would make it so The Emperor's land produces no Cash But still requires farmers for some reason.
Proposal 61 - Supporting Alliance Proposals: If a Player is a member of an alliance, they may choose to automatically support proposals by members of their Alliance by stating, in this thread, 'I Wish To Support Alliance Proposals'. Once this has been stated, that Player, as long as they are an active player (as defined by rule 41), are considered to have an implied supporting vote for all Proposals made by players who were members of their alliance at the time this statement was most recently made, exactly as the proposer does. Should a player, for whatever reason, Oppose their own Proposal all implicit support votes from Alliance members for that proposal, if any, are removed.
A Player may cease supporting alliance proposals by stating, in this thread, I Wish To Cease Supporting Alliance Proposals. From that point on the Player no longer automatically supports alliance proposals as detailed above until they once again state they wish to do so (by stating, in this thread, 'I Wish To Support Alliance Proposals'. Implicit votes in effect when a Player ceases to support Alliance Proposals remain in effect.
Proposal 62 - MafiaWhen this proposal is passed, 2 of the players of this game are selected to be Mafia. The rest are selected to be Town. The Judge cannot be selected to be either.
The two players selected to be Mafia are informed of this, and they are also informed of who the other Mafia player is.
Each player selected to be Town is informed that they are Town, but not who the other Town are and who the Mafia are.
This is all done via PM.
John(you are Mafia. Ted is mafia also.)
Ted(you are Mafia. John is mafia also.)
Sue(you are Town.)
Mary(you are Town.)
James(you are Town.)
Tassadar(you are Town.)
Ragnar(you are Town.)
Seraph(you are Town.)
All players who are Town win when there are no Mafia players in the game.
All players who are Mafia win when the number of players who are Town is less than or equal to the number of players who are Mafia.
Proposal 63 - Truncating Absurd Decimals to Reduce Judge Workload: At the end of the inter-turn process, all monetary values are rounded up to the nearest integer.
Proposal 64 - Land Nerf 2.0: Land now give $10 per plot but past 10 plots Half your plots no longer give you money but .1 fame/plot (Ex. Person has 30 plots, 15 give $150/turn, 15 1.5 fame). Land no longer gives votes this supersedes any other rule pertaining to land and votes. Fame is nothing more then prestige and can never be used as a usable resource, this supersedes any rule that pertains to fame.
Proposal 65 - Induction of New Players: Whenever a given player joins this game for the first time, the Judge rolls 1d4 or does the equivalent with random.org. On a result of one, the player becomes Mafia(and is informed of this via PM), and all Mafia players in the game are PM'd a list of the Mafia players in the game. On any other result, the player becomes Town and is informed of this via PM.
Proposal 66-Pick a card: Each player picks a
favored card from a standard 52 card deck of playing cards, not including jokers. The card chosen must be unique (not chosen by another player). At the end of each turn, the Judge draws a single card from a standard deck of playing cards. If the card drawn is a player's
favored card, that player gains 1 use of the
Power known as Shuffle Time. If a player has 0 uses of Shuffle Time left, it is removed from their status. A
Power is a part of a player's status. The
Power known as Shuffle Time allows a player to "shuffle" the votes on an active proposal. For each vote on the proposal chosen, a coin is flipped by the Judge. If heads, that vote becomes a supporting vote. If tails, that vote becomes an opposing vote. A vote can only be shuffled once per turn, and it can still be changed by the player that originally chose that vote. A player can only use Shuffle Time once per turn.
Proposal 67 - Sense and Sanity: DECISION 8 is automatically invoked, regardless of any conditions which would otherwise prevent it from taking effect. In addition, Rule #47 is removed.
Proposal 70-The removal of money: Remove rules 25, 28, 32, 34, 42, 44, 48, 51, and 52. In addition remove the following sentences from rule 43. (", along with an " "Being removed or added to an alliance happens at the end of the turn, before Alliance Account-related steps happen."
"Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance, instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.")
Proposal 71 - To Prevent Victory Shenanigans: When a player wins, all players that did not win at the same time as that player lose.
Proposal 73b - Creating a basic token system II Proposal 73 - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.
Errata
If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens present in their status. These tokens are removed from their status once spent.
Proposal 75a - Death Loves This One, Nitpicked: Players that are Town or Mafia may freely place Lynch Votes on other Town or Mafia players, by stating the target player's name(or a close approximation, defined by the Judge) in red text. Each player may only place one Lynch Vote, but it may be moved freely. At the end of a turn with a number evenly divisible by four(the turn number divided by four equals an integer), the player with the most Lynch Votes on him/her is killed. In the event of a tie for the player with the most Lynch votes, no players are killed by this method.
At any time, if all the Mafia players state a desire to kill a Town player, to the Judge, via PM, and the turn number is evenly divisible by four, that player will be killed. This may only be done once per turn.
The Judge cannot be killed.
Whenever a player is killed, he/she is not removed from the game. Rather, he/she is no longer Town or Mafia, and may not become Town or Mafia again in any way except the initiation of another Mafia game. Then the Judge posts what his/her(referring to the killed player) alignment(Town or Mafia) was.
Proposal 76a - Tokens, Expanded (Fixed Version): The following sources of tokens are added:
- Mafia Master: Winning a game of Nomic Mafia gives you 5 tokens.
- Professional Proposer: Whenever a proposal of yours passes, you gain 1 token. If two of your proposals fail in a row, you gain 1 token.
The following uses for tokens are added:
- Bonus Proposal - 3 tokens: Create an extra proposal this turn.
- Colour Change - 1 token: Your name will be coloured in the inter-turn status block. You must choose a colour.
Tokens gained from
Mafia Master and
Professional Proposer are added to a player's status within the inter-turn status block in which they are earned; if, somehow, they are earned within a turn, they are added to a player's status in the next inter-turn status block.
To purchase something using tokens, a player with at least enough tokens in their possession must state that they are doing so.
Proposal 77-Resources: After this proposal passes, every active player must declare the name of their
Native Resource. Once they do so, they receive 1 unit of that resource. The name of a
Native Resource must be unique to that
Native Resource. At the start of every turn, a player gains one unit of their
Native Resource, up to a maximum of 10. Any additional resources past this amount are discarded. A player can only declare the name of their
Native Resource once. The native resources of other players can be owned, but are not produced on their own at the start of each turn. Players can exchange (henceforth referred to as trade) resources by making a valid trade offer to another player. If both players agree on the trade offer, the judge enacts the changes listed in the offer. A valid trade offer fulfills all of the following requirements.
1: Resources can only be traded or used in integer values.
2: You cannot trade less than 1 of a resource.
3: A valid trade offer can use the word "nothing" for either the receiving for the giving party, but not both. This means that no resources will be removed from that player.
Some examples are as follows. These examples use the native resources "wood" and "stone" for the purposes of demonstration only. These resources do not exist until a player declares that one of them is their native resource.
1: "I trade 1 of my wood for 1 of John's stone." The player is offering to give 1 of their wood for 1 stone owned by another player, John. If John accepts, 1 wood is removed from the offering player and given to John, and 1 stone is removed from John and given to the offering player.
2: "I trade 1 of my wood for nothing from John." The player is offering to give 1 wood to John, essentially. If they accept, 1 wood is removed from the offering player and given to John.
3: "I trade nothing for 1 stone from John." The player is asking John for 1 stone and giving nothing in return. A valid trade offer, but not one that many would accept without a good reason. If they do accept, 1 stone is removed from John and given to the offering player.