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	<id>https://infinite.nomic.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rubrica</id>
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	<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Special:Contributions/Rubrica"/>
	<updated>2026-05-04T21:44:53Z</updated>
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	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6191</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6191"/>
		<updated>2023-02-07T15:40:48Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-02-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase I&#039;&#039;&#039; of the &#039;&#039;&#039;Seventh Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
|1 Time Adjustment Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6168</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6168"/>
		<updated>2023-01-31T20:37:38Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-27&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
# Play 4st&#039;s games:&lt;br /&gt;
## DM 4st a card suit and rank.&lt;br /&gt;
## (First register as a dueler) DM 4st a power to decrease, and a power to increase by 1. Minimum of 0 and maximum of 9.&lt;br /&gt;
## Duel someone registered as a dueler by specifying them in #game-actions along with a power to duel with.&lt;br /&gt;
## DM 4st an integer between 0 and 100 inclusive.&lt;br /&gt;
# Convert 4rbs to Nomicubes by stating the number converted (once per player per phase).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VI&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 5.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
!4rbs&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|43&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|45&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|32&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6162</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6162"/>
		<updated>2023-01-28T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-27&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
# Play 4st&#039;s games:&lt;br /&gt;
## DM 4st a card suit and rank.&lt;br /&gt;
## (First register as a dueler) DM 4st a power to decrease, and a power to increase by 1. Minimum of 0 and maximum of 9.&lt;br /&gt;
## Duel someone registered as a dueler by specifying them in #game-actions along with a power to duel with.&lt;br /&gt;
## DM 4st an integer between 0 and 100 inclusive.&lt;br /&gt;
# Convert 4rbs to Nomicubes by stating the number converted (once per player per phase).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase V&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
!4rbs&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|27&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6152</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6152"/>
		<updated>2023-01-26T19:15:48Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-22&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
# Ask 4st for 4rbs.&lt;br /&gt;
## If you are 4st, you may reply to that player granting them 0 to N² 4rbs.&lt;br /&gt;
## If 4st does not reply by the next phase, you may roll a 1dN to gain 4rbs.&lt;br /&gt;
# Convert 4rbs to Nomicubes by stating the number converted (once per player per phase).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase III&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
!4rbs&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6151</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6151"/>
		<updated>2023-01-26T18:39:25Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-22&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
# Ask 4st for 4rbs.&lt;br /&gt;
## If you are 4st, you may reply to that player granting them 0 to N² 4rbs.&lt;br /&gt;
## If 4st does not reply by the next phase, you may roll a 1dN to gain 4rbs.&lt;br /&gt;
# Convert 4rbs to Nomicubes by stating the number converted (once per player per phase).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase III&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
!4rbs&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6146</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6146"/>
		<updated>2023-01-24T16:46:06Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-22&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
# Ask 4st for 4rbs.&lt;br /&gt;
## If you are 4st, you may reply to that player granting them 0 to N² 4rbs.&lt;br /&gt;
## If 4st does not reply by the next phase, you may roll a 1dN to gain 4rbs.&lt;br /&gt;
# Convert 4rbs to Nomicubes by stating the number converted (once per player per phase).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase III&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
!4rbs&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6135</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6135"/>
		<updated>2023-01-21T16:50:12Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-19&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
# Grant yourself NdM time beans, where N is the current Loop Instability, and M is the Phase number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase II&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
!Time Beans&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6128</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6128"/>
		<updated>2023-01-19T18:40:39Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-01-18&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Grant yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below, and announce in the #game-actions chat that you wish to become a player, before granting yourself 1d6 coins.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase I&#039;&#039;&#039; of the &#039;&#039;&#039;Sixth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the loop&lt;br /&gt;
|1 Extra Vote Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Tokens&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
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|Xenon dichloride&lt;br /&gt;
|1&lt;br /&gt;
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|4&lt;br /&gt;
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|TonyBrown148&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6098</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6098"/>
		<updated>2023-01-15T00:11:28Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Corrected crime details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-13-01&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you &#039;&#039;&#039;successfully committed a crime&#039;&#039;&#039; two Phases ago and it was not discovered last Phase, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody committed a crime in the previous phase. If nobody has discovered a crime yet, reply to one to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
## If you rolled at least 2 of the same numbers, you may choose to generate contraband equal to the number rolled.&lt;br /&gt;
## If you roll 12 this phase or last you may sell any amount of contraband for 3 coins each.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase XI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Contraband&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
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|39&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st) {{Crime|Robbery|VIII|Discovered}} (committed by snail)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
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|Rubrica&lt;br /&gt;
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|1&lt;br /&gt;
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|6&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}} {{Crime|Beaning|VIII|Undiscovered}} (beaned 4st) {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Loop Instability Change|XI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
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|Rose&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|8&lt;br /&gt;
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|18&lt;br /&gt;
|8&lt;br /&gt;
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|7&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|15&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|nix&lt;br /&gt;
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|Xenon dichloride&lt;br /&gt;
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|37&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Beaning|XI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}(beaned 4st){{Crime|Robbery|X|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
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|8&lt;br /&gt;
|4&lt;br /&gt;
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|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Template:Crime&amp;diff=6097</id>
		<title>Template:Crime</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Template:Crime&amp;diff=6097"/>
		<updated>2023-01-15T00:11:01Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Added &amp;#039;Loop Instability Change&amp;#039; as a Crime type (apologies if I did this wrong!).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span&lt;br /&gt;
style=&amp;quot;background-color: #eee; border: 1px dashed #999; padding: 0 3px; color: #333&amp;quot;&lt;br /&gt;
title=&amp;quot;Crime of type {{{1}}}. Committed in Phase {{{2}}}. Status: {{{3}}}&amp;quot;&lt;br /&gt;
&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
| Robbery = ROB&lt;br /&gt;
| Beaning = BEAN&lt;br /&gt;
| Loop Instability Change = LOOP&lt;br /&gt;
| #default = ???&lt;br /&gt;
}} ({{{2}}}) [{{#switch: {{{3}}}&lt;br /&gt;
| Undiscovered = 🗴&lt;br /&gt;
| Discovered = 🗸&lt;br /&gt;
}}]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Crime|Robbery|III|Undiscovered}} {{Crime|Beaning|II|Discovered}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6096</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6096"/>
		<updated>2023-01-15T00:09:30Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica (and 4st).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-13-01&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you &#039;&#039;&#039;successfully committed a crime&#039;&#039;&#039; two Phases ago and it was not discovered last Phase, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody committed a crime in the previous phase. If nobody has discovered a crime yet, reply to one to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
## If you rolled at least 2 of the same numbers, you may choose to generate contraband equal to the number rolled.&lt;br /&gt;
## If you roll 12 this phase or last you may sell any amount of contraband for 3 coins each.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase XI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Contraband&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|39&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st) {{Crime|Robbery|VIII|Discovered}} (committed by snail)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|52&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|16&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}} {{Crime|Beaning|VIII|Undiscovered}} (beaned 4st) {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Robbery|XI|Undiscovered}} {{Crime|Loop Destabilisation|XI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|2&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|6&lt;br /&gt;
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|Gaelan&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|finsook&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|37&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Robbery|X|Undiscovered}}{{Crime|Beaning|XI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}(beaned 4st){{Crime|Robbery|X|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
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|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6092</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6092"/>
		<updated>2023-01-15T00:00:27Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase XI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-13-01&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you &#039;&#039;&#039;successfully committed a crime&#039;&#039;&#039; two Phases ago and it was not discovered last Phase, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody committed a crime in the previous phase. If nobody has discovered a crime yet, reply to one to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
## If you rolled at least 2 of the same numbers, you may choose to generate contraband equal to the number rolled.&lt;br /&gt;
## If you roll 12 this phase or last you may sell any amount of contraband for 3 coins each.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase XI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|32&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st) {{Crime|Robbery|VIII|Discovered}} (committed by snail)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
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|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}} {{Crime|Beaning|VIII|Undiscovered}} (beaned 4st) {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
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|Nameko&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|3&lt;br /&gt;
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|snail&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|Civae&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|finsook&lt;br /&gt;
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|Xenon dichloride&lt;br /&gt;
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|37&lt;br /&gt;
|11&lt;br /&gt;
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|5&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}&lt;br /&gt;
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|TonyBrown148&lt;br /&gt;
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|{{Crime|Robbery|V|Discovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}(beaned 4st){{Crime|Robbery|X|Undiscovered}}&lt;br /&gt;
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|sepia&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6091</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6091"/>
		<updated>2023-01-15T00:00:03Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposals passed at the end of Phase X.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the Loop Instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions&lt;br /&gt;
&lt;br /&gt;
Changing the loop instability in this way is a crime.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a crime that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions. If multiple players predict the same player, the earliest M predictions are valid. M is the number of robberies committed by that player in the next phase. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber for that robbery. Should a robber commit multiple robberies next phase, the robbery of lowest value is considered for this rule. If the predicted robber generates coins, and doesn&#039;t commit a robbery, grant the robber N coins, where N is their crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;br /&gt;
&lt;br /&gt;
== Beaning ==&lt;br /&gt;
Any player (the bean thrower) can spend 3 time beans to &amp;quot;Bean&amp;quot; another player (the beanee). &amp;quot;Beaning&amp;quot; a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase. After being beaned, grant the beanee 3 time beans.&lt;br /&gt;
&lt;br /&gt;
== Time Power ==&lt;br /&gt;
Time power is a non-transferable ephemeral item. A player&#039;s SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.&lt;br /&gt;
&lt;br /&gt;
Once per phase, each player may destroy N coins, where N is the absolute value of the Loop Instability, to grant themselves 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
== Criminal Predictions ==&lt;br /&gt;
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a robbery. If they commit a robbery in that phase after the player&#039;s prediction, each of the two players gain 1 Crime Power.&lt;br /&gt;
&lt;br /&gt;
== Contraband ==&lt;br /&gt;
Contraband is a fungible ephemeral item. At the start of each phase, if any player possesses an amount of Contraband that exceeds that player&#039;s Crime Power, the amount of Contraband they posses is changed to be equal to their Crime Power.&lt;br /&gt;
&lt;br /&gt;
Whenever a player rolls the same number on two or more dice while generating coins, that player may create an amount of Contraband equal to the number that was rolled, by declaring their intent to do so. If they do not explicitly declare their intent to create Contraband, none is created. Creating Contraband is a Crime.&lt;br /&gt;
&lt;br /&gt;
Once per phase, if a player rolls a 12 while generating coins, that player may &amp;quot;sell Contraband.&amp;quot; To sell Contraband, the player discards any chosen amount of Contraband, and gains 3 times that many coins. If a player rolled a 12 while generating coins last phase, but did not sell any Contraband, they may do so this phase. Selling Contraband is a Crime.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6090</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6090"/>
		<updated>2023-01-14T20:03:39Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2023-13-01&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you &#039;&#039;&#039;successfully committed a crime&#039;&#039;&#039; two Phases ago and it was not discovered last Phase, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody committed a crime in the previous phase. If nobody has discovered a crime yet, reply to one to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
## If you rolled at least 2 of the same numbers, you may choose to generate contraband equal to the number rolled.&lt;br /&gt;
## If you roll 12 this phase or last you may sell any amount of contraband for 3 coins each.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase X&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 3.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|32&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st) {{Crime|Robbery|VIII|Discovered}} (committed by snail)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}} {{Crime|Beaning|VIII|Undiscovered}} (beaned 4st) {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|Civae&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|37&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Robbery|IX|Undiscovered}}{{Crime|Beaning|IX|Undiscovered}}(beaned 4st){{Crime|Robbery|X|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6059</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6059"/>
		<updated>2023-01-11T00:09:50Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-11&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you &#039;&#039;&#039;successfully committed a crime&#039;&#039;&#039; two Phases ago and it was not discovered last Phase, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IX&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
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|35&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}} {{Crime|Beaning|VIII|Undiscovered}} (beaned 4st) {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}} {{Crime|Robbery|IX|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
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|Rose&lt;br /&gt;
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|Nameko&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|snail&lt;br /&gt;
|3&lt;br /&gt;
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|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|Telna&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|Civae&lt;br /&gt;
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|Gaelan&lt;br /&gt;
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|Xenon dichloride&lt;br /&gt;
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|&lt;br /&gt;
|13&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
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|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
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|3&lt;br /&gt;
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|7&lt;br /&gt;
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|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6058</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6058"/>
		<updated>2023-01-11T00:02:43Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase IX.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-11&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase. The player beaned then gains 3 Time Beans.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IX&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
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|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
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|5&lt;br /&gt;
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|Rubrica&lt;br /&gt;
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|8&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}} (beaned 4st)&lt;br /&gt;
|&lt;br /&gt;
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|Rose&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|snail&lt;br /&gt;
|3&lt;br /&gt;
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|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|Civae&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|Gaelan&lt;br /&gt;
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|finsook&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|nix&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6057</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6057"/>
		<updated>2023-01-11T00:01:27Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposal passed at the end of Phase VIII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the Loop Instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions.. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber. If the predicted robber generates coins, and doesn&#039;t commit a robbery, grant the robber N coins, where N is their crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;br /&gt;
&lt;br /&gt;
== Beaning ==&lt;br /&gt;
Any player (the bean thrower) can spend 3 time beans to &amp;quot;Bean&amp;quot; another player (the beanee). &amp;quot;Beaning&amp;quot; a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase. After being beaned, grant the beanee 3 time beans.&lt;br /&gt;
&lt;br /&gt;
== Time Power ==&lt;br /&gt;
Time power is a non-transferable ephemeral item. A player&#039;s SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.&lt;br /&gt;
&lt;br /&gt;
Once per phase, each player may destroy N coins, where N is the absolute value of the Loop Instability, to grant themselves 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
== Criminal Predictions ==&lt;br /&gt;
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a crime. If they commit a crime in that phase after the player&#039;s prediction, each of the two players gain 1 Crime Power.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6055</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6055"/>
		<updated>2023-01-10T22:36:29Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Fixed typo in previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}} (beaned 4st)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6054</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6054"/>
		<updated>2023-01-10T22:35:59Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}} (beaned 4st)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
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|1&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6053</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6053"/>
		<updated>2023-01-10T17:23:36Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the urgent proposal that just passed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling &#039;&#039;M&#039;&#039;d&#039;&#039;N&#039;&#039; coins where &#039;&#039;M&#039;&#039; is your Time Power and &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the Loop Instability, you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}} (beaned 4st)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|Telna&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|Civae&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sepia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6052</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6052"/>
		<updated>2023-01-10T17:20:32Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect 4st&amp;#039;s urgent proposal changing &amp;#039;phase instability&amp;#039; to &amp;#039;Loop Instability&amp;#039;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the Loop Instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions.. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber. If the predicted robber generates coins, and doesn&#039;t commit a robbery, grant the robber N coins, where N is their crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;br /&gt;
&lt;br /&gt;
== Beaning ==&lt;br /&gt;
Any player (the bean thrower) can spend 3 time beans to &amp;quot;Bean&amp;quot; another player (the beanee). &amp;quot;Beaning&amp;quot; a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase.&lt;br /&gt;
&lt;br /&gt;
== Time Power ==&lt;br /&gt;
Time power is a non-transferable ephemeral item. A player&#039;s SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.&lt;br /&gt;
&lt;br /&gt;
Once per phase, each player may destroy N coins, where N is the absolute value of the Loop Instability, to grant themselves 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
== Criminal Predictions ==&lt;br /&gt;
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a crime. If they commit a crime in that phase after the player&#039;s prediction, each of the two players gain 1 Crime Power.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6045</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6045"/>
		<updated>2023-01-08T00:20:18Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Corrected gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the phase instability (yes, we know this doesn&#039;t exist and that this rule doesn&#039;t do anything right now), you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}} (beaned 4st)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
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|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|7&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
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|1&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
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|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|Telna&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|Civae&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|Gaelan&lt;br /&gt;
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|finsook&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}{{Crime|Robbery|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6042</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6042"/>
		<updated>2023-01-08T00:10:09Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the phase instability (yes, we know this doesn&#039;t exist and that this rule doesn&#039;t do anything right now), you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039; and &#039;&#039;&#039;Time Power&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|VIII|Undiscovered}}{{Crime|Beaning|VIII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
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|Nameko&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|8&lt;br /&gt;
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|Trungle&lt;br /&gt;
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|Klink&lt;br /&gt;
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|Lime&lt;br /&gt;
|3&lt;br /&gt;
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|snail&lt;br /&gt;
|3&lt;br /&gt;
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|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|&lt;br /&gt;
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|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|finsook&lt;br /&gt;
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|nix&lt;br /&gt;
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|6&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6041</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6041"/>
		<updated>2023-01-08T00:00:41Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase VIII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the phase instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions.. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber. If the predicted robber generates coins, and doesn&#039;t commit a robbery, grant the robber N coins, where N is their crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;br /&gt;
&lt;br /&gt;
== Beaning ==&lt;br /&gt;
Any player (the bean thrower) can spend 3 time beans to &amp;quot;Bean&amp;quot; another player (the beanee). &amp;quot;Beaning&amp;quot; a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase.&lt;br /&gt;
&lt;br /&gt;
== Time Power ==&lt;br /&gt;
Time power is a non-transferable ephemeral item. A player&#039;s SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.&lt;br /&gt;
&lt;br /&gt;
Once per phase, each player may destroy N coins, where N is the absolute value of the phase instability, to grant themselves 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
== Criminal Predictions ==&lt;br /&gt;
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a crime. If they commit a crime in that phase after the player&#039;s prediction, each of the two players gain 1 Crime Power.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6040</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6040"/>
		<updated>2023-01-08T00:00:29Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase VIII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-08&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
## Depending on the number of Coins you rolled, you may be able to &#039;&#039;&#039;make a prediction:&#039;&#039;&#039;&lt;br /&gt;
### For each 2 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;next&#039;&#039;&#039; Phase. If your prediction is correct, the spoils of the robbery will go to you.&lt;br /&gt;
### For each 7 rolled, you may predict a robbery that will occur in the &#039;&#039;&#039;current&#039;&#039;&#039; Phase. If your prediction is correct, both you and the robber will gain 1 Crime Power.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Coins, where &#039;&#039;N&#039;&#039; is the absolute value of the phase instability (yes, we know this doesn&#039;t exist and that this rule doesn&#039;t do anything right now), you may spend them to gain 1 Time Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VIII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Time Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
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|4&lt;br /&gt;
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|9&lt;br /&gt;
|2&lt;br /&gt;
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|Rose&lt;br /&gt;
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|Nameko&lt;br /&gt;
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|6&lt;br /&gt;
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|Random Internet Cat&lt;br /&gt;
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|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|7&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
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|1&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
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|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
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|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|Telna&lt;br /&gt;
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|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6039</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6039"/>
		<updated>2023-01-07T18:32:31Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}{{Crime|Beaning|VII|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6029</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6029"/>
		<updated>2023-01-06T00:00:36Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase VII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
#If you have 3 Time Beans, you may spend them to &#039;&#039;&#039;Bean another player&#039;&#039;&#039;, preventing them from investigating any crimes you have committed until the end of the next Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VII&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 2.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6028</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6028"/>
		<updated>2023-01-06T00:00:13Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposals passed at the end of Phase VI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the phase instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;br /&gt;
&lt;br /&gt;
== Beaning ==&lt;br /&gt;
Any player (the bean thrower) can spend 3 time beans to &amp;quot;Bean&amp;quot; another player (the beanee). &amp;quot;Beaning&amp;quot; a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6026</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6026"/>
		<updated>2023-01-05T14:27:15Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Discovered TonyBrown148&amp;#039;s Crime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|{{Crime|Robbery|V|Discovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6025</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6025"/>
		<updated>2023-01-05T14:25:06Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated Gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6 or greater&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 1.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6019</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6019"/>
		<updated>2023-01-04T01:25:04Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated Basic Gameplay guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-01-04&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
#If you have 5 Time Beans, you may spend them to &#039;&#039;&#039;increase or decrease the Loop Instability by 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase VI&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 5.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}(Xenon)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|{{Crime|Robbery|IV|Discovered}}{{Crime|Robbery|VI|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6009</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6009"/>
		<updated>2023-01-01T00:04:56Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica, and transferred 3 Orbs to Lime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may increase or decrease your Crime Power by 1 by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase V&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|23&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}{{Crime|Robbery|V|Undiscovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6007</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=6007"/>
		<updated>2023-01-01T00:01:17Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase V.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may increase or decrease your Crime Power by 1 by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase V&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 4.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
!Discoveries&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}}&lt;br /&gt;
|{{Crime|Robbery|III|Discovered}} (committed by 4st)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|{{Crime|Robbery|IV|Undiscovered}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6006</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=6006"/>
		<updated>2023-01-01T00:00:05Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposal passed at the end of Phase IV.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the phase instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5995</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5995"/>
		<updated>2022-12-30T00:18:17Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IV&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is &#039;&#039;&#039;3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase III, discovered)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase IV, undiscovered)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5994</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5994"/>
		<updated>2022-12-30T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: i am bad at this game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IV&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is &#039;&#039;&#039;3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase III, discovered)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase IV, undiscovered)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|Telna&lt;br /&gt;
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|6&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|finsook&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
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|&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5993</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5993"/>
		<updated>2022-12-30T00:17:25Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: oops wasn&amp;#039;t supposed to add that rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the phase instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5992</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5992"/>
		<updated>2022-12-30T00:15:50Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IV&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is &#039;&#039;&#039;3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase III, discovered)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase IV, undiscovered)&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5990</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5990"/>
		<updated>2022-12-30T00:02:36Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect gamestate as of the start of Phase IV.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1d&#039;&#039;N&#039;&#039; where &#039;&#039;N&#039;&#039; is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1d&#039;&#039;N&#039;&#039; coins where &#039;&#039;N&#039;&#039; is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
#If you have &#039;&#039;N&#039;&#039; Crime Power, you may &#039;&#039;&#039;increase or decrease your Crime Power by 1&#039;&#039;&#039; by spending &#039;&#039;N&#039;&#039;-1 coins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase IV&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is 3.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (Phase III, Undiscovered)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
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|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|7&lt;br /&gt;
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|6&lt;br /&gt;
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|Lime&lt;br /&gt;
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|1&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
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|9&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|2&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
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|nico_nico&lt;br /&gt;
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|Telna&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|6&lt;br /&gt;
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|Civae&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
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|6&lt;br /&gt;
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|Gaelan&lt;br /&gt;
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|finsook&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5989</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5989"/>
		<updated>2022-12-30T00:00:10Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposal passed at the end of Phase III.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Time Beans ==&lt;br /&gt;
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the phase instability, or 1, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
For each 1 rolled while generating coins, that player can discover a robbery that happened in the previous phase.&lt;br /&gt;
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.&lt;br /&gt;
A robbery is a kind of crime, and each crime can only be discovered once.&lt;br /&gt;
&lt;br /&gt;
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.&lt;br /&gt;
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred.&lt;br /&gt;
&lt;br /&gt;
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.&lt;br /&gt;
&lt;br /&gt;
Crime power is a non-transferrable ephemeral item. A player&#039;s SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.&lt;br /&gt;
&lt;br /&gt;
If a player joins the game, grant that player 6 crime power.&lt;br /&gt;
&lt;br /&gt;
== Pick a side ==&lt;br /&gt;
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5987</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5987"/>
		<updated>2022-12-29T15:29:24Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Gameplay ==&lt;br /&gt;
This section was last updated on &#039;&#039;&#039;2022-12-28&#039;&#039;&#039;. Check if any proposals have been marked as passed in #standard-proposals and #transtemporal-proposals. If any proposals have passed since then, have someone update this section and the date marked in bold here.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to read the rules? Here&#039;s the current basic gameplay, all actions are taken in #game-actions and can be done once per phase:&lt;br /&gt;
&lt;br /&gt;
# Check the &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; below. Grant yourself some Time Beans by stating that you do so and rolling 1dN where N is the instability.&lt;br /&gt;
# If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039; two phases ago and nobody replied to your roll to state they discovered you, state that you grant yourself 1 &#039;&#039;&#039;Crime Power&#039;&#039;&#039; and increase your Crime Power on this page by 1.&lt;br /&gt;
# Find your &#039;&#039;&#039;Crime Power&#039;&#039;&#039; on the player list. Grant yourself some coins by stating you do so and rolling 1dN coins where N is your Crime Power.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, you have perpetrated a &#039;&#039;&#039;robbery&#039;&#039;&#039;.&lt;br /&gt;
## If you rolled a &#039;&#039;&#039;1&#039;&#039;&#039;, check if anybody rolled a &#039;&#039;&#039;6&#039;&#039;&#039; the previous phase. If nobody has discovered a robbery yet, reply to one of the rolls that resulted in a 6 to let them know their crime has been discovered. You gain 6 coins and the perpetrator loses between 0 and 6 coins (you specify, but there&#039;s no reason not to take the maximum you can).&lt;br /&gt;
## Check the [[Cycle 13/Ruleset#Crimes|Crimes]] rule for specific details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are joining the game for the first time&#039;&#039;&#039;, add yourself to the Player list below with a starting &#039;&#039;&#039;Crime Power&#039;&#039;&#039; of &#039;&#039;&#039;6&#039;&#039;&#039;, then follow the steps above.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
It is currently &#039;&#039;&#039;Phase III&#039;&#039;&#039; of the &#039;&#039;&#039;Fifth Loop&#039;&#039;&#039;, and the current &#039;&#039;&#039;Loop Instability&#039;&#039;&#039; is &#039;&#039;&#039;2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Beans&lt;br /&gt;
!Crime Power&lt;br /&gt;
!Crimes&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Robbery (This phase, Undiscovered)&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|7&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|1&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
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|&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|finsook&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
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|-&lt;br /&gt;
|TonyBrown148&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5959</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5959"/>
		<updated>2022-12-23T09:25:55Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated coin counts for all players, Loop number, and active goal and reward.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is currently Phase I of the Fifth Loop, and the current Loop Instability is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have more coins than each other player at the end of the Loop.&lt;br /&gt;
|3 tokens&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|7&lt;br /&gt;
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|2&lt;br /&gt;
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|-&lt;br /&gt;
|Rose&lt;br /&gt;
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|Wotton&lt;br /&gt;
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|Nameko&lt;br /&gt;
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|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
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|4&lt;br /&gt;
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|Trungle&lt;br /&gt;
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|Klink&lt;br /&gt;
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|1&lt;br /&gt;
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|Lime&lt;br /&gt;
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|1&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
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|6&lt;br /&gt;
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|Nyhilo&lt;br /&gt;
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|5&lt;br /&gt;
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|nico_nico&lt;br /&gt;
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|Telna&lt;br /&gt;
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|ToufouMaster&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|violetdragonfire&lt;br /&gt;
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|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
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|-&lt;br /&gt;
|finsook&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5955</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5955"/>
		<updated>2022-12-22T18:42:07Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Forgot to remove rewards when updating with recently-passed proposals - apologies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5953</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5953"/>
		<updated>2022-12-22T11:43:50Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated Coins for Rubrica.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is currently Phase I of the Fourth Loop, and the current Loop Instability is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
|1 Orb Share Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wotton&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5943</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5943"/>
		<updated>2022-12-21T00:37:43Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated active goal and reward for the Fourth Loop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is currently Phase I of the Fourth Loop, and the current Loop Instability is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
|1 Orb Share Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wotton&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5942</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5942"/>
		<updated>2022-12-21T00:35:08Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect transtemporal proposals passed at the end of the Third Loop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb&lt;br /&gt;
* 2 Orbs&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
* 3 tokens&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5941</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5941"/>
		<updated>2022-12-21T00:32:16Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated gamestate page to reflect the start of the Fourth Loop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is currently Phase I of the Fourth Loop, and the current Loop Instability is 0.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|16&lt;br /&gt;
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|-&lt;br /&gt;
|Rose&lt;br /&gt;
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|-&lt;br /&gt;
|Wotton&lt;br /&gt;
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|-&lt;br /&gt;
|Nameko&lt;br /&gt;
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|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
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|-&lt;br /&gt;
|Trungle&lt;br /&gt;
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|-&lt;br /&gt;
|Klink&lt;br /&gt;
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|-&lt;br /&gt;
|Lime&lt;br /&gt;
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|-&lt;br /&gt;
|snail&lt;br /&gt;
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|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
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|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
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|-&lt;br /&gt;
|Telna&lt;br /&gt;
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|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
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|-&lt;br /&gt;
|Civae&lt;br /&gt;
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|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
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|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
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|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
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|-&lt;br /&gt;
|finsook&lt;br /&gt;
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|-&lt;br /&gt;
|nix&lt;br /&gt;
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|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
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|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5940</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5940"/>
		<updated>2022-12-21T00:30:22Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Repealed ephemeral rules due to the end of the Third Loop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb&lt;br /&gt;
* 2 Orbs&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5936</id>
		<title>Cycle 13/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Gamestate&amp;diff=5936"/>
		<updated>2022-12-18T00:11:10Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated Phase number and Pestilence Loop status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is currently Phase X of the Third Loop, and the current Loop Instability is 3.&lt;br /&gt;
&lt;br /&gt;
== Active Goals ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Goal&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Have the most Nomicubes at the end of the Loop.&lt;br /&gt;
|1 Orb Share Privilege&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Orbs&lt;br /&gt;
!Privileges&lt;br /&gt;
!Nomicubes&lt;br /&gt;
!Coins&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2x Mathematical Symbols, 3x Smelling Salts, 1x Citrus Fruit, 1x Snail Slime, 4x Ephemeral Flour, 1x Cat Tail, 1x ganzomroot, 1x Iron Gear&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|1x Ganzomroot, 1x Unnamed Concoction 1&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|1&lt;br /&gt;
|Extra Vote Privilege&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wotton&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pestilence Tracking ==&lt;br /&gt;
Currently, the Pestilence Loop has Humors of &#039;&#039;&#039;71&#039;&#039;&#039; Blood, &#039;&#039;&#039;72&#039;&#039;&#039; Yellow Bile, &#039;&#039;&#039;76&#039;&#039;&#039; Black Bile, and &#039;&#039;&#039;72&#039;&#039;&#039; Phlegm. Its Humors are &#039;&#039;&#039;balanced&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Has Generated Coins this Loop?&lt;br /&gt;
!Blood&lt;br /&gt;
!Yellow Bile&lt;br /&gt;
!Black Bile&lt;br /&gt;
!Phlegm&lt;br /&gt;
!Humors balanced?&lt;br /&gt;
!Ailments&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|Yes&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|49&lt;br /&gt;
|3&lt;br /&gt;
|No&lt;br /&gt;
|Hemo-Duplication, Ulcers, Bloodlust, Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|veganzombeh&lt;br /&gt;
|Yes&lt;br /&gt;
|89&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|Rubrica&lt;br /&gt;
|Yes&lt;br /&gt;
|70&lt;br /&gt;
|75&lt;br /&gt;
|78&lt;br /&gt;
|78&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia, Ulcers, Rubricide&lt;br /&gt;
|-&lt;br /&gt;
|Rose&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-Duplication&lt;br /&gt;
|-&lt;br /&gt;
|Wotton&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 1&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|Yes&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-Duplication&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|Yes&lt;br /&gt;
|79&lt;br /&gt;
|80&lt;br /&gt;
|79&lt;br /&gt;
|79&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-Duplication&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 2&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|Yes&lt;br /&gt;
|79&lt;br /&gt;
|79&lt;br /&gt;
|75&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-duplication, UD3&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|Yes&lt;br /&gt;
|80&lt;br /&gt;
|90&lt;br /&gt;
|80&lt;br /&gt;
|81&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|nico_nico&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|-&lt;br /&gt;
|Telna&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 2&lt;br /&gt;
|-&lt;br /&gt;
|ToufouMaster&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-duplication&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 3&lt;br /&gt;
|-&lt;br /&gt;
|cap&#039;n&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|violetdragonfire&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Hemo-duplication&lt;br /&gt;
|-&lt;br /&gt;
|Gaelan&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 2&lt;br /&gt;
|-&lt;br /&gt;
|finsook&lt;br /&gt;
|No&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Unnamed Disease 2&lt;br /&gt;
|-&lt;br /&gt;
|nix&lt;br /&gt;
|Yes&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|Yes&lt;br /&gt;
|Necroleukemia&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|Yes&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|80&lt;br /&gt;
|90&lt;br /&gt;
|Yes&lt;br /&gt;
|Ulcers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ailment Types ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Necroleukemia:&#039;&#039;&#039; +26 Black Bile&lt;br /&gt;
* &#039;&#039;&#039;Hemo-Duplication&#039;&#039;&#039; +9 Blood&lt;br /&gt;
* &#039;&#039;&#039;Ulcers:&#039;&#039;&#039; -8 Black Bile&lt;br /&gt;
* &#039;&#039;&#039;Bloodlust:&#039;&#039;&#039; +12 Blood&lt;br /&gt;
* &#039;&#039;&#039;Unnamed Disease 1:&#039;&#039;&#039; +6 Phlegm&lt;br /&gt;
* &#039;&#039;&#039;Unnamed Disease 2:&#039;&#039;&#039; -3 Black Bile&lt;br /&gt;
* &#039;&#039;&#039;Unnamed Disease 3:&#039;&#039;&#039; -4 Black Bile&lt;br /&gt;
* &#039;&#039;&#039;Rubricide:&#039;&#039;&#039; +3 Phlegm&lt;br /&gt;
&lt;br /&gt;
=== Reagent Types ===&lt;br /&gt;
* &#039;&#039;&#039;Ganzomroot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smelling Salts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ephemeral Flour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mathematical Symbol&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Citrus Fruit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Snail Slime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cat Tail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Concoction Types ===&lt;br /&gt;
* &#039;&#039;&#039;Disambiguol (Ganzomroot + Smelling Salts) - Removes Unnamed Disease 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Spice (Ganzomroot + Ephemeral Flour) - Adds Bloodlust&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;BileBulker (Mathematical Symbol + Ephemeral Flour) - Adds Necroleukemia&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5935</id>
		<title>Cycle 13/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset&amp;diff=5935"/>
		<updated>2022-12-18T00:08:14Z</updated>

		<summary type="html">&lt;p&gt;Rubrica: Updated to reflect the proposal passed at the end of Phase IX.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Persistent Rules =&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).&lt;br /&gt;
&lt;br /&gt;
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.&lt;br /&gt;
&lt;br /&gt;
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.&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;
== 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;
A players 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;
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;
== Generate Coins ==&lt;br /&gt;
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player&#039;s SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player&#039;s SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player&#039;s SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.&lt;br /&gt;
&lt;br /&gt;
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Loop priority is a strict weak order over rules, defined as follows:&lt;br /&gt;
&lt;br /&gt;
A persistent rule has higher loop priority than an ephemeral rule.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.&lt;br /&gt;
&lt;br /&gt;
Otherwise, two rules have the same loop priority.&lt;br /&gt;
&lt;br /&gt;
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.&lt;br /&gt;
&lt;br /&gt;
At the end of each phase (immediately before the new phase begins), the following occur in order:&lt;br /&gt;
&lt;br /&gt;
* Loop Instability is incremented by 1.&lt;br /&gt;
* If Loop Instability is not less than 9, the following occur in order:&lt;br /&gt;
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
** All rules that are not persistent are simultaneously repealed&lt;br /&gt;
** All items that are not defined as persistent by the rules are removed from inventories.&lt;br /&gt;
** Loop Instability is set to 0.&lt;br /&gt;
&lt;br /&gt;
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule&#039;s text happen before effects provided for later in that rule&#039;s text.&lt;br /&gt;
&lt;br /&gt;
Rules and items that are not persistent are &amp;quot;ephemeral&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop&#039;s active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal&#039;s reward for this loop.&lt;br /&gt;
&lt;br /&gt;
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.&lt;br /&gt;
&lt;br /&gt;
=== Goal list ===&lt;br /&gt;
&lt;br /&gt;
* Have more coins than each other player at the end of the Loop.&lt;br /&gt;
* Be the first player in the loop to have at least 10 Nomicubes in their possession.&lt;br /&gt;
* Be the first player in the loop to have at least 100 Nomicubes in their possession.&lt;br /&gt;
* Have the most Nomicubes at the end of the loop&lt;br /&gt;
* Be the first player in the loop to have at least 100 coins in their possession.&lt;br /&gt;
&lt;br /&gt;
=== Reward list ===&lt;br /&gt;
&lt;br /&gt;
* 1 Orb&lt;br /&gt;
* 2 Orbs&lt;br /&gt;
* 1 Orb Share Privilege&lt;br /&gt;
* 1 Orb Steal Privilege&lt;br /&gt;
* 1 Goal Selection Privilege&lt;br /&gt;
* 1 Extra Vote Privilege&lt;br /&gt;
* 1 Time Adjustment Privilege&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item&#039;s owner cannot reasonably be determined using publicly available information, 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;
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. Reputable players may trade items with other reputable players. 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;
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
Orbs (singular Orb) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.&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 class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal&#039;s effect is instantaneous. A proposal can neither delay nor extend its own effect.&lt;br /&gt;
&lt;br /&gt;
If, but for this clause, 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;
== Urgent Class Proposals ==&lt;br /&gt;
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.&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. Only reputable players may vote on urgent proposals.&lt;br /&gt;
&lt;br /&gt;
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;
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.&lt;br /&gt;
&lt;br /&gt;
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal&#039;s changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.&lt;br /&gt;
&lt;br /&gt;
== Transtemporal Proposal ==&lt;br /&gt;
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.&lt;br /&gt;
&lt;br /&gt;
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.&lt;br /&gt;
&lt;br /&gt;
By default, rules enacted by a transtemporal proposal are persistent.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.&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 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 shall, as quickly as possible, issue a response to the request. 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.&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 :+1: or :-1: 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;
== Security ==&lt;br /&gt;
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.&lt;br /&gt;
&lt;br /&gt;
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.&lt;br /&gt;
&lt;br /&gt;
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.&lt;br /&gt;
&lt;br /&gt;
== Orb Share Privilege ==&lt;br /&gt;
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.&lt;br /&gt;
&lt;br /&gt;
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.&lt;br /&gt;
&lt;br /&gt;
== Orb Steal Privilege ==&lt;br /&gt;
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.&lt;br /&gt;
&lt;br /&gt;
== Goal Selection Privilege ==&lt;br /&gt;
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Extra Vote Privilege ==&lt;br /&gt;
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.&lt;br /&gt;
&lt;br /&gt;
== Nomicubes ==&lt;br /&gt;
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity&#039;s name has since changed.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.&lt;br /&gt;
&lt;br /&gt;
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.&lt;br /&gt;
&lt;br /&gt;
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).&lt;br /&gt;
&lt;br /&gt;
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.&lt;br /&gt;
&lt;br /&gt;
Each rule is either persistent or ephemeral.&lt;br /&gt;
&lt;br /&gt;
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.&lt;br /&gt;
&lt;br /&gt;
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.&lt;br /&gt;
&lt;br /&gt;
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.&lt;br /&gt;
&lt;br /&gt;
== Time Adjustment Privilege ==&lt;br /&gt;
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.&lt;br /&gt;
&lt;br /&gt;
A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.&lt;br /&gt;
&lt;br /&gt;
= Ephemeral Rules =&lt;br /&gt;
&lt;br /&gt;
== Humors ==&lt;br /&gt;
Each Player has 4 Humor values; Blood, Yellow Bile, Black Bile and Phlegm. Each of these values are initially 100.&lt;br /&gt;
&lt;br /&gt;
A Player&#039;s humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.&lt;br /&gt;
&lt;br /&gt;
During a given Phase, Players&#039; Humor values cannot change until the state of the Pestilence Loop has been Announced that Phase. If a Player attempts to take an action which would change their Humor values prior to the state of the Pestilence Loop being Announced, that action instead does not occur.&lt;br /&gt;
&lt;br /&gt;
Any actions that have the potential to change a player&#039;s humors can only be taken while they have not generated coins during the current phase.&lt;br /&gt;
&lt;br /&gt;
== Expelling ==&lt;br /&gt;
Once per phase, each player can lower one of their humor values to a specified integer value between 10 below the current value and 0 by saying they do so in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Replenishing ==&lt;br /&gt;
Once per phase, each player can raise one of their humor values by 10 by saying they do so in #game-actions.&lt;br /&gt;
&lt;br /&gt;
== Metabolism ==&lt;br /&gt;
If a player&#039;s humors are imbalanced, they have a SCRS of 2, otherwise they have a SCRS of N+1, where N is the number of ailments they have. Whenever a player rolls a 1 when generating coins, that player gains an ailment. Directly after generating coins, and potentially gaining an ailment, their ailments are applied. (If ailments cannot be applied, a player could not generate coins.)&lt;br /&gt;
== Ailments ==&lt;br /&gt;
Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency. &lt;br /&gt;
&lt;br /&gt;
When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain. &lt;br /&gt;
&lt;br /&gt;
Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another and their existing Ailment festers instead. &lt;br /&gt;
&lt;br /&gt;
When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a random potency between 1 and 10, randomly decide whether to negate that potency, and give it a unique name.&lt;br /&gt;
&lt;br /&gt;
When an Ailment is applied, the affected players targeted humor is modified by the Ailment&#039;s potency.&lt;br /&gt;
&lt;br /&gt;
== The Pestilence Loop ==&lt;br /&gt;
The Pestilence Loop is an entity which has 4 Humor values of the same types as the Humors of players: Blood, Yellow Bile, Black Bile, and Phlegm. Each of these values is initially 100.&lt;br /&gt;
&lt;br /&gt;
The Pestilence Loop&#039;s Humors are considered balanced if no Humor is below 50 or over 150, and they are all within 10 of each other.&lt;br /&gt;
&lt;br /&gt;
Once per Phase, any player may Announce the state of the Pestilence Loop by declaring their intent to do so in #game-actions. Their message should include the mean values (rounded to the nearest integer) of the four Humors across all Players who have generated coins at least once this Loop; the Humors of the Pestilence Loop are then set to these values.&lt;br /&gt;
&lt;br /&gt;
If, at the end of a Phase, the Pestilence Loop&#039;s Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). If instead, at the end of a Phase, the Pestilence Loop&#039;s Humors are imbalanced, Loop Instability is increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Temperaments ==&lt;br /&gt;
Each type of Humor has an associated Temperament:&lt;br /&gt;
&lt;br /&gt;
* Blood:  Sanguine (BL)&lt;br /&gt;
* Yellow Bile: Choleric  (YB)&lt;br /&gt;
* Black Bile:  Melancholic (BB) &lt;br /&gt;
* Phlegm: Phlegmatic (PH)&lt;br /&gt;
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A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.&lt;br /&gt;
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Each phase, before they generate coins, each player can randomly select a temperament, which is their Goal Temperament for that phase. When a player has the same temperament as their Goal Temperament for that phase after generating coins, once during that phase, any player can grant that player 1 Nomicube.&lt;br /&gt;
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== Reagents ==&lt;br /&gt;
Reagents are items. Reagents of the same type are fungible. Players can purchase a reagent for 2 coins by stating as such in #game-actions.&lt;br /&gt;
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When a player gains a Reagent of an unspecified type, they must roll a dN, where N is the number of types of Reagents that exist plus one, to determine which type of Reagent they get. If the result is less than N, they gain a Reagent of the corresponding type in order of creation. Otherwise, a new type of Reagent is created for them to gain.&lt;br /&gt;
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When a new type of reagent is created, the player that triggered it must give it a unique name.&lt;br /&gt;
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== Concoctions ==&lt;br /&gt;
Concoctions are items. Concoctions of the same type are fungible. &lt;br /&gt;
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Players can brew a Concoction by stating as such in #game-actions. To do so they must select a set of reagents they own, containg reagents of at least two different types, to use as the recipe. The reagents used as the recipe are then destroyed. If the recipe is already associated with a type of Concoction, the player gains a Concoction of that type. Otherwise, the player gains a new type of Concoction which is then associated with that recipe.&lt;br /&gt;
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Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.&lt;br /&gt;
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Players can throw a concoction they own at a specified player by stating as such in #game-actions, causing the specified player to consume the concoction. Each can only throw one concoction at each other player per phase.&lt;br /&gt;
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== Festering ==&lt;br /&gt;
When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative.&lt;br /&gt;
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== Temperament Powers ==&lt;br /&gt;
While a player has a temperament of Choleric, they can purchase a reagent for 1 coin instead of 2, and if their humors are unbalanced, each of their humors decreases by 5 when they purchase a reagent.&lt;br /&gt;
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While a player has a temperament of Melancholic, their SCRC is 1 higher, and if their humors are unbalanced, each of their humors decreases by 5 when they generate coins.&lt;br /&gt;
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While a player has a temperament of Phlegmatic, they can remove a specified ailment from themselves if they haven&#039;t already this way this phase, and if their humors were unbalanced beforehand, each of their humors decreases by 5 after doing so.&lt;br /&gt;
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== Withering ==&lt;br /&gt;
For each player, once per phase, if in the prior phase, that player didn&#039;t generate coins, any player can reduce one of their humors by 10 by specifying the player and the humor in #game-actions.&lt;/div&gt;</summary>
		<author><name>Rubrica</name></author>
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