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	<updated>2026-05-04T15:59:23Z</updated>
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	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7669</id>
		<title>Cycle 18/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7669"/>
		<updated>2025-07-04T00:57:21Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: /* Proposals */  my proposal is the best and you have to choose it or I&amp;#039;ll cry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for Cycle 18&#039;s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia Race Nomic (Veganzombeh) ===&lt;br /&gt;
[[User:Veganzombeh/WikiJetLagNomic|Link]]&lt;br /&gt;
&lt;br /&gt;
=== RoundNomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/RoundNomic|Round Nomic]]&lt;br /&gt;
&lt;br /&gt;
There are rounds which contain multiple phases. Proposals are primarily only enacted at the end of a round, and actions can occur each phase. A winner each round, as the rules get more developed. First round: Make the most popular-proposals, AKA make the most approved on gameplay elements.&lt;br /&gt;
&lt;br /&gt;
=== Scamomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scamomic]]&lt;br /&gt;
&lt;br /&gt;
A tour of the common scams in Nomic: Starting out with proposal adoption, moving to non-natural amounts of game assets (Such as infinity, -1, capybara, pi), moving to paradoxes, and finally, to real scams and bribery.&lt;br /&gt;
&lt;br /&gt;
=== No-Time-Ic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Timeless|No-Time-Ic]]&lt;br /&gt;
&lt;br /&gt;
Phases are based upon player agreement instead of a fixed schedule, requiring manual intervention to pass time. Similar to Round Nomic, just make the most popular-proposals to win (initially).&lt;br /&gt;
&lt;br /&gt;
=== Peer-to-peer Nomic (Nameko) ===&lt;br /&gt;
[[User:UnderSampled/Peer-to-peer Nomic|Peer-to-peer Nomic]]&lt;br /&gt;
&lt;br /&gt;
There is no global state, only player state. Actions must directly affect player state and be resolved as an interaction between players (including self-interraction).&lt;br /&gt;
&lt;br /&gt;
=== Rafflenomic (Trungle) ===&lt;br /&gt;
&lt;br /&gt;
[[User:Trungle/Rafflenomic]]&lt;br /&gt;
&lt;br /&gt;
A framework for a nomic based on raffling things off, including the results of proposals.&lt;br /&gt;
&lt;br /&gt;
=== Time Loops 2 (Xenon dichloride) ===&lt;br /&gt;
[[User:Xenon dichloride/Time Loops 2|Time Loops 2]]&lt;br /&gt;
&lt;br /&gt;
A remix of the original [[User:Civae/Time Loop|Time Loops]] (Cycle 13) by Scarecrows. Now more focused on the rules of previous loops coming into play at certain times.&lt;br /&gt;
&lt;br /&gt;
=== No-mic (Xenon dichloride) ===&lt;br /&gt;
[[User:Xenon dichloride/No-mic|No-mic]]&lt;br /&gt;
&lt;br /&gt;
Players can assume each others&#039; identities to vote and perform actions. We could remove the voting mechanics if people like this idea, tracking that may be a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Pantheonomic ===&lt;br /&gt;
[[User:Praqueue/pantheonomic|Pantheonomic]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s about time we simulated the roman republic I think. I expect civil wars within 4 phases of starting.&lt;br /&gt;
&lt;br /&gt;
== Work-In-Progress Drafts ==&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/pantheonomic&amp;diff=7667</id>
		<title>User:Praqueue/pantheonomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/pantheonomic&amp;diff=7667"/>
		<updated>2025-07-04T00:54:58Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: I don&amp;#039;t need to tell you anything this is my page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase I:&#039;&#039;&#039; Monday, Tuesday and Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Phase II:&#039;&#039;&#039; Thursday, Friday, Saturday, and Sunday&lt;br /&gt;
The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel &#039;&#039;&#039;⁠#game-actions&#039;&#039;&#039;, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favour than votes against.&lt;br /&gt;
&lt;br /&gt;
== Judgement ==&lt;br /&gt;
&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, then the action can be taken by sending a message in #game-actions indicating intention to take that action. Similarly, if the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in #game-actions indicating intention to take that action.&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed by &amp;quot;sending a message&amp;quot; are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
&lt;br /&gt;
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.&lt;br /&gt;
&lt;br /&gt;
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.&lt;br /&gt;
&lt;br /&gt;
For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, is requiring the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
Items with similar properties may be grouped together into item classes.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players may trade items from their inventories with the consent of all parties.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
There are a number of gods that players can worship. When a player worships a god, that god may provide a boon to the worshiper. A boon is not an item. If a player worships multiple times in one phase, all of their active proposals are rendered null. Gods do not like neediness.&lt;br /&gt;
&lt;br /&gt;
=== Desmond ===&lt;br /&gt;
Desmond is the God of Democracy. A player who worships Desmond will roll a 10 sided die. If the die lands on 10, they will acquire the Boon of Populism. Any player who&#039;s 👍 vote is counted while the relevant proposer has the boon of populism will be given a point for every qualifying vote. The boon of populism will be removed at the end of the first phase after it was granted.&lt;br /&gt;
&lt;br /&gt;
=== Tyras ===&lt;br /&gt;
Tyras is the God of Tyranny. A player who worships Tyras will roll a 10 sided die. If the die lands on 10, they will acquire the Boon of Loyalism. A player with the Boon of Loyalism may remove one 👎 vote from any proposal for each active proposal they currently have with more than 3 👍 votes. The Boon of Loyalism will be removed at the end of the second phase after it was granted.&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7572</id>
		<title>Cycle 17/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7572"/>
		<updated>2025-03-14T04:23:58Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: woops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Parliament ==&lt;br /&gt;
Seat 1: &#039;&#039;&#039;Grevias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 2: &#039;&#039;&#039;Grevias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 3: &#039;&#039;&#039;Nyhilo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reserve Chair ==&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pending actions - distributing 10 coins to all players, to complete at the end of week 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judge ==&lt;br /&gt;
&#039;&#039;&#039;Lime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player !! Inventory&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
| winter worm || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cat ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nyhilo ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
| Trungle ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Fox ||&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Praqueue ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Magnitech ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| 4st ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grevias ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix King ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [idle account] ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lime ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Slord ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bunana ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cogeater ||&amp;quot;I Voted&amp;quot; Sticker with itself applied to it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mayple ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ganzom ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| s4 ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| google ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nameko ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Ash ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
| snail ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DivineInsanity_ ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lily&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7568</id>
		<title>Cycle 17/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7568"/>
		<updated>2025-03-14T03:49:54Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: untest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Parliament ==&lt;br /&gt;
Seat 1: &#039;&#039;&#039;Grevias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 2: &#039;&#039;&#039;Grevias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 3: &#039;&#039;&#039;Nyhilo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reserve Chair ==&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pending actions - distributing 10 coins to all players, to complete at the end of week 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judge ==&lt;br /&gt;
&#039;&#039;&#039;Lime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player !! Inventory&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
| winter worm || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cat ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nyhilo ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
| Trungle ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Fox ||&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Praqueue ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Magnitech ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| 4st ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grevias ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix King ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [idle account] ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lime ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Slord ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bunana ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cogeater ||&amp;quot;I Voted&amp;quot; Sticker with itself applied to it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mayple ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ganzom ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| s4 ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| google ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nameko ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Ash ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| snail ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DivineInsanity_ ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lily&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7567</id>
		<title>Cycle 17/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Gamestate&amp;diff=7567"/>
		<updated>2025-03-14T03:49:39Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Parliament ==&lt;br /&gt;
Seat 1: &#039;&#039;&#039;Grevias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 2: &#039;&#039;&#039;Grevias test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seat 3: &#039;&#039;&#039;Nyhilo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reserve Chair ==&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pending actions - distributing 10 coins to all players, to complete at the end of week 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judge ==&lt;br /&gt;
&#039;&#039;&#039;Lime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player !! Inventory&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
| winter worm || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cat ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nyhilo ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
| Trungle ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Fox ||&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Praqueue ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Magnitech ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| 4st ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grevias ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix King ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [idle account] ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lime ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Slord ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bunana ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| cogeater ||&amp;quot;I Voted&amp;quot; Sticker with itself applied to it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mayple ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ganzom ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| s4 ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| google ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nameko ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| Ash ||&amp;quot;I Voted&amp;quot; Sticker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| snail ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DivineInsanity_ ||&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lily&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Ruleset&amp;diff=6972</id>
		<title>Cycle 15/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Ruleset&amp;diff=6972"/>
		<updated>2024-01-27T21:57:31Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: Adding the dead link to garbage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time ==&lt;br /&gt;
=== General ===&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
Phase I: Monday, Tuesday, Wednesday, and Thursday&lt;br /&gt;
&lt;br /&gt;
Phase II: Friday, Saturday, and Sunday&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel ⁠#game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is &amp;quot;reputable&amp;quot; if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
When a player becomes reputable, grant them a Summoning Whistle.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are made by sending a message in the channel #proposals.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. A 🤔 reaction from a player at the time the voting period ends constitutes a vote for a rewrite. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be a class defined in the rules. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days (48 hours) after. An urgent proposal is popular if it has no more than two votes against it. Votes for a rewrite on urgent class proposals will be considered identical to a vote against.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
A proposal with the same, or substantially similar effect to a Tune Up class proposal cannot be made as a Standard class proposal for at least 7 days after it is discarded or made into a Second Reading class Proposal.&lt;br /&gt;
&lt;br /&gt;
The voting period for a Standard class proposal is the phase that started after the proposal was submitted. A standard proposal is popular if the combined total of votes for and rewrite votes is greater than the number of votes against, and fewer than 25% of the total votes are rewrites. If the combined total of votes for and rewrite votes is greater than the number of votes against, and the rewrite votes constitute more than 25% of the total votes, the proposal does not take effect and instead becomes a “Tune Up” class proposal.&lt;br /&gt;
&lt;br /&gt;
=== Tune Up Class Proposal ===&lt;br /&gt;
A proposal cannot be manually made as a Tune Up class Proposal. It is only possible to create a Tune Up class proposal through voting on another class of proposal. It is not possible to vote on a Tune Up class proposal.&lt;br /&gt;
&lt;br /&gt;
Any proposal which is made to become a Tune Up class proposal is sent to the channel #workshop. Tune Up class proposals can be modified by the original proposer of the rule to mollify the concerns of players who voted for a rewrite. Before the end of the phase in which it was made into a Tune Up class proposal, the original proposer must either approve the rule for a second vote, in which case they will send it to the channel ⁠#proposals as a Second Reading class proposal, or they may hold the rule back to remain as a Tune Up class proposal for one more phase. If the original proposer does neither before the end of the phase, the proposal is automatically discarded. If a proposal has had the Tune Up class for greater than 3 phases consecutively it is automatically discarded.&lt;br /&gt;
&lt;br /&gt;
=== Second Reading Class Proposal ===&lt;br /&gt;
A proposal cannot be manually made as a Second Reading class proposal. It is only possible to create a Second Reading class proposal through the methods described in the “Tune up Class Proposal” subrule. A Rewrite vote for a Second Reading class proposal will be considered identical to a vote against.&lt;br /&gt;
&lt;br /&gt;
Besides the exceptions described above, Second Reading class proposals are exactly the same as Standard class proposals.&lt;br /&gt;
&lt;br /&gt;
== Judges ==&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed &#039;&#039;&#039;in this manner&#039;&#039;&#039; except for abuse of office.. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players can trade items with other reputable players.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other.&lt;br /&gt;
&lt;br /&gt;
When otherwise authorized, a trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.&lt;br /&gt;
&lt;br /&gt;
=== Using Items ===&lt;br /&gt;
An item can be used by the player that owns it by posting to #⁠game-actions, specifying the item, and any other required details. When used, the item takes effect as specified in its description, then the item is destroyed. If an item&#039;s description references &amp;quot;you&amp;quot;, it refers to the player who used the item. If it implies that a player does something, then the player who does it is the player who used the item.&lt;br /&gt;
&lt;br /&gt;
=== Garbage ===&lt;br /&gt;
Garbage effects cannot change gamestate prior to the phase in which the Garbage is used. Each row in the table below defines an item alongside it&#039;s description. If the effect of one of these items cannot be determined, it instead does nothing, because it is garbage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Summoning Whistle&lt;br /&gt;
|If the space you are on is Blank, it gets covered in garbage, and thereby becomes of type Garbage Pile.&lt;br /&gt;
|-&lt;br /&gt;
|Disembodied Arm of Teleportation&lt;br /&gt;
|The arm drags you through spacetime directly to a random space between 1 and 100. (This is not movement.)&lt;br /&gt;
|-&lt;br /&gt;
|Significant Pause&lt;br /&gt;
|You move directly to the space you are on.&lt;br /&gt;
|-&lt;br /&gt;
|Time Bean Chili&lt;br /&gt;
|You move again.&lt;br /&gt;
|-&lt;br /&gt;
|Duck&lt;br /&gt;
|YOU GET NOTHING! YOU LOSE! GOOD DAY, SIR!&lt;br /&gt;
|-&lt;br /&gt;
|Mysterious Ontological Hole&lt;br /&gt;
|You swap places with the specified player. (This is not movement.)&lt;br /&gt;
|-&lt;br /&gt;
|Draught of Fudging&lt;br /&gt;
|You add or subtract 1 from the specified die roll.&lt;br /&gt;
|-&lt;br /&gt;
|Synergistic Scent-sation&lt;br /&gt;
|You transform a crystal into 2 random items.&lt;br /&gt;
|-&lt;br /&gt;
|Tickle-me-elmo&lt;br /&gt;
|The specified player moves directly to space 0.&lt;br /&gt;
|-&lt;br /&gt;
|Phlegmatic Porpoise&lt;br /&gt;
|A random player is granted a Phlegmatic Porpoise. Ping them.&lt;br /&gt;
|-&lt;br /&gt;
|Pop-and-Lock Tutorial CD&lt;br /&gt;
|The specified player moves directly to the space you are on.&lt;br /&gt;
|-&lt;br /&gt;
|Mauve&lt;br /&gt;
|Not the best color, but not the worst either.&lt;br /&gt;
|-&lt;br /&gt;
| +6 Sword of Edging&lt;br /&gt;
|You add 6 to a specified die roll. Additionally, roll 1d100. On 100 or higher, you move immediately and directly to the Gates of Hell (which is space 666000).&lt;br /&gt;
|-&lt;br /&gt;
|Actual Garbage&lt;br /&gt;
|This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2 Actual Garbage, to negate the effect of using it twice over.&lt;br /&gt;
|-&lt;br /&gt;
|Get Out of Jail Free Card&lt;br /&gt;
|You leave jail.&lt;br /&gt;
|-&lt;br /&gt;
|Steering Wheel&lt;br /&gt;
|Add 1d4 to wheel rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Brakes&lt;br /&gt;
|Subtract 1d4 from the wheel rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Bottle of Holding&lt;br /&gt;
|The space you are on becomes Blank. Modify this description by replacing all instances of Blank with the type the space you are on was prior to it becoming Blank.&lt;br /&gt;
|-&lt;br /&gt;
|NEW ITEM&lt;br /&gt;
|Create a new space that follows your current space.&lt;br /&gt;
|-&lt;br /&gt;
|Dimensional Bacon&lt;br /&gt;
|Roll 2d100 to select 2 spaces randomly. The higher numbered space selected now succeeds the lowered number space.&lt;br /&gt;
|-&lt;br /&gt;
|Fish&lt;br /&gt;
|Drop on the deck and flop like a fish!&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Wormhole&lt;br /&gt;
|You move to the space with identifier equivalent to the negative of your space&#039;s identifier, if it exists.&lt;br /&gt;
|-&lt;br /&gt;
|Actual Garage&lt;br /&gt;
|You are granted 5 random items defined by Garbage.&lt;br /&gt;
|-&lt;br /&gt;
|Archgarbage&lt;br /&gt;
|This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2 Archgarbage, to negate the effect of using it twice over. If you have &#039;Actual Garbage&#039; and &#039;Archgarbage&#039; at the same time, 1 of each is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Anti-type&lt;br /&gt;
|Randomly select an item defined by Garbage. You are granted -1 of it.&lt;br /&gt;
|-&lt;br /&gt;
|Synesthesia&lt;br /&gt;
|Randomly select an item defined by Garbage. You are granted Navy Blue of it.&lt;br /&gt;
|-&lt;br /&gt;
|Top Hat&lt;br /&gt;
|For the rest of the game, you are wearing a top hat.&lt;br /&gt;
|-&lt;br /&gt;
|Banana&lt;br /&gt;
|Yes, you have eaten the banana.&lt;br /&gt;
|-&lt;br /&gt;
|Gorilla&lt;br /&gt;
|If you have 3 bananas, you win the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|Blank Card&lt;br /&gt;
|Specify a name and description, and permanently append that to Garbage&lt;br /&gt;
|-&lt;br /&gt;
|Sick Burn&lt;br /&gt;
|Permanently amend Garbage by removing the specified item.&lt;br /&gt;
|-&lt;br /&gt;
|Demonic Tutor&lt;br /&gt;
|You are granted one of any specified item.&lt;br /&gt;
|-&lt;br /&gt;
|Nickelback&lt;br /&gt;
|🎵 Look at this graph 🎵&lt;br /&gt;
|-&lt;br /&gt;
|❤️‍🔥&lt;br /&gt;
|❤️‍🔥&lt;br /&gt;
|-&lt;br /&gt;
|This is a Totally Normal Item&lt;br /&gt;
|Yes, yes it is.&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|HEY PUT ME DOWN I&#039;M NOT GARBAGE&lt;br /&gt;
|-&lt;br /&gt;
|Six Inch Eyebrow of Mansplaining&lt;br /&gt;
|Makes all your answers long and incorrect.&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Gun&lt;br /&gt;
|Doesn&#039;t make stuff gay, unfortunately. Instead, changes the type of space you are on to whatever you specify.&lt;br /&gt;
|-&lt;br /&gt;
|Gay&#039;nbow Gun&lt;br /&gt;
|Makes stuff gay.&lt;br /&gt;
|-&lt;br /&gt;
|Veil Vacuum&lt;br /&gt;
|Change the rule of blank spaces to read [When a player lands on this space, grant them a Blank Card].&lt;br /&gt;
|-&lt;br /&gt;
|Big wheel&lt;br /&gt;
|Add 1d40 to the Wheel Rotation&lt;br /&gt;
|-&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Garbage to the Contrary Notwithstanding, the specified player loses SO HARD that if they have already won the cycle, they have no longer won the cycle. (They can still win again though, WATCH OUT!).&lt;br /&gt;
|-&lt;br /&gt;
|Scammer Scammer&lt;br /&gt;
|Increase your item uses for this turn by 1&lt;br /&gt;
|-&lt;br /&gt;
|Complex Mathematical Debate Inciter&lt;br /&gt;
|modify your current space by the sum of all natural numbers plus one twelfth&lt;br /&gt;
|-&lt;br /&gt;
|Praqueue&lt;br /&gt;
|Earn one attempt at pronouncing Praqueue, if Praqueue says you are correct, you earn one Praqueue&lt;br /&gt;
|-&lt;br /&gt;
|duhTfibjdFugifFUGIFFUfig&lt;br /&gt;
|GibjvuFugugFIVIFYGIGUgibjfyfibj&lt;br /&gt;
|-&lt;br /&gt;
|Telescope of Viewing&lt;br /&gt;
|Increase your insightfulness by 56&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Use This&lt;br /&gt;
|Lose 1 Crystal&lt;br /&gt;
|-&lt;br /&gt;
|Citation&lt;br /&gt;
|Get everything described in the linked source &amp;lt;sup&amp;gt;[[Glarg|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Emperor&#039;s New Clothes&lt;br /&gt;
|You must perform all actions in the next phase naked, this will be enforced by the honour system&lt;br /&gt;
|-&lt;br /&gt;
|The Emperor&#039;s Old Clothes&lt;br /&gt;
|You must perform all actions in the next phase wearing at least 9 different garments, this will be enforced by the honour system&lt;br /&gt;
|-&lt;br /&gt;
|Beacon of Philanthropy&lt;br /&gt;
|You must pick one other player to get a Beacon of Philanthropy&lt;br /&gt;
|-&lt;br /&gt;
|Feelin&#039; 4sty&lt;br /&gt;
|Select a player. Grant them 1d3 4st. Then randomly select 1 type of garbage item they possess and grant yourself 1 of it.&lt;br /&gt;
|-&lt;br /&gt;
|Crustal&lt;br /&gt;
|You pretend this is a crystal. It counts as a crystal for everything except win conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Shurdle&lt;br /&gt;
|Maybe this has trade value...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== MacGyvering ====&lt;br /&gt;
Once per phase, a player can MacGyver by posting to #⁠game-actions and specifying 2 different items defined by Garbage in their possession, then granting themselves a random item defined by Garbage. This destroys the specified items.&lt;br /&gt;
&lt;br /&gt;
=== Shards ===&lt;br /&gt;
Shards are a fungible item. At any point, players can gain 10+1d10 shards by destroying 1 crystal in their possession.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, is requiring the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Progressive Actions ===&lt;br /&gt;
Where the rules define a &amp;quot;progressive action&amp;quot;, a person authorized to take that action may take that action as described in this rule. For this purpose, the &amp;quot;appropriate channel&amp;quot; is the channel specified by the rule defining the action (defaulting to #game-actions).&lt;br /&gt;
&lt;br /&gt;
An authorized person may &amp;quot;commence&amp;quot; (syn. &amp;quot;begin&amp;quot;) the action by sending a message in the appropriate channel. A person who has done so may then make any required selections (including, potentially, random choices) required for the action in the appropriate channel.&lt;br /&gt;
&lt;br /&gt;
Upon the person making all required selections (that is, immediately after they make the final required selection), the action is deemed to be performed if all of the following are true at that time:&lt;br /&gt;
&lt;br /&gt;
* The time is in the same phase in which they commenced the action.&lt;br /&gt;
* They are authorized to perform the action.&lt;br /&gt;
* All other preconditions of the action specified in the rules are met.&lt;br /&gt;
* All provided selections are valid (as required by the defining rule).&lt;br /&gt;
&lt;br /&gt;
Where a person has commenced a progressive action that requires a selection, whether random or not, for which the choices are defined (e.g. they do not depend on another yet-unmade selection) and for which the rules permit a single possible option, that option is immediately deemed to have been selected, even without explicit action of the person.&lt;br /&gt;
&lt;br /&gt;
== Board ==&lt;br /&gt;
Each player has a location (syn. &amp;quot;current space&amp;quot;), which is a space. For a player to &amp;quot;move to&amp;quot; a new space, other than their current location, is for their location to become the new space. Initially, or if a player would otherwise lack a location or have indeterminate location, a player&#039;s location becomes the initial space (as elsewhere defined by the rules, or otherwise the oldest-created existing space) if possible.&lt;br /&gt;
&lt;br /&gt;
=== Spaces ===&lt;br /&gt;
A space is an entity. Each space has an identifier, which is an integer unique among spaces. An attempt to create a space with an invalid or duplicated identifier fails, rules to the contrary notwithstanding. The space with identifier N is known as &amp;quot;Space N&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 0 always exists, and is created immediately if it does not. This space is the initial space.&lt;br /&gt;
&lt;br /&gt;
Each space has a type or category as its type. The possible types are described by other rules. Initially, or if a space would otherwise lack a type or have indeterminate type, a space&#039;s type becomes Blank.&lt;br /&gt;
&lt;br /&gt;
A line of spaces exists between space X and space Y if X is less than Y and if every space from space X to space Y-1, inclusive, precedes a space with an identifier one greater than its own. A loop exists from space X to space Y if a line exists from space X to space Y and space X succeeds space Y.&lt;br /&gt;
&lt;br /&gt;
==== Blank ====&lt;br /&gt;
&amp;quot;Blank&amp;quot; is a type of space. Blank spaces have no effect that occurs when a player lands on or passes through them.&lt;br /&gt;
&lt;br /&gt;
==== Crystal ====&lt;br /&gt;
&amp;quot;Crystal&amp;quot; is a type of space. When a player lands on or passes through a crystal space, they gain 1 crystal.&lt;br /&gt;
&lt;br /&gt;
==== Boulder Trap ====&lt;br /&gt;
“Boulder Trap” is a type of space. Each Boulder Trap space has a list of spaces called its Boulder Path, and a space called its Safe Haven. When a player lands on a Boulder Trap space, a boulder rolls through all of the spaces on its Boulder Path, causing all players on that space and any space in its Boulder Path to flee, moving them to its Safe Haven. When a player passes through a Boulder Trap space, nothing happens.&lt;br /&gt;
&lt;br /&gt;
Boulder Trap spaces cannot have their type changed through the use of items. If the use of an item would cause a Boulder Trap to change its type, then the use of that item is cancelled without effect.&lt;br /&gt;
&lt;br /&gt;
==== Unique Types ====&lt;br /&gt;
A unique space type is a space type defined as such by the rules. If 2 or more spaces have the same unique space type, then all but the last one become type &amp;quot;Blank&amp;quot; (where the last ones is the one with the greatest identifier).&lt;br /&gt;
&lt;br /&gt;
==== Crystal Beam ====&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
&lt;br /&gt;
* Spaces 200 through 204, all successors of space 204, spaces -204 through -200 and all successors of space -200.&lt;br /&gt;
* Spaces 205 through 209, all predecessors of space 205, spaces -209 through -205 and all predecessors of space -209.&lt;br /&gt;
* Spaces 210 through 214, all predecessors of space 210, spaces -214 through -210 and all predecessors of space -214.&lt;br /&gt;
* Spaces 215 through 219, all successors of space 219, spaces -219 through -215 and all successors of space -215.&lt;br /&gt;
&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&lt;br /&gt;
==== Garbage Pile ====&lt;br /&gt;
&amp;quot;Garbage Pile&amp;quot; is a type of space. When a player lands on a Garbage Pile space, a player may optionally select a random item defined by the rule &amp;quot;Garbage&amp;quot; to grant themself.&lt;br /&gt;
&lt;br /&gt;
==== Spin-up Spinner ====&lt;br /&gt;
&amp;quot;Spin-up Spinner&amp;quot; is a type of space. When a player lands on a spin-up spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&lt;br /&gt;
==== Spin-down Spinner ====&lt;br /&gt;
&amp;quot;Spin-down Spinner&amp;quot; is a type of space. When a player lands on a spin-down spinner space, they must roll 1d4. This number is then subtracted from the Wheel Rotation.&lt;br /&gt;
&lt;br /&gt;
==== Crystal Orb ====&lt;br /&gt;
&amp;quot;Crystal Orb&amp;quot; is a type of space. When a player lands on a crystal orb space, they gain 1 crystal.&lt;br /&gt;
&lt;br /&gt;
==== Stop Sign ====&lt;br /&gt;
Stop sign is a type of space. When a player selects such a space as part of movement they cannot, and do not have to, select any further spaces.&lt;br /&gt;
&lt;br /&gt;
==== Oil Spill ====&lt;br /&gt;
Oil Spill is a type of space. When a player selects such a space as part of movement, the subsequent selection, if there should be one, must be randomly chosen from among the space&#039;s successors.&lt;br /&gt;
&lt;br /&gt;
==== Thin Ice ====&lt;br /&gt;
Thin Ice is a type of space. When a player lands on such a space, if more than one player have that space as their location, all such players have their location set to Space 0.&lt;br /&gt;
&lt;br /&gt;
==== Shard Pile ====&lt;br /&gt;
Shard Pile is a type of space. When a player lands on such a space they gain 1d6 shards.&lt;br /&gt;
&lt;br /&gt;
==== Crystal Forge ====&lt;br /&gt;
Crystal Forge is a type of space. When a player lands on such a space they may choose to transform 20 of their shards into 1 crystal.&lt;br /&gt;
&lt;br /&gt;
==== Casino ====&lt;br /&gt;
Casino is a type of space. When a player lands on such a space they may choose to gamble by rolling a d2. If the result is 1, they lose all their shards. If the result is 2, the amount of shards they own is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Teleporter ====&lt;br /&gt;
A teleporter is a type of space. When a player lands on a teleporter space, they instantaneously swap locations with a randomly selected player. (Having your location swapped with another player is not &amp;quot;moving&amp;quot;, as defined by the rules, and hence none of the intermediate squares between you and the player you are swapping with have any effect when it happens.) When a player passes through a teleporter space, nothing happens.&lt;br /&gt;
&lt;br /&gt;
==== Geyser ====&lt;br /&gt;
&amp;quot;Geyser&amp;quot; is a type of space.&lt;br /&gt;
&lt;br /&gt;
If a player lands on a Geyser space, they must immediately move backwards 3 spaces. This does not count as movement for the purposes of passing through or landing on spaces. If a space where this is required to happen would have multiple predecessors, a random one is selected to move onto. If a player selects a Geyser space as part of their movement action, except if that space is the final space selected, they glide further. They may (optionally) select 1 additional or 1 fewer space during that movement action.&lt;br /&gt;
&lt;br /&gt;
=== Connections Between Spaces ===&lt;br /&gt;
Each space has a set of successors, each of which is a space. If such a set would ever contain non-spaces, or if one of its elements ceases to exist, the set is modified by removing any offending elements. Each space initially has no successors (that is, its set of successors is empty).&lt;br /&gt;
&lt;br /&gt;
A space is said to &amp;quot;precede&amp;quot; each of its successors. A space &amp;quot;succeeds&amp;quot; (syn. &amp;quot;follows&amp;quot;) each space that precedes it.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
Types of spaces can be grouped together into categories. Spaces whose types are categories have a &amp;quot;pseudo-type&amp;quot; which may be assigned to a specific element of the group (or &amp;quot;Blank&amp;quot;), or randomly by selecting a random (with the possibility of weighting, though uniformly distributed unless stated) type from within the category. When a player lands on a space with a category as its type, the space&#039;s current pseudo-type applies, then that player must make a random selection for its new pseudo-type.&lt;br /&gt;
&lt;br /&gt;
Whilst a category contains no elements, a space of that category is always pseudo-type &amp;quot;Blank&amp;quot;. In the case of an ambiguous pseudo-type, any player may generate a random pseudo-type for that space. If a player creates a space with a category as its type or modifies a space&#039;s type to be a category, they must as part of that action generate that space&#039;s pseudo-type randomly.&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&amp;quot;Treasure&amp;quot; is a category of spaces. It contains the following types:&lt;br /&gt;
&lt;br /&gt;
* Crystal&lt;br /&gt;
* Crystal Orb&lt;br /&gt;
* Shard Pile&lt;br /&gt;
&lt;br /&gt;
==== Hazard ====&lt;br /&gt;
&amp;quot;Hazard&amp;quot; is a category of spaces. It contains the following types:&lt;br /&gt;
&lt;br /&gt;
* Stop Sign&lt;br /&gt;
* Oil Spill&lt;br /&gt;
* Thin Ice&lt;br /&gt;
* Geyser&lt;br /&gt;
&lt;br /&gt;
==== Utility ====&lt;br /&gt;
&amp;quot;Utility&amp;quot; is a category of spaces. It contains the following types:&lt;br /&gt;
&lt;br /&gt;
* Crystal Forge&lt;br /&gt;
* Casino&lt;br /&gt;
&lt;br /&gt;
=== Wheel Rotation ===&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it. For wheel rotation WR, the following connections should exist:&lt;br /&gt;
&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
* Space -204 succeeds space -WR.&lt;br /&gt;
* Space -205 precedes space -((WR+10) mod 40).&lt;br /&gt;
* Space -210 precedes space -((WR+20) mod 40).&lt;br /&gt;
* Space -219 succeeds space -((WR+30) mod 40).&lt;br /&gt;
&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Each player can, as a progressive action, move, provided they have not done so previously in the current phase. This requires the following selections:&lt;br /&gt;
&lt;br /&gt;
* First, a random choice of 2d6. Let the result be N.&lt;br /&gt;
* Then, subject to modification by other rules, N selections of a space, where each space succeeds the prior selected space (and the first selected space follows the player&#039;s current space).&lt;br /&gt;
&lt;br /&gt;
When a player moves, the following happen in order:&lt;br /&gt;
&lt;br /&gt;
* They are deemed to &amp;quot;leave&amp;quot; the current space, and any subsequent effects occur.&lt;br /&gt;
* For each selected space, other than the last, in order:&lt;br /&gt;
** Their location is set to that space. Then,&lt;br /&gt;
** They are deemed to &amp;quot;pass&amp;quot; that space, and any subsequent effects occur.&lt;br /&gt;
* Their location is set to the final selected space.&lt;br /&gt;
* They are deemed to &amp;quot;land on&amp;quot; the final selected space, and any subsequent effects occur.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
Crystals are fungible, non-transferable items.&lt;br /&gt;
&lt;br /&gt;
If a player owns a number of crystals greater than or equal to 15 and at least five more than any other player, that player wins. Then the cycle ends.&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6274</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6274"/>
		<updated>2023-04-19T13:35:16Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: /* Submissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;undecided&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she wouldn&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
=== The Obelisk ===&lt;br /&gt;
This is my actual submission, adapted from Heroes using ideas from Seasons.&lt;br /&gt;
&lt;br /&gt;
A spooky pillar of black stone, a kilometer tall, looms over the Infinite Nomic Discord Server. Each week someone peeks out the gates and finds that the pillar has moved closer. We must work together to gather resources and perform ritual to push the Obelisk back and maybe, some day, destroy it. If it reaches us, well...&lt;br /&gt;
&lt;br /&gt;
[[User:Nyhilo/The Obelisk]]&lt;br /&gt;
&lt;br /&gt;
=== Currency Nomic ===&lt;br /&gt;
&lt;br /&gt;
[[User:Praqueue/Currency]]&lt;br /&gt;
&lt;br /&gt;
Every player has a unique currency. Every player also has 100 points, and each player creates 100 unowned points on joining. At the start of each round a die is rolled to determine each player&#039;s currency value multiplier. Currencies are used to purchase points, from the unowned pool or from each other. Purchasing points from another player gives them some of *your* currency, subject to your value multiplier. Winner is three first player to get over half of the total points.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6273</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6273"/>
		<updated>2023-04-19T13:06:34Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: /* Currency Nomic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;undecided&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she wouldn&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
=== The Obelisk ===&lt;br /&gt;
This is my actual submission, adapted from Heroes using ideas from Seasons.&lt;br /&gt;
&lt;br /&gt;
A spooky pillar of black stone, a kilometer tall, looms over the Infinite Nomic Discord Server. Each week someone peeks out the gates and finds that the pillar has moved closer. We must work together to gather resources and perform ritual to push the Obelisk back and maybe, some day, destroy it. If it reaches us, well...&lt;br /&gt;
&lt;br /&gt;
[[User:Nyhilo/The Obelisk]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Currency Nomic ===&lt;br /&gt;
&lt;br /&gt;
[[User:Praqueue/Currency]]&lt;br /&gt;
&lt;br /&gt;
Every player has a unique currency. Every player also has 100 points, and each player creates 100 unowned points on joining. At the start of each round a die is rolled to determine each player&#039;s currency value multiplier. Currencies are used to purchase points, from the unowned pool or from each other. Purchasing points from another player gives them some of *your* currency, subject to your value multiplier. Winner is three first player to get over half of the total points.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6272</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6272"/>
		<updated>2023-04-19T13:06:13Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;undecided&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she wouldn&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
=== The Obelisk ===&lt;br /&gt;
This is my actual submission, adapted from Heroes using ideas from Seasons.&lt;br /&gt;
&lt;br /&gt;
A spooky pillar of black stone, a kilometer tall, looms over the Infinite Nomic Discord Server. Each week someone peeks out the gates and finds that the pillar has moved closer. We must work together to gather resources and perform ritual to push the Obelisk back and maybe, some day, destroy it. If it reaches us, well...&lt;br /&gt;
&lt;br /&gt;
[[User:Nyhilo/The Obelisk]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Currency Nomic ===&lt;br /&gt;
&lt;br /&gt;
[[[User:Praqueue/Currency]]]&lt;br /&gt;
&lt;br /&gt;
Every player has a unique currency. Every player also has 100 points, and each player creates 100 unowned points on joining. At the start of each round a die is rolled to determine each player&#039;s currency value multiplier. Currencies are used to purchase points, from the unowned pool or from each other. Purchasing points from another player gives them some of *your* currency, subject to your value multiplier. Winner is three first player to get over half of the total points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6271</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6271"/>
		<updated>2023-04-19T13:03:50Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;undecided&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she wouldn&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
=== The Obelisk ===&lt;br /&gt;
This is my actual submission, adapted from Heroes using ideas from Seasons.&lt;br /&gt;
&lt;br /&gt;
A spooky pillar of black stone, a kilometer tall, looms over the Infinite Nomic Discord Server. Each week someone peeks out the gates and finds that the pillar has moved closer. We must work together to gather resources and perform ritual to push the Obelisk back and maybe, some day, destroy it. If it reaches us, well...&lt;br /&gt;
&lt;br /&gt;
[[User:Nyhilo/The Obelisk]]&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/Currency&amp;diff=6270</id>
		<title>User:Praqueue/Currency</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/Currency&amp;diff=6270"/>
		<updated>2023-04-19T13:03:12Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manipulation of international currency markets for fun and profit!&lt;br /&gt;
&lt;br /&gt;
== Currencies ==&lt;br /&gt;
Every player creates a currency upon joining the game. They must name this currency before it can be used. Upon naming it they will receive 100 of its primary division.&lt;br /&gt;
&lt;br /&gt;
At each round&#039;s start, a d6 is rolled for each player to determine the currency value multiplier of that player&#039;s currency. A value of 1 or 2 will result in a multiplier of 0.5, 3 or 4 will result in a multiplier of 1, and 5 or 6 will result in a multiplier of 2. An amount of currency multiplied by is corresponding value multiplier gives that Currency&#039;s purchasing power.&lt;br /&gt;
&lt;br /&gt;
If a player purchases something from another player, that player gains the spent amount of the buying player&#039;s currency, or whichever particular currency or currencies were used in the transaction. Any particular Currency&#039;s value multiplier is consistent no matter who happens to own it.&lt;br /&gt;
&lt;br /&gt;
Currency spent on any goods not owned by a player are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Points ==&lt;br /&gt;
Upon joining, each player will gain 100 points, and add 100 points to the unowned pool of points. Players can purchase points from one another or from the unowned supply. Players determine the cost of any points they own, and the value of unowned points will be 5 purchasing power per point, aka PPPP.&lt;br /&gt;
&lt;br /&gt;
The first player to own over half of the total points in the game is the winner, this rule only applies when at least 2 players have joined.&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/Currency&amp;diff=6269</id>
		<title>User:Praqueue/Currency</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Praqueue/Currency&amp;diff=6269"/>
		<updated>2023-04-19T12:46:59Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: Created page with &amp;quot;Manipulation of international currency markets for fun and profit!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manipulation of international currency markets for fun and profit!&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6259</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=6259"/>
		<updated>2023-04-12T09:39:35Z</updated>

		<summary type="html">&lt;p&gt;Praqueue: /* Ideas */I hadded a idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
Voting will work as follows:&lt;br /&gt;
* Write a document containing mostly rule text that outlines most of your cycle&#039;s unique ideas.&lt;br /&gt;
** For instance, you don&#039;t have to write a full ruleset, just the parts that our old cycles haven&#039;t done before and you don&#039;t have to have well-formed rule text for everything you want to do with your cycle, though it would be helpful.&lt;br /&gt;
** Create this document in your own userspace; i.e. &amp;quot;User:Username/Nomic Idea&amp;quot;&lt;br /&gt;
* Post that document here, placing it under its own header.&lt;br /&gt;
* The deadline is &#039;&#039;&#039;undecided&#039;&#039;&#039;. Make sure to submit before then!&lt;br /&gt;
* We rank the suggestions.&lt;br /&gt;
* After that, we&#039;ll have the final draft phase where we collaboratively create the final initial ruleset.&lt;br /&gt;
* The round begins at an unspecified date when that&#039;s done.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she won&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;br /&gt;
&lt;br /&gt;
=== Currency Nomic ===&lt;br /&gt;
&lt;br /&gt;
Every player has a unique currency. Every player also has 100 points, and each player creates 100 unowned points on joining. At the start of each round a die is rolled to determine each player&#039;s currency value multiplier. Currencies are used to purchase points, from the unowned pool or from each other. Purchasing points from another player gives them some of *your* currency, subject to your value multiplier. Winner is three first player to get over half of the total points.&lt;/div&gt;</summary>
		<author><name>Praqueue</name></author>
	</entry>
</feed>