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		<summary type="html">&lt;p&gt;Trungle: :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Grand Duke Tesanl Akke of Fenpr. I spent four months repeatedly walking thousands of troops between my nation’s capitol and the border of the territory owned by out ancestral enemy, the Uuqitans. Because of this, I am considered one of the winners of this game.&lt;br /&gt;
&lt;br /&gt;
My play was inconsistent, to say the least. I had moments of strategic brilliance that won the day just as often as I made a crushing miscalculation that could have been avoided had I put even slightly more thought into my actions. I have many thoughts on this game and the way that I played it.&lt;br /&gt;
&lt;br /&gt;
I’d like to remark on how I decided to keep track of things in this game. For the first few months, I was rather well-organized. I crafted a map, built with the GM’s provided images and my own interpretations of his descriptions of my territory, which I used throughout the game to strategize and organize myself.&lt;br /&gt;
&lt;br /&gt;
I updated this occasionally with more data as it came as well as some additional notes in the margin. But eventually, I stopped adding these additional markings except for place names. I produced a final map just for the purposes of this recap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;early-days&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Early days ==&lt;br /&gt;
&lt;br /&gt;
One of the strongest periods of my play was at the beginning of the game. My three neighbors were Lomowaza, Wischeppia, and Uuqita. My main adversary, as I was quickly told, was the savage peoples to the north who had recently united under a dictator and, assuming they were in an expansionist mood, had no other choice but to target Fenpr, &#039;&#039;their&#039;&#039; ancestral enemy.&lt;br /&gt;
&lt;br /&gt;
In response to this, I decided that my first act as commander-in-chief of the Fenpri military would be to march north to oppose them. However, I decided I needed a plan to deal with all three of my neighbors. Fenpr is &#039;&#039;big&#039;&#039;, maybe a bit smaller than Wischeppia but still quite a bit more massive than every other country on the map. Lomowaza was close enough to my starting location that I considered any aggression on their part more than possible to react to. I decided that even if I were in the middle of fighting Uuqita, if I kept an ear out for news from my eastern border, I could respond to Lomowazan aggression before too much damage was done. However, I foresaw disaster if Wischeppia were to attack.&lt;br /&gt;
&lt;br /&gt;
Because of the speed at which information travels in this game, I feared that an invasion by the Wischeppians could spell disaster for Fenpr. I figured it might take up to a month to respond to a threat from such a far-flung place, giving my adversary plenty of time to situate themselves in formerly Fenpr-aligned fortresses, ready to lord over me from their more defensible position. And so, despite the fact that the Wischeppians weren’t even really mentioned in my opening goals, I decided to almost immediately split Fenpri command.&lt;br /&gt;
&lt;br /&gt;
And so I brought in one of my longest-standing internet friends, Stone, who was assigned to roleplay my septuagenerian mother (a relationship that was extremely strange but surprisingly enjoyable to roleplay). I commanded her to march west with one of my detachments, raise a more significant army, and post up near the Wischeppian border in case anyone turned up to attack Fenpr This decision was one of my better ones in the entire game as but a few weeks after we both set out, I received a note from my mother confirming that a large Wischeppian army was indeed amassing. I dread to think of what the game may have turned into were my mother not there to sort things out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-first-advance&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The first advance ===&lt;br /&gt;
&lt;br /&gt;
My campaign against the Uuqitans, in the meantime, had already born fruit. The isthmus connecting Torvaldsen to the Uuqitan border only takes about five days to traverse, as does the path from the Uuqitan capitol to the same border. So it was that not even a week into the game, I engaged in my first battle against the Uuqitans.&lt;br /&gt;
&lt;br /&gt;
This battle, taking place outside the Fenpri fortress of Hounslow, a site which would become well-acquainted with warfare, ended in a landslide victory on my side. I can’t truly claim too much credit for this. I defaulted to well-known military strategy and then got lucky on dice rolls. Hilariously, I did draft up a map describing the form my army would take, something I would never do again because it ultimately helped no one. Either way, I won enough advantage to take the commander prisoner. The captive commander, who told me their name was Umehi-Tso, suggested an alliance which I very well may have accepted with my current playstyle and knowledge of the game, but at the time felt far too risky. I still feel tremendously bad about this situation. It was a fine strategic move for me to leave them to captivity but it feels rather unsporting to remove a player so quickly with slim chance of return. It was no one’s fault but fate and yet I wish I could have found a way to let them keep playing as a commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-first-retreat&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The first retreat ===&lt;br /&gt;
&lt;br /&gt;
Now that I have regaled you with an story communicating my brilliance and one where my input had very little to do with the outcome, it is time to reach to the other end and talk about an instance where I failed spectacularly. After my defeat of the Uuqitans at Hounslow, I proceeded a day’s march north to the fortress of Tutugeri, where the bulk of the defeated soldiers had regressed to. It was here that I made perhaps one of the greatest military blunders in all of human history: underestimating how hard it is to pull off a siege. It is worth mentioning that I had not foraged once before arriving to Tutugeri. I was already running low on supplies and the sparse regions surrounding the enemy fortress did little to sustain me.&lt;br /&gt;
&lt;br /&gt;
After about a week, things became problematic and I really needed to do something other than try to continue the clearly abortive attempt at a siege. There was a moment where I considered pulling the trigger on an invasion but I thought I could make the enemy wear themselves down by their constant harrying. They had been sending thousands of troops to kill up to a few hundred of my soldiers every night, but the random element was starting to work in my favor as they were almost as likely to lose soldiers as I was. I decided not to do anything as I felt that they were being whittled down more than I was. But they came to that same conclusion and stopped the harrying campaign. I could have either retreated to prevent any losses or attempted to take the fortress.&lt;br /&gt;
&lt;br /&gt;
Perhaps I should have done anything else; however, in my defense, there was a conflating factor. Rumors of a rebellion against the dictator surfacing in the west. This development seemed promising. The Uuqitan dictator’s rise to power was seemingly less universally acclaimed than he wanted to admit. Operating under the doctrine that “the enemy of my enemy is my friend,” I sent a messenger to the rebellious force which I would soon learn had taken to calling themselves “West Uuqita.” And when my scouts reported a West Uuqitan army just a day away, I sent a messenger requesting that we discuss a cooperation against the loyalist forces. Unfortunately, they were having none of this and engaged my army.&lt;br /&gt;
&lt;br /&gt;
As I drafted battle plans, I made one critical miscalculation that changed the face of the entire conflict. I assumed that the West Uuqitans were trying to steal the siege so that they could capture Tutugeri. Without a nuanced understanding of West Uuqita’s goals, that was the only thing that I could think they were doing. Under that assumption, I ordered my troops to peel away from the city walls to engage West Uuqita head-on. Unfortunately for me, the loyalists were actually in league with the West Uuqitans and my order to attack the approaching force let them spill out to attack my troops. It was disastrous for my army and we retreated several days to the Fenpri fortress of Ghenio, to the south of Hounslow.&lt;br /&gt;
&lt;br /&gt;
The West Uuqitan commander, one Yuqiwuara the 5th, was kind enough to inform me of what had just happened. Despite West Uuqita’s hatred of the despot’s government, the two had reached an uneasy agreement as the despot had painted Fenpr as a far greater evil than East Uuqita. Through a campaign of lies, he claimed that Fenpr had thousands of prisoners of war and were allied with the Pirates (who I had never even heard about).&lt;br /&gt;
&lt;br /&gt;
General Yuqiwuara, despite being well-deceived by the despot’s smooth words, was clearly still stirred by the flame of rebellion and offered to consider further collaboration with Fenpr conditional upon my promise to not harm West Uuqita. He also informed me that the loyalists were sweeping the area in search of the captured general (who I had placed in Ghenio) and advised that I relocate or kill them. I wrote back to dispute some of the incorrect claims about my acts and to establish stronger working relations with the burgeoning nation of West Uuqita but this letter could not be delivered, as would quickly become a running theme, almost to a cartoonish degree, in my relationship with Yuqiwuara.&lt;br /&gt;
&lt;br /&gt;
It was directly after this that I made my second major miscalculation of the game. I made the decision to forage in the area surrounding Ghenio. I failed to account for the fact that I had already partially foraged this area a few days earlier when I had ordered a portion of my troops to retreat a day south, pick the land clean, and return to my army. I was completely unaware at this time of the scale of the map. It would have cost me nothing to actually verify that no part of the area had been foraged yet, but I failed to consider the possibility that I had foraged anywhere near my location and I was punished with my first uprising.&lt;br /&gt;
&lt;br /&gt;
I don’t know how many angry peasants made up this rebellion, but I didn’t need to ask to know that I didn’t want to be there. In a bizarre scene, the West Uuqitan army was besieging Oshenya and the East Uuqitans were besieging Hounslow. I was holed up in Ghenio, and there was an amassing force of rebels whose presence no one had counted on. In a striking setpiece, there were four armies, none of whom could truly be considered to be actually aligned with any of the other three, all crammed onto a rather small isthmus. It was in this precarious situation that I made the tactical decision to run away from the consequences of my actions, foraging on the way back and later around my capitol.&lt;br /&gt;
&lt;br /&gt;
Typically it would pay to be worried about a peasant insurrection angry at me for overtaxing them. But I was beginning for the first time to feel the danger of being an undersupplied army and I assumed the two other hostile forces situated on the same isthmus would be more than enough to scare them back into hiding. Escaping the situation was most likely safe, likely rather disorienting for all other parties, and gave me time and space to resupply, deal with matters at home, and observe the conflict from afar. And, as long as I did not provoke the locals at Ghenio further, I wouldn’t have to &#039;&#039;actually&#039;&#039; deal with these annoying consequences.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning the goal of the Uuqitans. Both parties were searching for the lost East Uuqitan commander, taken weeks ago by my army at Hounslow. The East Uuqitans’ goal was clearly to reunite the commander with their army, while the West Uuqitans were presumably intending to secretly kill the commander themselves. After all, the collaboration between the two halves of the nation was strictly financial. It was clear that no true friendship existed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-second-advance&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== The second advance ==&lt;br /&gt;
&lt;br /&gt;
I spent some time resupplying and observing, expecting to hear back from the leaders of West Uuqita but never receiving any information. I didn’t know how long I would stay in Fenpr for, so I made another blunder and failed to start raising an army. I stayed at Torvaldsen for over a month and definitely could have recruited more troops, but I failed to consider doing so.&lt;br /&gt;
&lt;br /&gt;
At one point the East Uuqitans unsuccessfully attempted to breach Hounslow. After this, capitalizing on the Uuqitans’ poor morale following a military defeat, I rushed to meet them in battle in an attempt to deal justice to the Uuqitans. Unfortunately, I was unsuccessful in both of my ensuing attempts to repel the East Uuqitan army from the fortress due to the opponent rolling double sixes twice. Sometimes, war is lopsided.&lt;br /&gt;
&lt;br /&gt;
During the second attempt, however, General Yuqiwuara was set to arrive halfway through the assault. I was able to send a messenger and convince them not to intervene. They put significant trust in me especially as they had already promised aid to the East Uuqitan general (this I had learned from an intercepted message).&lt;br /&gt;
&lt;br /&gt;
This ill-fated expedition returned me back to Torvaldsen to regroup (once again, foraging on the way). I was not without hope, however. In fact, there were some things happening in the rest of Fenpr that would prove capable of tipping the scales.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;side-stories&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Side stories ==&lt;br /&gt;
&lt;br /&gt;
It is now that I would like to discuss a number of “side stories” that had been proceeding parallel to my assault on Uuqita.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-chert-affair&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The Chert affair ===&lt;br /&gt;
&lt;br /&gt;
The first of the side stories begins almost at the start of the game. A secret mountain pass only known to our two nations, connects Fenpr to Chert. The pass is hard to traverse and it seems that one general from Chert was concerned about things escalating there. Mere days after I set out from Torvaldsen, I was entreated to a letter from one General Phyllite Hornfel of Chert, who suggested a one-year demilitarization of the mountain pass, to which I heartily agreed. Doing continuous battle through this pass would be costly and dangerous and I was as reluctant as he was to let that happen.&lt;br /&gt;
&lt;br /&gt;
At the end of August, around the time that I had retreated to Torvaldsen the first time, I received another letter from this same commander. He requested permission to traverse the pass, performing mercenary work in the north, taking loot for himself and offering me aid against my adversaries in a way that would be difficult to trace back to me.&lt;br /&gt;
&lt;br /&gt;
I had a few options at this phase, were I to accept the offer. I could enlist the help of the army to attack the Uuqitans, but their stated goal was to procure loot and opportunities for such things would likely be few and far between in Uuqita. It would likely take &#039;&#039;weeks&#039;&#039; to even get to a place where the Chertan force could loot, and besides, I didn’t feel comfortable letting a foreign power come so close to my capitol. So instead, I directed them towards Lomowaza. My neighbor to the west had not made any moves against Fenpr; the closest they had come to our territory was attacking a small Uuqitan enclave on the mainland nestled between our two borders. But this force did not continue into Fenpr. Our nations’ prior cold relationship, I felt, could not be trusted to remain that way. So I invited General Hornfel to cross the pass and weaken Lomowaza in the likely case that relations soured.&lt;br /&gt;
&lt;br /&gt;
The Lomowazans were not exactly happy with this. By the time that I had returned to Torvaldsen the second time, I received a message from one fortress of Calimai, close to the border with Lomowaza, that reported a force of Lomowazans gathering, seemingly to do war against us. I immediately inquired about their intentions in that quarter of the land to which they responded that no harm was meant and that they only intended to find more information about General Hornfel. I don’t know which direction General Hornfel went after stomping through Lomowaza, but it certainly was not back through Fenpr. Somehow, the Lomowazans had gotten the &#039;&#039;direction&#039;&#039; of Hornfel’s assault wrong and assumed he was in my land.&lt;br /&gt;
&lt;br /&gt;
I informed them that, no, I had not heard of General Hornfel arriving in Fenpr from Lomowaza but it was here that I decided to spill a secret. To the Lomowazan force, I revealed the existence of the mountain pass. I claimed that the Chertan general had slipped through it unnoticed before I could travel to his location and apprehend him. However, for some strange reason, he left Fenpr untouched and headed straight for Lomowaza. I permitted the Lomowazans to search for Chert in my land so long as they remained peaceful, but promised that aggression would be answered in kind.&lt;br /&gt;
&lt;br /&gt;
I still wonder about this choice to reveal the pass. On one hand, it was perhaps a betrayal of Chert’s trust to broadcast the knowledge of our shared secret. On the other hand, it was the only plausible explanation for Chert’s presence. If I were to obscure the truth even more, Lomowaza would suspect me of harboring them and that could certainly end poorly for my nation.&lt;br /&gt;
&lt;br /&gt;
I think it worked out in the end, though. Later on, it became obvious that the Lomowazan force crossed this mountain pass after winter had set in and just barely lived to regret their decision. Survivors from their army were neatly folded into Chert’s, meaning that the nations on both sides of the pass ended up benefitting from me letting the secret slip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-wischeppian-border-non-conflict&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The Wischeppian border non-conflict ===&lt;br /&gt;
&lt;br /&gt;
The exact particulars of the events at the Wischeppian border still confuse me and I cannot wait to see what was actually going on there. Early in the game, my mother informed me of a large force assembling there, busy quelling a Heretic uprising but dangerous nonetheless. She began raising an army to oppose this force, but it seems that Fenpr and Wischeppia never actually came to blows. My mother informed me, around the time I had been expelled from the conflict at Hounslow, that peace had been made with Wischeppia. In exchange for about 12 miles of poorly-developed Fenpri land (which it would be difficult to say I actually exert much control over in the first place), we were offered 60,000 loot with the limitation that the newly ceded territory could only be occupied by 1,000 infantry troops from both sides. My mother agreed to this offer and started to march back to Torvaldsen. The commander that she had appointed to assist her with the Wischeppian conflict, named Divolm, stayed behind with the 1,000 troops to secure the border while my Mother returned to Torvaldsen with the remainder of the accumulated force.&lt;br /&gt;
&lt;br /&gt;
We both agreed, upon her return, that this was the best deal we could have gotten out of the situation. The Wischeppians at the border outnumbered the Fenpri almost exactly 3-to-1, but they chose not to engage for some strange reason and offered up a quite reasonable agreement which neither side violated during the course of the game.&lt;br /&gt;
&lt;br /&gt;
But a force of 6,000 such as the one that Wischeppia had, is one of the largest I saw during the course of this entire game. I still can only guess at the reason such a large force was assembled, then did nothing but leave peacefully.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-final-assault&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== The final assault ==&lt;br /&gt;
&lt;br /&gt;
While I waited in Torvaldsen for my mother to arrive with the full details of the Wischeppian agreement, I was made aware of another army infringing on Fenpri territory, this time of Narithan origin, making their way through the eastern part of my territory from Lomowaza, encroaching on my capitol. When I asked their aim, they responded that they meant no harm to Fenpr and were merely looking for an obscure artifact. I did indeed know its location; it was held in the fortress of Shivan, close to the capitol. An ordinary banner belonging to a long-dead ruler and associated with Narith’s founding myth. Returning the artifact to Narith would simply a point of pride for their nation, as I would learn.&lt;br /&gt;
&lt;br /&gt;
It was here that the plan to truly deal with Uuqita was finally formulated. With the combined force of my army, my mother’s army, and the Narithan army which was, as I learned, headed by one General Telefor, we would dispose of the East Uuqitan forces, join with the West Uuqitan commander, and proceed through Uuqita. We would install the rebel government in place of the despot’s loyalists, ushering in a period of long-standing peace between the Uuqitan populace, now officially under a friendly government, and the Fenpri.&lt;br /&gt;
&lt;br /&gt;
This plan… kind of worked.&lt;br /&gt;
&lt;br /&gt;
As we were negotiating in Torvaldsen, I was informed that Hounslow had fallen to Uuqitan rule, followed by Ghenio. Furthermore, Yuqiwuara had been secretly funneling information to me as mistrust grew between him and the East Uuqitan commander, who I found out at about this time went by the name Lt. Palvis. There were allusions to some mistreatment and potential abuse of the West Uuqitans and desperation seemed to set in as Yuqiwuara began to see my army as a beacon of hope. I learned that after taking Ghenio, Palvis intended to march to Torvaldsen, where he was convinced I was holding Umehi-Tso. In reality, I had relocated the captive commander to a fort off to the west that I never even learned the name of (though Torvaldsen was the correct direction).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-battle-of-ghenio&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The Battle of Ghenio ===&lt;br /&gt;
&lt;br /&gt;
As we set off, we encountered Palvis marching south exactly as Yuqiwuara had suggested he was intending to. Upon seeing the combined might of our three armies, Palvis retreated, alongside his troops, to Ghenio, where Yuqiwuara already was located. Yuqiwuara’s reaction was more hopeful. He offered to join our assault if we would make promises not to hurt his army. I welcomed the possibility of more help, but did not hear back. Keep in mind that our messages back and forth had had a staggeringly low rate of actually making it to each other. Perhaps two-thirds were correctly received, but not much more. So, worried that Yuqiwuara might not believe he was welcome to contribute to our assault, I sent another copy of the message. Yuqiwuara explained that though he had seen the message, he was hesitant to write back as he was afraid that Palvis would intercept it and learn of his distrustfulness. He promised to lower the gates and let us into the city if we confirmed our commitment to not harming any West Uuqitans.&lt;br /&gt;
&lt;br /&gt;
I debated for hours on whether or not I should respond. Yuqiwuara’s concern about interception was certainly a valid one; however, he had also said that without my explicit confirmation he would not know whether to betray East Uuqita. In the end, I decided to respond, but I made it short and vague to obscure what we intended to do. With that, I gave the order to invade Ghenio on behalf of all three armies.&lt;br /&gt;
&lt;br /&gt;
I don’t know what tipped Palvis off to our plan but he was prepared to contest Yuqiwuara’s opening of the gates. By a small margin, only won due to the West Uuqitan force’s higher morale, the drawbridges were lowered and the slaughter of the East Uuqitans began. The battle was a decisive victory for our coalition. There was almost no chance of failure for the allied forces once the gate was open (although the odds would have been much fairer&lt;br /&gt;
&lt;br /&gt;
All would have gone well except when Yuqiwuara was carried away from the city in an East Uuqitan covert operation. If Yuqiwuara was not killed, we were not able to find him in the ensuing days. The West Uuqitan army disbanded anyway after rumors spread of their commander’s death.&lt;br /&gt;
&lt;br /&gt;
I have to wonder how long Palvis was aware of our cooperation. Was it my final message, the one that I made intentionally vague and only said that we agreed to the West Uuqitans’ terms? If so, did Palvis accurately predict our plan basically to the letter and preemptively order the abduction of Yuqiwuara all based on the fact that I had agreed to some terms that Yuqiwuara had set forth? Incredible tactical knowledge, if so.&lt;br /&gt;
&lt;br /&gt;
Or was Palvis aware of our cooperation before that final letter that I sent? After all, many communications were lost; it is more than possible that Palvis had intercepted an earlier letter and had seen the information that Yuqiwuara was funneling to the coalition. But, if Palvis knew that Yuqiwuara was working with our alliance, why wouldn’t he have attacked the West Uuqitan forces on his own before we arrived? Why wait until their interference could (and did) spell doom for his own army?&lt;br /&gt;
&lt;br /&gt;
This is as much theorizing as I care to write down. A fractal of causes and effects has been unfolding in my head since that day in Ghenio but it would not actually be too interesting to go through them all. I will know the definite answer soon enough anyway.&lt;br /&gt;
&lt;br /&gt;
The disappearance of Yuqiwuara was distressing for another reason: I now had no information on the military structures in Uuqita and no one to place on the throne once the despot was deposed. My hope was to appear to the Uuqitan people not as a dangerous general asserting myself in foreign lands but as a liberator, come to free them from a corrupt regime. After all, it is not like the despot’s rule was all that popular. That West Uuqita exists should be proof of that. But without Yuqiwuara, my options were dwindling.&lt;br /&gt;
&lt;br /&gt;
I eventually decided the best course of action would be to go straight to Reihulo, depose the despot, and allow the power vacuum to sort itself out. Frankly, at this point, discussions were indicating that the game was likely to end soon. While I would have loved to craft an enduring peace to keep our nations content for generations, the gameplay effect of doing so would be basically indistinguishable from simply upsetting the power structure and leaving as soon as I could, which would be significantly easier than finding another candidate or proclaiming myself leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;supply-chain-issues&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Supply chain issues ===&lt;br /&gt;
&lt;br /&gt;
I went to great lengths here to attempt to describe the isthmus in this story. I have also mentioned all the many times I foraged in this area. If you put this together, you may be realizing by now that this isthmus is, by this point, entirely picked through. Every army who had spent substantial time on this isthmus was critically undersupplied &#039;&#039;and&#039;&#039; had been a contributor in the of conjuring of a resource desert separating Fenpr from Uuqita by five or so days of travel during which stops to resupply would be extremely dangerous (and not even that fruitful, frankly, given that the territory is sparse in the first place). In short, it was a &#039;&#039;terrible&#039;&#039; place for thousands of troops to spend four months walking up and down.&lt;br /&gt;
&lt;br /&gt;
A few days before setting out from Torvaldsen, Telefor had requested an opportunity to forage for food and come back. I granted this, and even pointed the Narithans to a patch of unforaged ground. On the first day Telefor was out, I thought “perhaps I should do this as well,” and then promptly forgot. On the second day, I had the same thought. When Telefor eventually came back, I had not foraged at all. This came to a head on the day that we were set to invade Ghenio, when I was informed I could not feed my army.&lt;br /&gt;
&lt;br /&gt;
This was easily the least defensible decision I made in the course of the entire game. I still kind of have nightmares about it. I guess I always assumed I would just “get around” to actually giving the order but of course that is flawed logic if you don’t do it at some point.&lt;br /&gt;
&lt;br /&gt;
But there was no use dwelling on the past if I was in danger of losing all of my soldiers to hunger. I insisted that the coalition make our play as soon as possible so that I could get somewhere and find food. There was some chance of finding a few scraps in the ransacked city but I found it unlikely given the conditions. I decided my best choice would be to forage around the city of Hjaltein, which had already been taxed, but only once. It was also not directly on the isthmus but a couple days’ travel away.&lt;br /&gt;
&lt;br /&gt;
I made a decision to keep this excursion a secret from Telefor. At the time, there was not a great deal of trust between us and I was afraid that showing my embarassing lack of preparation would dissuade him from continuing our partnership which I did not want to risk. So I explained it away as an expedition to search for General Yuqiwuara. This was made quite awkward when Telefor made the decision to follow me after I made the baffling decision to tread through poor roads to a remote city. When Telefor caught up to me in the middle of some scrubland, I spoke only in vagueries about what I was doing in Hjaltein. My thinking was that, should Telefor betray me, I may have planted a seed that something important – maybe even the captured general – was stored there. Should an attacker follow this lead, they could be easily surrounded and killed.&lt;br /&gt;
&lt;br /&gt;
I think that my lie ended up not mattering much. As you will see, Telefor did not betray me and even himself gave an order to forage that patch of Scrubland, which turned out to be rather fruitful. We also eventually had to start sharing resources including supplies. In the end, this lie may have just sown confusion and halted us for a bit longer. Still, I’m not convinced that it was &#039;&#039;exclusively&#039;&#039; a bad idea. I actually think that I looked marginally better for having marched off in search of some undisclosed resource than I would have looked if I admitted to not foraging at all in the time that I had been allotted for specifically that purpose. However, any competency that I may have seemed to display would have been offset by something even more embarassing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-ghensurrection&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The Ghensurrection ===&lt;br /&gt;
&lt;br /&gt;
Remember how I said that things would be fine for me if I could just manage to not provoke the Ghenians again? Both I and my mother reined our soldiers in after taking the city so as not to provoke the locals further. Telefor, on the other hand, thought nothing of it and let his soldiers loot. This was something I absolutely should have discussed beforehand but honestly it just slipped my mind. The locals of Ghenio, who has been foraged twice by my own soldiers (which we had run away from) and at least one more time by my enemies, became very violent over the looting. Nine thousand soldiers gathered outside Ghenio. And in the face of this? I, the commander with the largest force of us three, ran away to a remote village, leaving Telefor to deal with all of the rebels by himself.&lt;br /&gt;
&lt;br /&gt;
Once again, I implore you to remember that I &#039;&#039;absolutely needed&#039;&#039; to procure supplies. No waiting could be tolerated. If I had waited any longer I would have been risking an uprising of my own troops. So despite the abysmal optics I left to pursue other goals.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Telefor was able to placate the peasants with some bribes and some words and no Narithan blood was spilt. I was embarassed about the whole ordeal but had no other choice once I had dug myself this far into my own grave. Either way, it seemed to work out fine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-push-to-uuqita&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== The push to Uuqita ===&lt;br /&gt;
&lt;br /&gt;
After quickly taking back Hounslow, we began our march to Reihulo. The details of this march are less interesting moment-to-moment than most other parts of my story. The Uuqitan winter was harsh and we walked at a reduuced pace. We at one point became trapped between two forts, each of which would send harriers every night. Telefor concocted a fascinating plan to deceive the harriers and attempt to kill them, which I simply signed off. Telefor’s playstyle, as I would learn, was quite different from mine. I felt foolish many times when I saw the way he played. I had never considered suggesting my army do something to the harriers. I hhve to wonder the ways that other people got creative with the rules while I boringly kept my mind firmly &#039;&#039;inside&#039;&#039; the box.&lt;br /&gt;
&lt;br /&gt;
I am not the one who has the right to brag about the specifics of this plan. It would have been successful regardless of my involvement. I am simply grateful for the lessions I learned from it.&lt;br /&gt;
&lt;br /&gt;
During this march, I also received a message from the Uuqitan dictator, Urtu, who had heard of my recapture of both Ghenio and Hounslow. In this message, Urtu essentially admitted defeat, but also warned me of some potential treachery on the part of Narith. He claimed that a Narithan force had arrived by sea to Reihulo, despoiled the capitol, taken him prisoner, and demanded to know the location of Shivan. As promptly as they had come, they left, seemingly to besiege Shivan. and offered to rule Uuqita as a Fenpri protectorate under my authority, conditional upon me removing the Narithan forces from my retinue and signing a deal with him.&lt;br /&gt;
&lt;br /&gt;
If this message was to be believed, did that mean that Telefor’s alliance with me was just meant to draw me away from Shivan? If so, was I playing into Narith’s hand?&lt;br /&gt;
&lt;br /&gt;
If it was fake, how did Commander Urtu know about Shivan? If it was real, why didn’t Telefor do anything to block my mother from going back to Torvaldsen to collect a recently-raised army during the time this operation was presumably meant to be carried out? The Narithans’ plan in this story is also weirdly convoluted. Surely it is more economical to march their force into Shivan unimpeded after helping me capture some cities than to sail, at great expense, an even larger force around the entire continent? They would risk all the lives of the army that was traveling with me as well as those of the larger naval force and a sizeable fortune in loot. In the first scenario, the only risk was that they might lose some of their men traveling with Telefor. Not to mention what I might do to the contingent traveling with me when I learned of their treachery. Isn’t having a nation’s gratitude much more useful than having its ire?&lt;br /&gt;
&lt;br /&gt;
In the end I decided not to trust a word of it. There were too many inaccuracies. My initial theory was that Urtu had heard the name “Shivan and thought he could trick me into self-sabotaging out of fear of the Narithans. I decided not to show the letter to Telefor as we would receive confirmation in just a few short days. Days during which I received even more confirmation that Telefor had no intention of stalling us in Uuqita. He imparted portions of his supplies to me when he could have simply denied to do so, letting me starve long enough to convincingly overpower my larger force. So much wasn’t adding up, however.&lt;br /&gt;
&lt;br /&gt;
When Reihulo rose over the horizon, however, we were confronted with the horrifying truth, confirmed by our own eyewitness accounts, that Reihulo had indeed been attacked. I considered that perhaps the city &#039;&#039;had&#039;&#039; been attacked but by a different force. Maybe the Pirate faction who I had heard were encamped in the bay or the Lomowazans. Maybe West Uuqitans, althought there was scant proof that West Uuqita existed as an organization at that point.&lt;br /&gt;
&lt;br /&gt;
However, further evidence was found that Urtu was telling the truth: the locals were abuzz with rumors that the attackers were indeed Narithan. Cautiously this time, I posited that this could be a rumor started by the dictator himself. I wouldn’t put it past him to pin an attack like this, were the perpetrator’s alignment was not known on the party that I traveled with just to make me doubt myself.&lt;br /&gt;
&lt;br /&gt;
Apparently, however, I didn’t need to hypothesize so much. Telefor, upon hearing the news, claimed innocence but offered up a different possibility: that the other force of Narithans, behind even his back, had gotten impatient, assumed Telefor had died or abandoned them, and gone after the artifact themselves. I had been thinking in absolutes, assuming that if Narith &#039;&#039;had&#039;&#039; attacked, that meant that Telefor &#039;&#039;was&#039;&#039; in Fenpr to distract me; but this proved not to be the case. We jointly signed letters addressed to the various leaders located at Shivan, imploring them to come to a peace.&lt;br /&gt;
&lt;br /&gt;
As we waited for those responses, we basically just walked into the already badly-beaten city, captured the dictator, and, after he refused to offer up any information, executed him. Then, it was time to return to Torvaldsen. We considered leaving by boat but assumed that the walk back would not take &#039;&#039;too&#039;&#039; long.&lt;br /&gt;
&lt;br /&gt;
The return journey was plagued by familiar problems, primarily food insecurity. We weathered these conditions, but not without losing a wizard and a detachment due to the poor conditions.&lt;br /&gt;
&lt;br /&gt;
We also heard back from Shivan. The confused mayor explained that no force had ever arrived at Shivan, perplexing us further. Where had the Narithans actually gone? As it turned out, the Narithans had simply lost their way and gone to the wrong fortress. They were at Calimai, to the east, as we were informed by the frantic commander at Calimai, understandibly worried about the large force now gathering outside the walls.&lt;br /&gt;
&lt;br /&gt;
It was at this point that Telefor sent a letter which I also signed, commanding the other army to cease their hostility and meet us to talk things out.&lt;br /&gt;
&lt;br /&gt;
The final scene of my adventure was at the remote fishing village of Bayside, where all of our armies met to discuss. We made peace and returned the banner to the Narithans, which they would take home not only as a symbol of their authority to govern but also as a reminder of their wholehearted cooperation with Fenpr, an alliance which its founders hoped would last generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;conclusion&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
I thoroughly enjoyed my time playing Cataphracts: Idis. Inconsistent although my play was, I learned a lot that I want to share. I decided to subdivide my conclusions into a few sections: gameplay notes, advice about actually playing the game; strategic notes, advice for setting yourself up for success; and fun notes, ideas for how to &#039;&#039;enjoy&#039;&#039; your time playing Cataphract.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;gameplay-notes&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Gameplay notes ===&lt;br /&gt;
&lt;br /&gt;
The first thing I learned about this game is that results will often be lopsided. My first battle was an overwhelming victory that knocked out a commander within the first week of the game. Later, I was beaten back twice even though I held several notable advantages due to the other commander’s exceptionally good luck on the dice rolls.&lt;br /&gt;
&lt;br /&gt;
I think the best advice I have for this game is what I learned from my first brush with food insecurity: give the orders &#039;&#039;when you think about them&#039;&#039;. You may miss your window to act, and it truly only takes a few minutes to put in the order. It doesn’t matter if the GM isn’t on or if you’re &#039;&#039;planning&#039;&#039; to put orders in later in the day.&lt;br /&gt;
&lt;br /&gt;
There were several mechanics that I was not able to interact with basically at all. I started off without loot and almost never acquired any. I spent the vast majority of my time playing in my own territory – the one place on the map that I absolutely do not want to loot in. Any mechanics involving loot including operations and naval transportation, were off-limits to me. Wischeppia offered 60,000 loot as part of our agreement. I don’t know where they got that money and, come to think of it, I don’t think I got any of it. Finally, close to the end of the game, I got some loot from Reihulo, but I had to sacrifice it to a mob of peasants when I was forced to forage in an already-foraged area because my morale could not suffer going any lower.&lt;br /&gt;
&lt;br /&gt;
I also had very limited interactions with magic. I never came across a wizard’s tower so I was never able to recruit one for myself. My mother did transfer me two wizard detachments at one point, but I was not informed that one was not preparing any spells. I cashed in one Nature’s Bounty and sent one Wizard’s Whisper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;strategic-notes&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Strategic notes ===&lt;br /&gt;
&lt;br /&gt;
This game is much heavier in the resource management side of things than I first expected. When I first started playing, I didn’t have a clear vision of how all the mechanics of the game would work together and so I neglected to forage at all for the first few weeks, all the way until I tried to do a siege.&lt;br /&gt;
&lt;br /&gt;
Having a large army can turn you into a nearly unstoppable force but it is also absolutely miserable to try to supply. You will have to halt constantly to forage. I only moved as fast as I did because I consistently neglected to procure enough supplies to feed my army.&lt;br /&gt;
&lt;br /&gt;
Be mindful of overconsuming a specific area. I don’t think my victory over the Uuqitans can be entirely credited to me. Lt Palvis keeping his large army in the exact same spot on a narrow neck of land which was sparsely populated in the first place led to his troops becoming demoralized. This allowed my coalition to essentially burst in and crush the soldiers’ will. For this reason, I think it is fair to say I owe quite a bit of my victory to Palvis himself.&lt;br /&gt;
&lt;br /&gt;
I think we can learn something else from Palvis’ example and that is the danger of obsession. Someone, be it Palvis or another member of the Uuqitan military hierarchy, was so focused on reclaiming Umehi-Tso, the captured general. Because of this, they spent far too long besieging Hounslow and then Ghenio. This obsession proved fatal for the militaries of both Uuqitan nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;fun-notes&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Fun notes ===&lt;br /&gt;
&lt;br /&gt;
The most fun I had in this game was when I was riding alongside other commanders. Seek out an ally and I guarantee you will both learn a lot from each other. Get into the roleplay of it. My dynamic with Stone, as I said, was a bit weird but it was better when I was fully invested. Finally, don’t stress too much about perfect strategy. Battles are won in large part due to luck. It’s best to accept that you’ll lose some battles.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18&amp;diff=7717</id>
		<title>Cycle 18</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18&amp;diff=7717"/>
		<updated>2025-10-27T02:58:32Z</updated>

		<summary type="html">&lt;p&gt;Trungle: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;24 August 2025 - 25 October 2025&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Current Ruleset ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset|Ruleset]]&lt;br /&gt;
=== Current Gamestate ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Gamestate|Gamestate]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset submissions|Ruleset submissions]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Drafting Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset Draft|Ruleset Draft]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18&amp;diff=7716</id>
		<title>Cycle 18</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18&amp;diff=7716"/>
		<updated>2025-10-27T02:58:15Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Dead game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;24 August 2025 - 25 October 2025&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Current Ruleset ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset|Ruleset]]&lt;br /&gt;
=== Current Gamestate ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Gamestate|Gamestate]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset submissions|Ruleset submissions]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Drafting Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 18/Ruleset Draft|Ruleset Draft]]&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Template:Current_Cycle&amp;diff=7715</id>
		<title>Template:Current Cycle</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Template:Current_Cycle&amp;diff=7715"/>
		<updated>2025-10-27T02:54:06Z</updated>

		<summary type="html">&lt;p&gt;Trungle: update current cycle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 19&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Gamestate&amp;diff=7714</id>
		<title>Cycle 19/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Gamestate&amp;diff=7714"/>
		<updated>2025-10-27T02:53:41Z</updated>

		<summary type="html">&lt;p&gt;Trungle: prettify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Player Name&lt;br /&gt;
|-&lt;br /&gt;
|Automaticat&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Gamestate&amp;diff=7713</id>
		<title>Cycle 19/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Gamestate&amp;diff=7713"/>
		<updated>2025-10-27T02:53:24Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Created page with &amp;quot;Players:  {|class=&amp;quot;wikitable sortable&amp;quot; !Player Name |- |Automaticat |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Player Name&lt;br /&gt;
|-&lt;br /&gt;
|Automaticat&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Ruleset&amp;diff=7712</id>
		<title>Cycle 19/Ruleset</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_19/Ruleset&amp;diff=7712"/>
		<updated>2025-10-27T02:51:44Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Initial ruleset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase I:&#039;&#039;&#039; Monday, Tuesday and Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Phase II:&#039;&#039;&#039; Thursday, Friday, Saturday, and Sunday&lt;br /&gt;
The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel &#039;&#039;&#039;⁠#game-actions&#039;&#039;&#039;, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against.&lt;br /&gt;
&lt;br /&gt;
== Judgement ==&lt;br /&gt;
&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by saying so in the channel &#039;&#039;&#039;#judge-elections&#039;&#039;&#039;. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed &amp;quot;by saying so&amp;quot; are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
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 they do not, then the action can be taken by sending the message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If &#039;&#039;&#039;#game-actions&#039;&#039;&#039; does not exist, then the message can be sent in &#039;&#039;&#039;#nomic&#039;&#039;&#039; disclaiming that it is intended to be a game action. &lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
&lt;br /&gt;
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.&lt;br /&gt;
&lt;br /&gt;
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.&lt;br /&gt;
&lt;br /&gt;
For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, requires the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
Items with similar properties may be grouped together into item classes.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession. For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players may trade items from their inventories with other reputable players with the consent of all trading parties.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_19&amp;diff=7711</id>
		<title>Cycle 19</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_19&amp;diff=7711"/>
		<updated>2025-10-27T02:44:33Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add cycle page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 19 is the current cycle.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Current Ruleset ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 19/Ruleset|Ruleset]]&lt;br /&gt;
=== Current Gamestate ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 19/Gamestate|Gamestate]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
Cycle 19 was adopted without the traditional ruleset submission and drafting process. It was based on [https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;amp;oldid=7710 this revision] of Trungle&#039;s [[User:Trungle/Boilerplate Nomic|Boilerplate Nomic]].&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7710</id>
		<title>User:Trungle/Boilerplate Nomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7710"/>
		<updated>2025-10-22T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Items */ formatting and cleaning up a potential bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes what I (Trungle) perceive to be the most standard starting ruleset using all of our preferred ways of doing things.&lt;br /&gt;
&lt;br /&gt;
When creating your starting ruleset, feel free to remove any bits that aren&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
Text in &#039;&#039;italics&#039;&#039; is &#039;&#039;&#039;explanatory only&#039;&#039;&#039; and should not be included in your ruleset.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase I:&#039;&#039;&#039; Monday, Tuesday and Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Phase II:&#039;&#039;&#039; Thursday, Friday, Saturday, and Sunday&lt;br /&gt;
The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 1: The phase cycle can start on Sunday or Monday depending on personal preference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: Certain actions can often only be taken in one of the two phases. If this is the case, feel free to give your phases unique names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel &#039;&#039;&#039;⁠#game-actions&#039;&#039;&#039;, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Reputability mechanics should not be changed without good reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Even if your ruleset does something interesting with the timing of actions, it is highly advised to keep Urgent-class proposals on a real time cycle. This is not a good place to inject flavor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This does mean that proposals&#039; voting periods do not start immediately after the proposal is submitted. This doesn&#039;t matter with a phase system since votes are only evaluated at the end of its voting period, but if you want to have something happen &amp;quot;during&amp;quot; a proposal&#039;s voting period, this is something to know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judgement ==&lt;br /&gt;
&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by saying so in the channel &#039;&#039;&#039;#judge-elections&#039;&#039;&#039;. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed &amp;quot;by saying so&amp;quot; are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
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 they do not, then the action can be taken by sending the message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If &#039;&#039;&#039;#game-actions&#039;&#039;&#039; does not exist, then the message can be sent in &#039;&#039;&#039;#nomic&#039;&#039;&#039; disclaiming that it is intended to be a game action. &lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
&lt;br /&gt;
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.&lt;br /&gt;
&lt;br /&gt;
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.&lt;br /&gt;
&lt;br /&gt;
For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, requires the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
Items with similar properties may be grouped together into item classes.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession. For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players may trade items from their inventories with other reputable players with the consent of all trading parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While not strictly necessary, items have proven to be a very useful abstraction for most nomics.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7709</id>
		<title>User:Trungle/Boilerplate Nomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7709"/>
		<updated>2025-10-22T21:47:14Z</updated>

		<summary type="html">&lt;p&gt;Trungle: disambiguate several sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes what I (Trungle) perceive to be the most standard starting ruleset using all of our preferred ways of doing things.&lt;br /&gt;
&lt;br /&gt;
When creating your starting ruleset, feel free to remove any bits that aren&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
Text in &#039;&#039;italics&#039;&#039; is &#039;&#039;&#039;explanatory only&#039;&#039;&#039; and should not be included in your ruleset.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase I:&#039;&#039;&#039; Monday, Tuesday and Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Phase II:&#039;&#039;&#039; Thursday, Friday, Saturday, and Sunday&lt;br /&gt;
The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 1: The phase cycle can start on Sunday or Monday depending on personal preference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: Certain actions can often only be taken in one of the two phases. If this is the case, feel free to give your phases unique names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel &#039;&#039;&#039;⁠#game-actions&#039;&#039;&#039;, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Reputability mechanics should not be changed without good reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Even if your ruleset does something interesting with the timing of actions, it is highly advised to keep Urgent-class proposals on a real time cycle. This is not a good place to inject flavor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This does mean that proposals&#039; voting periods do not start immediately after the proposal is submitted. This doesn&#039;t matter with a phase system since votes are only evaluated at the end of its voting period, but if you want to have something happen &amp;quot;during&amp;quot; a proposal&#039;s voting period, this is something to know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judgement ==&lt;br /&gt;
&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by saying so in the channel &#039;&#039;&#039;#judge-elections&#039;&#039;&#039;. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed &amp;quot;by saying so&amp;quot; are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
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 they do not, then the action can be taken by sending the message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039; indicating intention to take that action. If &#039;&#039;&#039;#game-actions&#039;&#039;&#039; does not exist, then the message can be sent in &#039;&#039;&#039;#nomic&#039;&#039;&#039; disclaiming that it is intended to be a game action. &lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
&lt;br /&gt;
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.&lt;br /&gt;
&lt;br /&gt;
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.&lt;br /&gt;
&lt;br /&gt;
For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, requires the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
Items with similar properties may be grouped together into item classes.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players may trade items from their inventories with the consent of all parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While not strictly necessary, items have proven to be a very useful abstraction for most nomics.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7670</id>
		<title>Cycle 18/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7670"/>
		<updated>2025-07-04T00:58:29Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Proposals */ jbbhwn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for Cycle 18&#039;s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia Race Nomic (Veganzombeh) ===&lt;br /&gt;
[[User:Veganzombeh/WikiJetLagNomic|Link]]&lt;br /&gt;
&lt;br /&gt;
=== RoundNomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/RoundNomic|Round Nomic]]&lt;br /&gt;
&lt;br /&gt;
There are rounds which contain multiple phases. Proposals are primarily only enacted at the end of a round, and actions can occur each phase. A winner each round, as the rules get more developed. First round: Make the most popular-proposals, AKA make the most approved on gameplay elements.&lt;br /&gt;
&lt;br /&gt;
=== Scamomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scamomic]]&lt;br /&gt;
&lt;br /&gt;
A tour of the common scams in Nomic: Starting out with proposal adoption, moving to non-natural amounts of game assets (Such as infinity, -1, capybara, pi), moving to paradoxes, and finally, to real scams and bribery.&lt;br /&gt;
&lt;br /&gt;
=== No-Time-Ic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Timeless|No-Time-Ic]]&lt;br /&gt;
&lt;br /&gt;
Phases are based upon player agreement instead of a fixed schedule, requiring manual intervention to pass time. Similar to Round Nomic, just make the most popular-proposals to win (initially).&lt;br /&gt;
&lt;br /&gt;
=== Peer-to-peer Nomic (Nameko) ===&lt;br /&gt;
[[User:UnderSampled/Peer-to-peer Nomic|Peer-to-peer Nomic]]&lt;br /&gt;
&lt;br /&gt;
There is no global state, only player state. Actions must directly affect player state and be resolved as an interaction between players (including self-interraction).&lt;br /&gt;
&lt;br /&gt;
=== Rafflenomic (Trungle) ===&lt;br /&gt;
&lt;br /&gt;
[[User:Trungle/Rafflenomic]]&lt;br /&gt;
&lt;br /&gt;
A framework for a nomic based on raffling things off, including the results of proposals.&lt;br /&gt;
&lt;br /&gt;
=== Time Loops 2 (Xenon dichloride) ===&lt;br /&gt;
[[User:Xenon dichloride/Time Loops 2|Time Loops 2]]&lt;br /&gt;
&lt;br /&gt;
A remix of the original [[User:Civae/Time Loop|Time Loops]] (Cycle 13) by Scarecrows. Now more focused on the rules of previous loops coming into play at certain times.&lt;br /&gt;
&lt;br /&gt;
=== No-mic (Xenon dichloride) ===&lt;br /&gt;
[[User:Xenon dichloride/No-mic|No-mic]]&lt;br /&gt;
&lt;br /&gt;
Players can assume each others&#039; identities to vote and perform actions. We could remove the voting mechanics if people like this idea, tracking that may be a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Pantheonomic ===&lt;br /&gt;
[[User:Praqueue/pantheonomic|Pantheonomic]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s about time we simulated the roman republic I think. I expect civil wars within 4 phases of starting.&lt;br /&gt;
&lt;br /&gt;
=== Just Bring Back Handwriting Nomic (Trungle) ===&lt;br /&gt;
[[User:Trungle/Just_Bring_Back_Handwriting_Nomic]]&lt;br /&gt;
&lt;br /&gt;
A divergent fork of Cycle 12, gutting most of its mechanics and just leaving the map subgame intact with an all new win condition: Find the Eternal Hall.&lt;br /&gt;
&lt;br /&gt;
== Work-In-Progress Drafts ==&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Just_Bring_Back_Handwriting_Nomic&amp;diff=7668</id>
		<title>User:Trungle/Just Bring Back Handwriting Nomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Just_Bring_Back_Handwriting_Nomic&amp;diff=7668"/>
		<updated>2025-07-04T00:55:39Z</updated>

		<summary type="html">&lt;p&gt;Trungle: first draft of just bring back hwn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We haven&#039;t had a good new idea in &#039;&#039;years&#039;&#039;. Reject modernity, embrace tradition. Handwriting Nomic is back in theaters for a second run.&lt;br /&gt;
&lt;br /&gt;
This ruleset is intended to use [[User:Trungle/Boilerplate Nomic]] as a basis.&lt;br /&gt;
&lt;br /&gt;
==Sheets==&lt;br /&gt;
A sheet is an image of a writing surface, or portion thereof, which may have inscriptions. Everything on the surface must be hand-drawn or handwritten (perhaps with technological assistance) except for reasonable additions that do not reduce the handmade character. Players should ensure that they are capable of creating and uploading all types of sheets.&lt;br /&gt;
&lt;br /&gt;
The header of a sheet (if any) is a section of the text set apart from the main content. A stack is an ordered set of sheets.&lt;br /&gt;
&lt;br /&gt;
===Transcription===&lt;br /&gt;
Under certain circumstances, transcriptions of sheets may be produced. In all circumstances, these transcriptions are non-authoritative.&lt;br /&gt;
&lt;br /&gt;
Upon a request made within 14 days of a submission, the submitter of a sheet shall, within 7 days, produce a transcription of the sheet and make said transcription reasonably available to the public.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
A card is a type of sheet. Cards should have an aspect ratio approximately equal to 4:3 and should contain only enough detail that they can be reproduced relatively easily on an index card.&lt;br /&gt;
&lt;br /&gt;
A deck is an ordered set of cards.&lt;br /&gt;
&lt;br /&gt;
===Submission===&lt;br /&gt;
To submit a sheet is to attach or link to that sheet in a message.&lt;br /&gt;
&lt;br /&gt;
A new sheet is a sheet that has never been submitted before.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Card Sending===&lt;br /&gt;
When a rule dictates that an action can be taken by sending a card, then that action can be performed by attaching or linking to a card (in the relevant channel) showing unambiguously that they intend to perform that action.&lt;br /&gt;
&lt;br /&gt;
== Tracking ==&lt;br /&gt;
&lt;br /&gt;
=== Character Token ===&lt;br /&gt;
A player&#039;s character token is tracked on their character sheet in a special portion labeled &amp;quot;Token&amp;quot;, clearly separated from the other info on the sheet. The contents may be an illustration or symbol.&lt;br /&gt;
&lt;br /&gt;
The character token is intended to represent the player&#039;s location on multimedia representations of the World map. If a character token has (a) clear outline(s), the outside is to be considered not a part of the token, and may be rendered as transparent.&lt;br /&gt;
&lt;br /&gt;
== Tracking ==&lt;br /&gt;
A character sheet for a player is a sheet which should act as the basic form of gamestate tracking. It must contain all the information required of it by the rules, otherwise it is not a character sheet. Its header shall contain the words &amp;quot;Character Sheet&amp;quot; and the player it was created for.&lt;br /&gt;
&lt;br /&gt;
===Self-Updating===&lt;br /&gt;
When a player takes some actions that change one or more values required to be tracked on their character sheet, they must attach or link to a new character sheet that reflects the gamestate as it would be if those actions were to succeed. This is called &amp;quot;Self-Updating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Update Notifications===&lt;br /&gt;
When a player takes some actions that would modify one or more values required to be tracked on another player&#039;s Character Sheet, they shall notify that person through Discord ping so that they may include those changes in their character sheet.&lt;br /&gt;
&lt;br /&gt;
===Medal Box===&lt;br /&gt;
A player&#039;s medals are tracked on their character sheet in a special portion labeled &amp;quot;Medal Box&amp;quot;. Nothing may be inside this portion of the sheet except for icons representing medals that player has earned.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
A location is an entity with a location tile, name, description, coordinates, and one or more tags.&lt;br /&gt;
&lt;br /&gt;
A location tile is a tile that contains an illustration depicting a place.&lt;br /&gt;
&lt;br /&gt;
A location card is a card that contains the description of a location. A location card&#039;s header is &amp;quot;Location:&amp;quot; followed by the name of the location and its coordinates.&lt;br /&gt;
&lt;br /&gt;
The World map is a map of the tiles of all existing locations, arranged according to their coordinates. Locations are adjacent if their tiles are adjacent in the World Map.&lt;br /&gt;
&lt;br /&gt;
===New Locations===&lt;br /&gt;
Players can suggest a location by submitting a new location tile or location card in #new-locations.&lt;br /&gt;
&lt;br /&gt;
Players can create a location through one of two methods:&lt;br /&gt;
&lt;br /&gt;
* By submitting a new location card in reply to an unfulfilled location tile suggestion.&lt;br /&gt;
* By submitting a new location tile in reply to an unfulfilled location card suggestion.&lt;br /&gt;
&lt;br /&gt;
The location is created with the referenced location tile and the required information indicated in the card, if otherwise permitted.&lt;br /&gt;
&lt;br /&gt;
When the location is successfully created, the suggestion is fulfilled. After a location suggestion is fulfilled, the player who fulfilled it should send the new location&#039;s location tile and location card as a pair to #world-map, paired with a textual transcription of the Header of the location for easy searching.&lt;br /&gt;
&lt;br /&gt;
A location cannot be created from a location suggestion older than one week. When a new location is created, it must be adjacent to at least one existing location, and cannot be placed in the same position as an existing location.&lt;br /&gt;
&lt;br /&gt;
Players cannot create a location with the name &amp;quot;Eternal Hall&amp;quot; using this method.&lt;br /&gt;
&lt;br /&gt;
===Located Entities===&lt;br /&gt;
If an entity is described by the rules as located, then that entity is associated with a location. It is said to be &amp;quot;at&amp;quot; or &amp;quot;in&amp;quot; its associated location.&lt;br /&gt;
&lt;br /&gt;
When an entity moves to Location A, its associated location becomes A.&lt;br /&gt;
&lt;br /&gt;
Players are located entities. Players can move to any location adjacent to their current location by sending a card or message to #map-actions. The initial location for all players is the location at (0, 0).&lt;br /&gt;
&lt;br /&gt;
==Medals==&lt;br /&gt;
Medals are cosmetic flairs that can be earned by players. Medals do not provide any form of benefit to players. Each medal must have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
*A name&lt;br /&gt;
*A shape or symbol&lt;br /&gt;
*A condition that a player can satisfy to earn it&lt;br /&gt;
*A non-zero quantity representing the max number of players that may have that medal.&lt;br /&gt;
&lt;br /&gt;
===Participation Medal===&lt;br /&gt;
Name: Participation Medal&lt;br /&gt;
&lt;br /&gt;
Condition: Be a reputable player in cycle 12&lt;br /&gt;
&lt;br /&gt;
Quantity: 50&lt;br /&gt;
[[File:Participation Medal.png|alt=Shape: Participation Medal|none|thumb|98x98px|Shape:]]&lt;br /&gt;
&lt;br /&gt;
===Cartographer===&lt;br /&gt;
Name: Cartographer Medal&lt;br /&gt;
&lt;br /&gt;
Condition: Accomplish both: Suggest a location and have it fulfilled, AND fulfill someone else&#039;s location suggestion.&lt;br /&gt;
&lt;br /&gt;
Quantity: 20&lt;br /&gt;
[[File:Cartographer Medal.png|alt=Shape: Cartographer Medal|none|thumb|103x103px|Shape:]]&lt;br /&gt;
&lt;br /&gt;
== Victory ==&lt;br /&gt;
&lt;br /&gt;
If a player is at a location with the name &amp;quot;Eternal Hall&amp;quot; and no other player has been at that location for 24 hours, then that player wins the game.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7654</id>
		<title>Cycle 18/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7654"/>
		<updated>2025-06-29T08:30:07Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Rafflenomic */ attribution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for Cycle 18&#039;s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia Race Nomic (Veganzombeh) ===&lt;br /&gt;
[[User:Veganzombeh/WikiJetLagNomic|Link]]&lt;br /&gt;
&lt;br /&gt;
=== RoundNomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/RoundNomic|Round Nomic]]&lt;br /&gt;
&lt;br /&gt;
There are rounds which contain multiple phases. Proposals are primarily only enacted at the end of a round, and actions can occur each phase. A winner each round, as the rules get more developed.&lt;br /&gt;
&lt;br /&gt;
=== Scamomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scamomic]]&lt;br /&gt;
&lt;br /&gt;
A tour of the common scams in Nomic.&lt;br /&gt;
&lt;br /&gt;
=== No-Time-Ic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Timeless|No-Time-Ic]]&lt;br /&gt;
&lt;br /&gt;
Phases are based upon player agreement instead of a fixed schedule, requiring manual intervention to pass time&lt;br /&gt;
&lt;br /&gt;
=== Peer-to-peer Nomic (Nameko) ===&lt;br /&gt;
[[User:UnderSampled/Peer-to-peer Nomic|Peer-to-peer Nomic]]&lt;br /&gt;
&lt;br /&gt;
There is no global state, only player state. Actions must directly affect player state and be resolved as an interraction between players (including self-interraction).&lt;br /&gt;
&lt;br /&gt;
=== Rafflenomic (Trungle) ===&lt;br /&gt;
&lt;br /&gt;
[[User:Trungle/Rafflenomic]]&lt;br /&gt;
&lt;br /&gt;
A framework for a nomic based on raffling things off, including the results of proposals.&lt;br /&gt;
&lt;br /&gt;
== Work-In-Progress Drafts ==&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7653</id>
		<title>Cycle 18/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7653"/>
		<updated>2025-06-29T08:29:44Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Proposals */ Rafflenomic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for Cycle 18&#039;s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia Race Nomic (Veganzombeh) ===&lt;br /&gt;
[[User:Veganzombeh/WikiJetLagNomic|Link]]&lt;br /&gt;
&lt;br /&gt;
=== RoundNomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/RoundNomic|Round Nomic]]&lt;br /&gt;
&lt;br /&gt;
There are rounds which contain multiple phases. Proposals are primarily only enacted at the end of a round, and actions can occur each phase. A winner each round, as the rules get more developed.&lt;br /&gt;
&lt;br /&gt;
=== Scamomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scamomic]]&lt;br /&gt;
&lt;br /&gt;
A tour of the common scams in Nomic.&lt;br /&gt;
&lt;br /&gt;
=== No-Time-Ic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Timeless|No-Time-Ic]]&lt;br /&gt;
&lt;br /&gt;
Phases are based upon player agreement instead of a fixed schedule, requiring manual intervention to pass time&lt;br /&gt;
&lt;br /&gt;
=== Peer-to-peer Nomic (Nameko) ===&lt;br /&gt;
[[User:UnderSampled/Peer-to-peer Nomic|Peer-to-peer Nomic]]&lt;br /&gt;
&lt;br /&gt;
There is no global state, only player state. Actions must directly affect player state and be resolved as an interraction between players (including self-interraction).&lt;br /&gt;
&lt;br /&gt;
=== Rafflenomic ===&lt;br /&gt;
&lt;br /&gt;
[[User:Trungle/Rafflenomic]]&lt;br /&gt;
&lt;br /&gt;
A framework for a nomic based on raffling things off, including the results of proposals.&lt;br /&gt;
&lt;br /&gt;
== Work-In-Progress Drafts ==&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Rafflenomic&amp;diff=7652</id>
		<title>User:Trungle/Rafflenomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Rafflenomic&amp;diff=7652"/>
		<updated>2025-06-29T08:27:34Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Raffle nomic lolol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This ruleset is the same as [[User:Trungle/Boilerplate Nomic]] except for the following rules:&lt;br /&gt;
&lt;br /&gt;
== Raffles ==&lt;br /&gt;
&lt;br /&gt;
A raffle is a method of making a decision based on input from players. Each raffle has a submission period during which tickets can be submitted to it. During a raffle&#039;s submission period, players can submit and withdraw tickets in any way that the rules authorize for that raffle.&lt;br /&gt;
&lt;br /&gt;
Each raffle has a set of choices indicating valid preferred outcomes and each ticket submitted to a raffle has an associated preferred outcome. Unless otherwise specified, players may freely choose any of the valid choices for the raffle. If a player is able to choose more than one option for preferred outcome, then they must specify their preferred outcome for that ticket at the time they submit it; otherwise the ticket takes on the only preferred outcome that they can submit.&lt;br /&gt;
&lt;br /&gt;
After a raffle&#039;s submission period is complete, any player authorized to do so can resolve that raffle. Unless otherwise specified, all players are authorized to resolve raffles. When a player resolves a raffle, they must clearly indicate the raffle to resolve and choose a random ticket from the set of tickets submitted to and not withdrawn from that raffle. The chosen ticket&#039;s preferred outcome is selected as the result of the raffle.&lt;br /&gt;
&lt;br /&gt;
A raffle may be canceled as authorized by the rules. If this occurs, the raffle is considered resolved, but there is no result.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Rafflesia ===&lt;br /&gt;
&lt;br /&gt;
Rafflesia is a fungible item that can be owned by players. If a player has 5 more Rafflesia than any other player, they win the game.&lt;br /&gt;
&lt;br /&gt;
== Victory Raffles ==&lt;br /&gt;
&lt;br /&gt;
Each phase, if no one has done so during this phase, any player may begin a victory raffle. The submission period for this raffle lasts from the time of the announcement until the phase ends. Its valid options consist of all players. Once a phase, players may submit a ticket to a victory raffle by sending a message in &#039;&#039;&#039;#game-actions&#039;&#039;&#039;. When a victory raffle is resolved, the player who is the result of the raffle is granted one Rafflesia.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing an urgent proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
Standard proposals are adopted based on the result of a raffle. For this type of raffle, the submission period lasts from the time of the proposal&#039;s submission to the end of the first full phase after the proposal was submitted. The valid options for a proposal raffle are &amp;quot;adopt&amp;quot; and &amp;quot;reject&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When a player reacts 👍 or 👎 to a message containing a proposal during that proposal&#039;s submission period, they submit a ticket to adopt or reject the proposal, respectively. Similarly, removing a 👍 or 👎 reaction withdraws any of their tickets to adopt or reject the proposal, respectively. If, at the end of the submission period of a proposal&#039;s raffle, a player has reacted with both 👍 and 👎 to that proposal&#039;s message, all of their tickets are withdrawn.&lt;br /&gt;
&lt;br /&gt;
The raffle on whether to adopt a proposal can only be resolved after the raffles for all proposals submitted before it have been resolved. If a proposal&#039;s message is modified or deleted, then that proposal&#039;s associated raffle is canceled.&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal lasts from the time the proposal was submitted to the time its raffle is resolved. A standard proposal is popular if the decision of its raffle is &amp;quot;adopt&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7651</id>
		<title>User:Trungle/Boilerplate Nomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Boilerplate_Nomic&amp;diff=7651"/>
		<updated>2025-06-29T04:26:09Z</updated>

		<summary type="html">&lt;p&gt;Trungle: BOILERPLATE NOMIC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes what I (Trungle) perceive to be the most standard starting ruleset using all of our preferred ways of doing things.&lt;br /&gt;
&lt;br /&gt;
When creating your starting ruleset, feel free to remove any bits that aren&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
Text in &#039;&#039;italics&#039;&#039; is &#039;&#039;&#039;explanatory only&#039;&#039;&#039; and should not be included in your ruleset.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
&lt;br /&gt;
Each week is divided into two phases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase I:&#039;&#039;&#039; Monday, Tuesday and Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Phase II:&#039;&#039;&#039; Thursday, Friday, Saturday, and Sunday&lt;br /&gt;
The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 1: The phase cycle can start on Sunday or Monday depending on personal preference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: Certain actions can often only be taken in one of the two phases. If this is the case, feel free to give your phases unique names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.&lt;br /&gt;
&lt;br /&gt;
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.&lt;br /&gt;
&lt;br /&gt;
A rule that is not a subrule is a top-level rule.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
Any person may become a player by posting a message setting forth their intent to do so in the channel &#039;&#039;&#039;⁠#game-actions&#039;&#039;&#039;, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.&lt;br /&gt;
&lt;br /&gt;
A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Reputability mechanics should not be changed without good reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
Proposals are made by sending a message in the channel &#039;&#039;&#039;#proposals&#039;&#039;&#039; indicating clear intent to submit a proposal.&lt;br /&gt;
&lt;br /&gt;
A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person&#039;s vote is unclear (excluding abstentions), it is considered to be against.&lt;br /&gt;
&lt;br /&gt;
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.&lt;br /&gt;
&lt;br /&gt;
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.&lt;br /&gt;
&lt;br /&gt;
=== Urgent Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.&lt;br /&gt;
&lt;br /&gt;
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Even if your ruleset does something interesting with the timing of actions, it is highly advised to keep Urgent-class proposals on a real time cycle. This is not a good place to inject flavor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposal ===&lt;br /&gt;
&lt;br /&gt;
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This does mean that proposals&#039; voting periods do not start immediately after the proposal is submitted. This doesn&#039;t matter with a phase system since votes are only evaluated at the end of its voting period, but if you want to have something happen &amp;quot;during&amp;quot; a proposal&#039;s voting period, this is something to know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Judgement ==&lt;br /&gt;
&lt;br /&gt;
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.&lt;br /&gt;
&lt;br /&gt;
A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.&lt;br /&gt;
&lt;br /&gt;
Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.&lt;br /&gt;
&lt;br /&gt;
Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person&#039;s vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.&lt;br /&gt;
&lt;br /&gt;
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.&lt;br /&gt;
&lt;br /&gt;
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.&lt;br /&gt;
&lt;br /&gt;
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.&lt;br /&gt;
&lt;br /&gt;
If no judge candidacies are put forward during a week, then the incumbent judge retains their position.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, then the action can be taken by sending a message in #game-actions indicating intention to take that action. Similarly, if the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in #game-actions indicating intention to take that action.&lt;br /&gt;
&lt;br /&gt;
Actions that are to be performed by &amp;quot;sending a message&amp;quot; are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.&lt;br /&gt;
&lt;br /&gt;
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
&lt;br /&gt;
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.&lt;br /&gt;
&lt;br /&gt;
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.&lt;br /&gt;
&lt;br /&gt;
For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.&lt;br /&gt;
&lt;br /&gt;
=== Random Choices ===&lt;br /&gt;
&lt;br /&gt;
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.&lt;br /&gt;
&lt;br /&gt;
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
&lt;br /&gt;
A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, is requiring the random selection of N rolls of a K-sided die.&lt;br /&gt;
&lt;br /&gt;
* If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.&lt;br /&gt;
&lt;br /&gt;
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as &amp;quot;x+&amp;quot;. For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to &amp;quot;3+&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item&#039;s owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.&lt;br /&gt;
&lt;br /&gt;
Items with similar properties may be grouped together into item classes.&lt;br /&gt;
&lt;br /&gt;
For an entity to gain an item is for that item to be created in that entity&#039;s possession. To grant an entity an item is to create it in that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
For an entity to lose an item is for that item to be destroyed from that entity&#039;s possession. To revoke an item from an entity is to destroy it from that entity&#039;s possession.&lt;br /&gt;
&lt;br /&gt;
Reputable players may trade items from their inventories with the consent of all parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While not strictly necessary, items have proven to be a very useful abstraction for most nomics.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_12/Gamestate&amp;diff=7650</id>
		<title>Cycle 12/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_12/Gamestate&amp;diff=7650"/>
		<updated>2025-06-29T04:25:32Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* World Map */ link to world mpa&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==World Map==&lt;br /&gt;
&lt;br /&gt;
[https://codetriangle.github.io/cycle-12-map/ World Map]&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Reputable Players&lt;br /&gt;
!Player&lt;br /&gt;
!Location Submitted&lt;br /&gt;
!Location Fulfilled&lt;br /&gt;
!Current Location &lt;br /&gt;
!Gooderhose Points&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(1, 2)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(-2, 3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
| Random Internet Cat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Temper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Snail&lt;br /&gt;
|✅&lt;br /&gt;
| ✅&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Juan Rome&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(-2, 3)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|Nameko&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(0, -2)&lt;br /&gt;
|151&lt;br /&gt;
|-&lt;br /&gt;
|Civae&lt;br /&gt;
|&lt;br /&gt;
|✅&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Madrid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noah Sheinbaum&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATMunn&lt;br /&gt;
|✅&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ganzom&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(1, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uncle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|✅&lt;br /&gt;
|✅&lt;br /&gt;
|(-2, 2)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Wiz-gami&lt;br /&gt;
|✅&lt;br /&gt;
|&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Available Medals&lt;br /&gt;
!Medal&lt;br /&gt;
!Available&lt;br /&gt;
|-&lt;br /&gt;
|Participation&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|Cartographer&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Nomster Tamer&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
&lt;br /&gt;
======Nyhilo======&lt;br /&gt;
[[File:Cycle 12-Character Sheet Nyhilo.jpg|border|frameless|303x303px]]&lt;br /&gt;
&lt;br /&gt;
======Klink======&lt;br /&gt;
[[File:Cycle 12-Character Sheet-Klink.jpg|border|frameless|304x304px]]&lt;br /&gt;
&lt;br /&gt;
=====Civae=====&lt;br /&gt;
[[File:Cycle 12-Character Sheet-Civae.jpg|frameless|269x269px]]&lt;br /&gt;
&lt;br /&gt;
===== 4st =====&lt;br /&gt;
[[File:Cycle 12-Character Sheet-4st.png|frameless|247x247px]]&lt;br /&gt;
&lt;br /&gt;
=====Nameko=====&lt;br /&gt;
[[File:Cycle 12-Character Sheet-Nameko.jpeg|frameless|327x327px]]&lt;br /&gt;
&lt;br /&gt;
=====Wiz-gami=====&lt;br /&gt;
[[File:Cycle 12-Character Sheet-Wiz-gami.jpeg|frameless|339x339px]]&lt;br /&gt;
&lt;br /&gt;
==Nomsters==&lt;br /&gt;
&lt;br /&gt;
===Wild Nomsters===&lt;br /&gt;
Wild Nomster Count: 26&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Class&lt;br /&gt;
!&lt;br /&gt;
!Location name&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Dark&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🌑🐸&lt;br /&gt;
|Bleeding Hill&lt;br /&gt;
|(-2, 3)&lt;br /&gt;
|-&lt;br /&gt;
| Metal&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🏗🐸&lt;br /&gt;
|Titanprint Plains &lt;br /&gt;
|(1, 1)&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🌊🐸&lt;br /&gt;
|Trungle Jungle&lt;br /&gt;
|(0, 3)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Arthropoid&lt;br /&gt;
|🔥🪳&lt;br /&gt;
|Cemetary&lt;br /&gt;
|(2, -1)&lt;br /&gt;
|-&lt;br /&gt;
|Land&lt;br /&gt;
|Arthropoid&lt;br /&gt;
|🌄🪳&lt;br /&gt;
|Apeiros Village&lt;br /&gt;
|(0, 0)&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
|Arthropoid&lt;br /&gt;
|🌊🪳&lt;br /&gt;
|Klio House&lt;br /&gt;
|(-1, 2)&lt;br /&gt;
|-&lt;br /&gt;
|Plant&lt;br /&gt;
|Avian&lt;br /&gt;
|🌿🐦&lt;br /&gt;
|Church Of The Hole&lt;br /&gt;
|(0, -2)&lt;br /&gt;
|-&lt;br /&gt;
|Plant&lt;br /&gt;
|Avian&lt;br /&gt;
|🌿🐦&lt;br /&gt;
|Quill Mill &lt;br /&gt;
|(1, 0)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Piscine&lt;br /&gt;
|🔥🐟&lt;br /&gt;
|Mysterious Hand&lt;br /&gt;
| (-2, -1)&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Mammalian&lt;br /&gt;
|🌪🦦&lt;br /&gt;
|Cemetary&lt;br /&gt;
| (2, -1)&lt;br /&gt;
|-&lt;br /&gt;
|Air &lt;br /&gt;
|Reptilian&lt;br /&gt;
|🌪🦎&lt;br /&gt;
|Piramid of Iz&lt;br /&gt;
|(2, -2)&lt;br /&gt;
|-&lt;br /&gt;
|Dark&lt;br /&gt;
|Reptilian&lt;br /&gt;
|🌑🦎&lt;br /&gt;
|Cemetary&lt;br /&gt;
|(2, -1)&lt;br /&gt;
|-&lt;br /&gt;
|Electric&lt;br /&gt;
|Reptilian&lt;br /&gt;
|?🦎&lt;br /&gt;
|Still Mill&lt;br /&gt;
|(-1, 1)&lt;br /&gt;
|-&lt;br /&gt;
|Metal&lt;br /&gt;
|Piscine&lt;br /&gt;
|🏗🐟&lt;br /&gt;
|Apieros Village&lt;br /&gt;
|(0,0)&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🌪🐸&lt;br /&gt;
|Klio&#039;s House on a Hill&lt;br /&gt;
|(-1,2)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🔥🐸&lt;br /&gt;
|Gnoom Hut&lt;br /&gt;
|(-1,-1)&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Reptilian&lt;br /&gt;
|🌪🦎&lt;br /&gt;
|Hengestone Lake&lt;br /&gt;
|(-1,-2)&lt;br /&gt;
|-&lt;br /&gt;
|Land&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🌄🐸&lt;br /&gt;
|Pleasant Crossroads&lt;br /&gt;
|(0,-1)&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Avian&lt;br /&gt;
|🌪🐦&lt;br /&gt;
|Arcaegg&lt;br /&gt;
|(2,1)&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|Piscine&lt;br /&gt;
|?🐟&lt;br /&gt;
|Gnoom Hut&lt;br /&gt;
|(-1,-1)&lt;br /&gt;
|-&lt;br /&gt;
|Land&lt;br /&gt;
|Piscine&lt;br /&gt;
|🌄🐟&lt;br /&gt;
|Not-quite-abandoned Hut&lt;br /&gt;
|(1,2)&lt;br /&gt;
|-&lt;br /&gt;
|Dark&lt;br /&gt;
|Mammalian&lt;br /&gt;
|🌑🦦&lt;br /&gt;
|A Field&lt;br /&gt;
|(1,-1)&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|Avian&lt;br /&gt;
|?🐦&lt;br /&gt;
|Titanprint Plains&lt;br /&gt;
|(1,1)&lt;br /&gt;
|-&lt;br /&gt;
|Land&lt;br /&gt;
|Mammalian&lt;br /&gt;
|🌄🦦&lt;br /&gt;
|Animal Crossing&lt;br /&gt;
|(-1,0)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Mammalian&lt;br /&gt;
|?🦦&lt;br /&gt;
|Church of the Hole&lt;br /&gt;
|(0,-2)&lt;br /&gt;
|-&lt;br /&gt;
|Air&lt;br /&gt;
|Amphibian&lt;br /&gt;
|🌪🐸&lt;br /&gt;
|Klio&#039;s House on a Hill&lt;br /&gt;
|(-1,2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tame Nomsters ===&lt;br /&gt;
&lt;br /&gt;
=====#001: Appler=====&lt;br /&gt;
[[File:Cycle 12-Nomster-Appler.jpg|frameless|329x329px]]&lt;br /&gt;
&lt;br /&gt;
Type: Plant&lt;br /&gt;
&lt;br /&gt;
Class: Piscine&lt;br /&gt;
&lt;br /&gt;
Name: McIntosh&lt;br /&gt;
&lt;br /&gt;
Location: Not Quite Abandoned Hut (1, 2)&lt;br /&gt;
&lt;br /&gt;
====#002: The Fire Phromg ====&lt;br /&gt;
[[File:Cycle 12-Nomster-The Fire Phromg.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Heat&lt;br /&gt;
&lt;br /&gt;
Class: Amphibian&lt;br /&gt;
&lt;br /&gt;
Name: Fruego&lt;br /&gt;
&lt;br /&gt;
Location: Not Quite Abandoned Hut (1, 2)&lt;br /&gt;
&lt;br /&gt;
====#003: !Charmander====&lt;br /&gt;
[[File:Cycle 12-Nomster-NotCharmander.jpg|frameless|340x340px]]&lt;br /&gt;
&lt;br /&gt;
Type: Heat&lt;br /&gt;
&lt;br /&gt;
Class: Reptilian&lt;br /&gt;
&lt;br /&gt;
Name: Toasty&lt;br /&gt;
&lt;br /&gt;
Location: Bleeding Hill (-2, 3)&lt;br /&gt;
&lt;br /&gt;
====#004: Icefox====&lt;br /&gt;
[[File:Cycle 12-Nomster-Icefox.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Cold&lt;br /&gt;
&lt;br /&gt;
Class: Mammalian&lt;br /&gt;
&lt;br /&gt;
Name: Lisica&lt;br /&gt;
&lt;br /&gt;
Location: Not Quite Abandoned Hut (1, 2)&lt;br /&gt;
&lt;br /&gt;
====#005: Periplum====&lt;br /&gt;
[[File:Cycle 12-Nomster-Periplum.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Plant&lt;br /&gt;
&lt;br /&gt;
Class: Avian&lt;br /&gt;
&lt;br /&gt;
Name: Jeffery&lt;br /&gt;
&lt;br /&gt;
Location: Apeiros Village (0, 0)&lt;br /&gt;
&lt;br /&gt;
====#006: Mutadopole====&lt;br /&gt;
[[File:Mutadopole.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Light&lt;br /&gt;
&lt;br /&gt;
Class: Amphibian&lt;br /&gt;
&lt;br /&gt;
Name: Eggizabeth&lt;br /&gt;
&lt;br /&gt;
Location: Arcaegg (2, 1)&lt;br /&gt;
&lt;br /&gt;
==== #007: Shadowrachnid ====&lt;br /&gt;
[[File:Cycle 12-Nomster-Shadowrachnid.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Dark&lt;br /&gt;
&lt;br /&gt;
Class: Arthropoid&lt;br /&gt;
&lt;br /&gt;
Name: Shirome&lt;br /&gt;
&lt;br /&gt;
Location: Bleeding Hill (-2, 3)&lt;br /&gt;
&lt;br /&gt;
==== #008: Aquafinix ====&lt;br /&gt;
[[File:Aquafinix.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Water&lt;br /&gt;
&lt;br /&gt;
Class: Avian&lt;br /&gt;
&lt;br /&gt;
Name: Drake&lt;br /&gt;
&lt;br /&gt;
Location: Church Of The Hole (0, -2)&lt;br /&gt;
==== #009: Logbot ====&lt;br /&gt;
[[File:Logbot.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Electric&lt;br /&gt;
&lt;br /&gt;
Class: Mammalian&lt;br /&gt;
&lt;br /&gt;
Name: Boots&lt;br /&gt;
&lt;br /&gt;
Location: Beetwood Hollow (-2,2)&lt;br /&gt;
==== #010: Woosher ====&lt;br /&gt;
[[File:Woosher.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Air&lt;br /&gt;
&lt;br /&gt;
Class: Mammalian&lt;br /&gt;
&lt;br /&gt;
Name: Bristle&lt;br /&gt;
&lt;br /&gt;
Location: Knowing Tree (2,2)&lt;br /&gt;
==== #011: Metalmouth ====&lt;br /&gt;
[[File:Chompy.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Type: Metal&lt;br /&gt;
&lt;br /&gt;
Class: Piscine&lt;br /&gt;
&lt;br /&gt;
Name: Chompy&lt;br /&gt;
&lt;br /&gt;
Location: Runic Tower (1,3)&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7649</id>
		<title>Cycle 18/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_18/Ruleset_submissions&amp;diff=7649"/>
		<updated>2025-06-29T03:19:53Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Proposals */ Rewrite with headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for Cycle 18&#039;s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia Race Nomic (Veganzombeh) ===&lt;br /&gt;
[[User:Veganzombeh/WikiJetLagNomic|Link]]&lt;br /&gt;
&lt;br /&gt;
=== RoundNomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/RoundNomic|Round Nomic]]&lt;br /&gt;
&lt;br /&gt;
There are rounds which contain multiple phases. Proposals are primarily only enacted at the end of a round, and actions can occur each phase. A winner each round, as the rules get more developed.&lt;br /&gt;
&lt;br /&gt;
=== Scamomic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scamomic]]&lt;br /&gt;
&lt;br /&gt;
A tour of the common scams in Nomic.&lt;br /&gt;
&lt;br /&gt;
=== No-Time-Ic (4st) ===&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Timeless|No-Time-Ic]]&lt;br /&gt;
&lt;br /&gt;
Phases are based upon player agreement instead of a fixed schedule, requiring manual intervention to pass time&lt;br /&gt;
&lt;br /&gt;
=== Peer-to-peer Nomic (Nameko) ===&lt;br /&gt;
[[User:UnderSampled/Peer-to-peer Nomic|Peer-to-peer Nomic]]&lt;br /&gt;
&lt;br /&gt;
There is no global state, only player state. Actions must directly affect player state and be resolved as an interraction between players (including self-interraction).&lt;br /&gt;
&lt;br /&gt;
== Work-In-Progress Drafts ==&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/UNIX_Nomic&amp;diff=7640</id>
		<title>User:Trungle/UNIX Nomic</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/UNIX_Nomic&amp;diff=7640"/>
		<updated>2025-06-23T21:34:29Z</updated>

		<summary type="html">&lt;p&gt;Trungle: an idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratchpad for a bad idea: Nomic but the way you interact with everything is UNIX tools.&lt;br /&gt;
&lt;br /&gt;
The only idea right now: Proposals are AWK scripts that are fed the current ruleset as an input.&lt;br /&gt;
&lt;br /&gt;
Trying to think of other ways we could add more utilities. Could we make actions AWK scripts? How would we enforce permissions?&lt;br /&gt;
&lt;br /&gt;
Ruleset is code, written in a literate style?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Rules&lt;br /&gt;
A file exists in the root called &amp;quot;ruleset.md&amp;quot;. This file contains the rules of the game. &lt;br /&gt;
&lt;br /&gt;
# Proposal Resolution&lt;br /&gt;
At the end of the phase, all proposals are saved in /proposals, with their filenames sorted in the order they were submitted, then the following is run:&lt;br /&gt;
&lt;br /&gt;
    #/bin/sh&lt;br /&gt;
&lt;br /&gt;
    cp ruleset.md /tmp/ruleset-in.md&lt;br /&gt;
    for f in $(find proposals -type f | sort); do&lt;br /&gt;
        awk -f &amp;quot;$f&amp;quot; /tmp/ruleset-in.md &amp;gt; /tmp/ruleset-out.md&lt;br /&gt;
        mv /tmp/ruleset-out.md /tmp/ruleset-in.md&lt;br /&gt;
    done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle&amp;diff=7565</id>
		<title>User:Trungle</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle&amp;diff=7565"/>
		<updated>2025-03-14T03:49:11Z</updated>

		<summary type="html">&lt;p&gt;Trungle: test edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s Trungle time&lt;br /&gt;
&lt;br /&gt;
I&#039;m CodeTriangle, or Trungle, or Trigon, or Richard, or RMS, depending on where you know me from.&lt;br /&gt;
&lt;br /&gt;
[https://codetriangle.me Read my stupid tech blog]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle&amp;diff=7506</id>
		<title>User:Trungle</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle&amp;diff=7506"/>
		<updated>2025-03-04T18:47:22Z</updated>

		<summary type="html">&lt;p&gt;Trungle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s Trungle time&lt;br /&gt;
&lt;br /&gt;
[https://codetriangle.me Read my stupid tech blog]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7469</id>
		<title>Cycle 17/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7469"/>
		<updated>2024-12-18T04:29:37Z</updated>

		<summary type="html">&lt;p&gt;Trungle: replace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for C17’s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Proposals==&lt;br /&gt;
&lt;br /&gt;
=== Dungeons (Nomic version) ===&lt;br /&gt;
[[User:FoolLime/Dungeons|Link]]&lt;br /&gt;
&lt;br /&gt;
Proposed by: FoolLime&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
[[User:Trungle/Chess Wheel+|Link]]&lt;br /&gt;
&lt;br /&gt;
Originally proposed by Trungle. Trying to make em an offer e can&#039;t refuse.&lt;br /&gt;
&lt;br /&gt;
Updated to &#039;&#039;&#039;Ultimate Spoked Interdimensional Diplochess&#039;&#039;&#039; --[[User:Trungle|Trungle]] ([[User talk:Trungle|talk]]) 04:29, 18 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Feudalomic/Class Nomic ===&lt;br /&gt;
[[User:FoolLime/Feudalomic|Link]]&lt;br /&gt;
&lt;br /&gt;
Proposed by: FoolLime. Now with a wincon!&lt;br /&gt;
&lt;br /&gt;
=== Single Transferable Nomic ===&lt;br /&gt;
[[User:Fenton|Link]]&lt;br /&gt;
&lt;br /&gt;
Proposed by: Fenton. Lover of democracy&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7435</id>
		<title>User:Trungle/Chess Wheel+</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7435"/>
		<updated>2024-11-17T06:27:35Z</updated>

		<summary type="html">&lt;p&gt;Trungle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chess Wheel+, also called &#039;&#039;&#039;Ultimate Spoked Interdimensional Diplochess&#039;&#039;&#039; is based on the (in)famous [[User:CodeTriangle/Chess Wheel]] but there&#039;s just more everything.&lt;br /&gt;
&lt;br /&gt;
In particular:&lt;br /&gt;
* Movement is no longer based on each player taking turns. This system has been replaced with one inspired by Diplomacy where all players move simultaneously.&lt;br /&gt;
* All standard chess pieces have been added.&lt;br /&gt;
* Replace some moves with simpler variants, more like shogi than chess, for simplicity.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Weeks start on Monday.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Phase&#039;&#039;&#039;: Monday - Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Resolve Phase&#039;&#039;&#039;: Thursday - Saturday&lt;br /&gt;
* &#039;&#039;&#039;Replenish Phase&#039;&#039;&#039;: Sunday&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;insert boilerplate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposals ===&lt;br /&gt;
The voting period for a standard proposal is the next move phase if it was submitted in a resolve phase, or the next resolve phase if it was submitted in a move phase. A standard proposal is popular if it has more votes in favor than votes against. &lt;br /&gt;
&lt;br /&gt;
== Spaces ==&lt;br /&gt;
A Space is an entity which may either be vacant or contain a single Piece.&lt;br /&gt;
&lt;br /&gt;
== Boards ==&lt;br /&gt;
A Board is a 2-dimensional discrete-sized grid of Spaces uniquely identified by a name. The rows of the grid are called ranks and the columns are called files. Ranks are indexed with subsequent lowercase letters, starting with a. Files are indexed with subsequent numbers, starting with 1. The Space with file a and rank 1 is referred to as space a1. In cases where it may be ambiguous which board the piece is on, this may be indicated with curly braces containing the board&#039;s name before the Space&#039;s identifier (for example, &amp;lt;code&amp;gt;{Trungle}a1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Boards may share spaces. When board A shares space S with space T on board B, pieces that exist at space S on board A exist at space T on board B and may move to spaces on board B accessible from space T or to spaces on board A accessible from space S.&lt;br /&gt;
&lt;br /&gt;
== Standard Board ==&lt;br /&gt;
If a player has not done so in this cycle, they can create a board with 8 rows and 8 columns, referred to as their standard board, by saying so in #board-actions. The name of a player&#039;s standard board is their player name.&lt;br /&gt;
&lt;br /&gt;
Spaces at rank 8 of a player&#039;s standard board are shared with spaces with the same rank and file on every other player&#039;s standard board.&lt;br /&gt;
&lt;br /&gt;
If a player has not done so in this cycle, they can populate their board, thereby create the following pieces on their standard board:&lt;br /&gt;
* A rook at a1 and at h1&lt;br /&gt;
* A knight at b1 and at g1&lt;br /&gt;
* A bishop at c1 and at f1&lt;br /&gt;
* A queen at d1&lt;br /&gt;
* A king at e1&lt;br /&gt;
* A pawn at every space in rank 2&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Each player has a Movement Power, which is by default 3. At the beginning of each move phase, each player&#039;s Movement Power is set to 3. A valid set of moves for a player is a set of moves whose total Movement Power does not exceed the Movement Power of that player.&lt;br /&gt;
&lt;br /&gt;
The Movement Power of all moves is 1, regardless of whether that move would succeed or even be possible to make.&lt;br /&gt;
&lt;br /&gt;
=== Submitting Moves ===&lt;br /&gt;
During the move phase, all players may submit any number of hashed messages containing all their moves. During the resolve phase, all players who submitted any moves must post the unhashed version of their most recent such message. At the end of the resolve phase, all moves contained in messages are executed, if the message was valid.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Moves ===&lt;br /&gt;
When moves are resolved, then the following things happen:&lt;br /&gt;
* If a move is outside the range allowed for a specific piece type, that move fails.&lt;br /&gt;
* If a set of moves would result in two or more pieces occupying the same space, none of those moves fail.&lt;br /&gt;
* Otherwise, the move succeeds.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
If only one player owns a King, that player wins.&lt;br /&gt;
&lt;br /&gt;
The above win condition does not come into effect until multiple players have created a King.&lt;br /&gt;
&lt;br /&gt;
== Pieces ==&lt;br /&gt;
Pieces are items. Each piece has a list of piece actions.&lt;br /&gt;
&lt;br /&gt;
When a piece moves it is removed from its current location and placed to a new location.&lt;br /&gt;
&lt;br /&gt;
When a piece takes another piece it moves to the position of the other piece and the other piece is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The pawn moves to or takes a piece in a specified unoccupied space in its same file and adjacent rank on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Bishop ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The bishop moves to or takes a piece in a specified unoccupied space in a rank and file N away from its current position on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The knight moves to or takes a piece in a space two ranks and one file away or two files and one rank away.&lt;br /&gt;
&lt;br /&gt;
=== Rook ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The rook moves to or takes a piece in the same rank or file on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The queen can make any moves that a Rook or Bishop can make.&lt;br /&gt;
&lt;br /&gt;
=== King ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The King moves to or takes a piece in an unoccupied space in an adjacent space on the same board.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7434</id>
		<title>User:Trungle/Chess Wheel+</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7434"/>
		<updated>2024-11-17T06:26:52Z</updated>

		<summary type="html">&lt;p&gt;Trungle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chess Wheel+, also called &#039;&#039;&#039;Spoked Interdimensional Diploshogi&#039;&#039;&#039; based on the (in)famous [[User:CodeTriangle/Chess Wheel]] but there&#039;s just more everything.&lt;br /&gt;
&lt;br /&gt;
In particular:&lt;br /&gt;
* Movement is no longer based on each player taking turns. This system has been replaced with one inspired by Diplomacy where all players move simultaneously.&lt;br /&gt;
* All standard chess pieces have been added.&lt;br /&gt;
* Replace some moves with simpler variants, more like shogi than chess, for simplicity.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Weeks start on Monday.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Phase&#039;&#039;&#039;: Monday - Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Resolve Phase&#039;&#039;&#039;: Thursday - Saturday&lt;br /&gt;
* &#039;&#039;&#039;Replenish Phase&#039;&#039;&#039;: Sunday&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;insert boilerplate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposals ===&lt;br /&gt;
The voting period for a standard proposal is the next move phase if it was submitted in a resolve phase, or the next resolve phase if it was submitted in a move phase. A standard proposal is popular if it has more votes in favor than votes against. &lt;br /&gt;
&lt;br /&gt;
== Spaces ==&lt;br /&gt;
A Space is an entity which may either be vacant or contain a single Piece.&lt;br /&gt;
&lt;br /&gt;
== Boards ==&lt;br /&gt;
A Board is a 2-dimensional discrete-sized grid of Spaces uniquely identified by a name. The rows of the grid are called ranks and the columns are called files. Ranks are indexed with subsequent lowercase letters, starting with a. Files are indexed with subsequent numbers, starting with 1. The Space with file a and rank 1 is referred to as space a1. In cases where it may be ambiguous which board the piece is on, this may be indicated with curly braces containing the board&#039;s name before the Space&#039;s identifier (for example, &amp;lt;code&amp;gt;{Trungle}a1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Boards may share spaces. When board A shares space S with space T on board B, pieces that exist at space S on board A exist at space T on board B and may move to spaces on board B accessible from space T or to spaces on board A accessible from space S.&lt;br /&gt;
&lt;br /&gt;
== Standard Board ==&lt;br /&gt;
If a player has not done so in this cycle, they can create a board with 8 rows and 8 columns, referred to as their standard board, by saying so in #board-actions. The name of a player&#039;s standard board is their player name.&lt;br /&gt;
&lt;br /&gt;
Spaces at rank 8 of a player&#039;s standard board are shared with spaces with the same rank and file on every other player&#039;s standard board.&lt;br /&gt;
&lt;br /&gt;
If a player has not done so in this cycle, they can populate their board, thereby create the following pieces on their standard board:&lt;br /&gt;
* A rook at a1 and at h1&lt;br /&gt;
* A knight at b1 and at g1&lt;br /&gt;
* A bishop at c1 and at f1&lt;br /&gt;
* A queen at d1&lt;br /&gt;
* A king at e1&lt;br /&gt;
* A pawn at every space in rank 2&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Each player has a Movement Power, which is by default 3. At the beginning of each move phase, each player&#039;s Movement Power is set to 3. A valid set of moves for a player is a set of moves whose total Movement Power does not exceed the Movement Power of that player.&lt;br /&gt;
&lt;br /&gt;
The Movement Power of all moves is 1, regardless of whether that move would succeed or even be possible to make.&lt;br /&gt;
&lt;br /&gt;
=== Submitting Moves ===&lt;br /&gt;
During the move phase, all players may submit any number of hashed messages containing all their moves. During the resolve phase, all players who submitted any moves must post the unhashed version of their most recent such message. At the end of the resolve phase, all moves contained in messages are executed, if the message was valid.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Moves ===&lt;br /&gt;
When moves are resolved, then the following things happen:&lt;br /&gt;
* If a move is outside the range allowed for a specific piece type, that move fails.&lt;br /&gt;
* If a set of moves would result in two or more pieces occupying the same space, none of those moves fail.&lt;br /&gt;
* Otherwise, the move succeeds.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
If only one player owns a King, that player wins.&lt;br /&gt;
&lt;br /&gt;
The above win condition does not come into effect until multiple players have created a King.&lt;br /&gt;
&lt;br /&gt;
== Pieces ==&lt;br /&gt;
Pieces are items. Each piece has a list of piece actions.&lt;br /&gt;
&lt;br /&gt;
When a piece moves it is removed from its current location and placed to a new location.&lt;br /&gt;
&lt;br /&gt;
When a piece takes another piece it moves to the position of the other piece and the other piece is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The pawn moves to or takes a piece in a specified unoccupied space in its same file and adjacent rank on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Bishop ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The bishop moves to or takes a piece in a specified unoccupied space in a rank and file N away from its current position on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The knight moves to or takes a piece in a space two ranks and one file away or two files and one rank away.&lt;br /&gt;
&lt;br /&gt;
=== Rook ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The rook moves to or takes a piece in the same rank or file on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The queen can make any moves that a Rook or Bishop can make.&lt;br /&gt;
&lt;br /&gt;
=== King ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The King moves to or takes a piece in an unoccupied space in an adjacent space on the same board.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7433</id>
		<title>User:Trungle/Chess Wheel+</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7433"/>
		<updated>2024-11-17T06:23:45Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Standard Board */ More pieces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chess Wheel+, based on the (in)famous [[User:CodeTriangle/Chess Wheel]] but there&#039;s just more everything.&lt;br /&gt;
&lt;br /&gt;
In particular:&lt;br /&gt;
* Movement is no longer based on each player taking turns. This system has been replaced with one inspired by Diplomacy where all players move simultaneously.&lt;br /&gt;
* All standard chess pieces have been added.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Weeks start on Monday.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Phase&#039;&#039;&#039;: Monday - Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Resolve Phase&#039;&#039;&#039;: Thursday - Saturday&lt;br /&gt;
* &#039;&#039;&#039;Replenish Phase&#039;&#039;&#039;: Sunday&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;insert boilerplate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposals ===&lt;br /&gt;
The voting period for a standard proposal is the next move phase if it was submitted in a resolve phase, or the next resolve phase if it was submitted in a move phase. A standard proposal is popular if it has more votes in favor than votes against. &lt;br /&gt;
&lt;br /&gt;
== Spaces ==&lt;br /&gt;
A Space is an entity which may either be vacant or contain a single Piece.&lt;br /&gt;
&lt;br /&gt;
== Boards ==&lt;br /&gt;
A Board is a 2-dimensional discrete-sized grid of Spaces uniquely identified by a name. The rows of the grid are called ranks and the columns are called files. Ranks are indexed with subsequent lowercase letters, starting with a. Files are indexed with subsequent numbers, starting with 1. The Space with file a and rank 1 is referred to as space a1. In cases where it may be ambiguous which board the piece is on, this may be indicated with curly braces containing the board&#039;s name before the Space&#039;s identifier (for example, &amp;lt;code&amp;gt;{Trungle}a1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Boards may share spaces. When board A shares space S with space T on board B, pieces that exist at space S on board A exist at space T on board B and may move to spaces on board B accessible from space T or to spaces on board A accessible from space S.&lt;br /&gt;
&lt;br /&gt;
== Standard Board ==&lt;br /&gt;
If a player has not done so in this cycle, they can create a board with 8 rows and 8 columns, referred to as their standard board, by saying so in #board-actions. The name of a player&#039;s standard board is their player name.&lt;br /&gt;
&lt;br /&gt;
Spaces at rank 8 of a player&#039;s standard board are shared with spaces with the same rank and file on every other player&#039;s standard board.&lt;br /&gt;
&lt;br /&gt;
If a player has not done so in this cycle, they can populate their board, thereby create the following pieces on their standard board:&lt;br /&gt;
* A rook at a1 and at h1&lt;br /&gt;
* A knight at b1 and at g1&lt;br /&gt;
* A bishop at c1 and at f1&lt;br /&gt;
* A queen at d1&lt;br /&gt;
* A king at e1&lt;br /&gt;
* A pawn at every space in rank 2&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Each player has a Movement Power, which is by default 3. At the beginning of each move phase, each player&#039;s Movement Power is set to 3. A valid set of moves for a player is a set of moves whose total Movement Power does not exceed the Movement Power of that player.&lt;br /&gt;
&lt;br /&gt;
The Movement Power of all moves is 1, regardless of whether that move would succeed or even be possible to make.&lt;br /&gt;
&lt;br /&gt;
=== Submitting Moves ===&lt;br /&gt;
During the move phase, all players may submit any number of hashed messages containing all their moves. During the resolve phase, all players who submitted any moves must post the unhashed version of their most recent such message. At the end of the resolve phase, all moves contained in messages are executed, if the message was valid.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Moves ===&lt;br /&gt;
When moves are resolved, then the following things happen:&lt;br /&gt;
* If a move is outside the range allowed for a specific piece type, that move fails.&lt;br /&gt;
* If a set of moves would result in two or more pieces occupying the same space, none of those moves fail.&lt;br /&gt;
* Otherwise, the move succeeds.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
If only one player owns a King, that player wins.&lt;br /&gt;
&lt;br /&gt;
The above win condition does not come into effect until multiple players have created a King.&lt;br /&gt;
&lt;br /&gt;
== Pieces ==&lt;br /&gt;
Pieces are items. Each piece has a list of piece actions.&lt;br /&gt;
&lt;br /&gt;
When a piece moves it is removed from its current location and placed to a new location.&lt;br /&gt;
&lt;br /&gt;
When a piece takes another piece it moves to the position of the other piece and the other piece is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The pawn moves to or takes a piece in a specified unoccupied space in its same file and adjacent rank on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Bishop ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The bishop moves to or takes a piece in a specified unoccupied space in a rank and file N away from its current position on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The knight moves to or takes a piece in a space two ranks and one file away or two files and one rank away.&lt;br /&gt;
&lt;br /&gt;
=== Rook ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The rook moves to or takes a piece in the same rank or file on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The queen can make any moves that a Rook or Bishop can make.&lt;br /&gt;
&lt;br /&gt;
=== King ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The King moves to or takes a piece in an unoccupied space in an adjacent space on the same board.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7432</id>
		<title>User:Trungle/Chess Wheel+</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=User:Trungle/Chess_Wheel%2B&amp;diff=7432"/>
		<updated>2024-11-17T06:20:02Z</updated>

		<summary type="html">&lt;p&gt;Trungle: fine i&amp;#039;ll clean this up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chess Wheel+, based on the (in)famous [[User:CodeTriangle/Chess Wheel]] but there&#039;s just more everything.&lt;br /&gt;
&lt;br /&gt;
In particular:&lt;br /&gt;
* Movement is no longer based on each player taking turns. This system has been replaced with one inspired by Diplomacy where all players move simultaneously.&lt;br /&gt;
* All standard chess pieces have been added.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Weeks start on Monday.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Phase&#039;&#039;&#039;: Monday - Wednesday&lt;br /&gt;
* &#039;&#039;&#039;Resolve Phase&#039;&#039;&#039;: Thursday - Saturday&lt;br /&gt;
* &#039;&#039;&#039;Replenish Phase&#039;&#039;&#039;: Sunday&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;insert boilerplate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Class Proposals ===&lt;br /&gt;
The voting period for a standard proposal is the next move phase if it was submitted in a resolve phase, or the next resolve phase if it was submitted in a move phase. A standard proposal is popular if it has more votes in favor than votes against. &lt;br /&gt;
&lt;br /&gt;
== Spaces ==&lt;br /&gt;
A Space is an entity which may either be vacant or contain a single Piece.&lt;br /&gt;
&lt;br /&gt;
== Boards ==&lt;br /&gt;
A Board is a 2-dimensional discrete-sized grid of Spaces uniquely identified by a name. The rows of the grid are called ranks and the columns are called files. Ranks are indexed with subsequent lowercase letters, starting with a. Files are indexed with subsequent numbers, starting with 1. The Space with file a and rank 1 is referred to as space a1. In cases where it may be ambiguous which board the piece is on, this may be indicated with curly braces containing the board&#039;s name before the Space&#039;s identifier (for example, &amp;lt;code&amp;gt;{Trungle}a1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Boards may share spaces. When board A shares space S with space T on board B, pieces that exist at space S on board A exist at space T on board B and may move to spaces on board B accessible from space T or to spaces on board A accessible from space S.&lt;br /&gt;
&lt;br /&gt;
== Standard Board ==&lt;br /&gt;
If a player has not done so in this cycle, they can create a board with 8 rows and 8 columns, referred to as their standard board by saying so in #board-actions. The name of a player&#039;s standard board is their player name.&lt;br /&gt;
&lt;br /&gt;
If a player has not done so in this cycle, they can create a king and a pawn on their standard board by specifying two distinct locations, one of the king, and one for the pawn. When they do so, the king and pawn are created in their specified locations in the possession of the player who created them.&lt;br /&gt;
&lt;br /&gt;
Spaces rank 8 of a player&#039;s standard board are shared with spaces with the same rank and file on every other player&#039;s standard board.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Each player has a Movement Power, which is by default 3. At the beginning of each move phase, each player&#039;s Movement Power is set to 3. A valid set of moves for a player is a set of moves whose total Movement Power does not exceed the Movement Power of that player.&lt;br /&gt;
&lt;br /&gt;
The Movement Power of all moves is 1, regardless of whether that move would succeed or even be possible to make.&lt;br /&gt;
&lt;br /&gt;
=== Submitting Moves ===&lt;br /&gt;
During the move phase, all players may submit any number of hashed messages containing all their moves. During the resolve phase, all players who submitted any moves must post the unhashed version of their most recent such message. At the end of the resolve phase, all moves contained in messages are executed, if the message was valid.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Moves ===&lt;br /&gt;
When moves are resolved, then the following things happen:&lt;br /&gt;
* If a move is outside the range allowed for a specific piece type, that move fails.&lt;br /&gt;
* If a set of moves would result in two or more pieces occupying the same space, none of those moves fail.&lt;br /&gt;
* Otherwise, the move succeeds.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
If only one player owns a King, that player wins.&lt;br /&gt;
&lt;br /&gt;
The above win condition does not come into effect until multiple players have created a King.&lt;br /&gt;
&lt;br /&gt;
== Pieces ==&lt;br /&gt;
Pieces are items. Each piece has a list of piece actions.&lt;br /&gt;
&lt;br /&gt;
When a piece moves it is removed from its current location and placed to a new location.&lt;br /&gt;
&lt;br /&gt;
When a piece takes another piece it moves to the position of the other piece and the other piece is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The pawn moves to or takes a piece in a specified unoccupied space in its same file and adjacent rank on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Bishop ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The bishop moves to or takes a piece in a specified unoccupied space in a rank and file N away from its current position on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The knight moves to or takes a piece in a space two ranks and one file away or two files and one rank away.&lt;br /&gt;
&lt;br /&gt;
=== Rook ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The rook moves to or takes a piece in the same rank or file on the same board.&lt;br /&gt;
&lt;br /&gt;
=== Queen ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The queen can make any moves that a Rook or Bishop can make.&lt;br /&gt;
&lt;br /&gt;
=== King ===&lt;br /&gt;
Piece actions:&lt;br /&gt;
* The King moves to or takes a piece in an unoccupied space in an adjacent space on the same board.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7403</id>
		<title>Cycle 17/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7403"/>
		<updated>2024-10-13T03:25:25Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add link to ruleset submission  pages category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for C17’s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
Previous pages of this type can be found [[:Category:Ruleset Submission Pages|&#039;&#039;&#039;on this page&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Proposals==&lt;br /&gt;
[[User:FoolLime/Dungeons|Dungeons (Nomic version)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: FoolLime&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Category:Ruleset_Submission_Pages&amp;diff=7402</id>
		<title>Category:Ruleset Submission Pages</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Category:Ruleset_Submission_Pages&amp;diff=7402"/>
		<updated>2024-10-13T03:23:42Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of pages containing submissions for rulesets for specific rounds.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7401</id>
		<title>Cycle 17/Ruleset submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_17/Ruleset_submissions&amp;diff=7401"/>
		<updated>2024-10-13T03:22:47Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add to category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submit your ideas for C17’s future ruleset here!&lt;br /&gt;
&lt;br /&gt;
Required reading for all submitters:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proposals==&lt;br /&gt;
[[User:FoolLime/Dungeons|Dungeons (Nomic version)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: FoolLime&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_16/Ruleset_Submissions&amp;diff=7400</id>
		<title>Cycle 16/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_16/Ruleset_Submissions&amp;diff=7400"/>
		<updated>2024-10-13T03:22:27Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add to category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s organise all these ideas!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Shadomic|Shadow Nomic]](4st) - Proposals that only get 30% to 50% of votes get adopted into the shadow rules instead of the regular rules. Shadow coins are an asset that exists across the regular and shadow rules, and when it goes from nonzero to zero, you get a regular coin, just do that 12 times and you&#039;ll be one of the winners.&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Blastomic|Explosive Nomic]](4st) - Be the last one standing! Survive by having proposals adopted, but be careful! If your proposal meets certain criteria, it&#039;ll explode and hurt you instead!&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Scamomic|Scam-alot-mic]] (4st) - A tour of nomic! Get your proposals adopted, find little scams, break things, and then bribe or big scam your way to victory!&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Boggleomic|Boggleomic]] (4st) - Craft words! Make rules!&lt;br /&gt;
&lt;br /&gt;
[[User:Xenon dichloride/Dual Nomic|Dual Nomic]] (Xenon dichloride) - Coincidentally a bit like shadow nomic and scam-alot-mic. A nomic with two simultaneous games. But you can only be in one at a time.&lt;br /&gt;
&lt;br /&gt;
[[User:Xenon dichloride/Dice Nomic|Dice Nomic]] (Xenon dichloride) - Back again for your consideration this cycle. Dice are rolled to gain points but can be modified. You also can&#039;t exceed a cap of points so need to keep upgrading your dice.&lt;br /&gt;
&lt;br /&gt;
[[User:Xenon dichloride/Exoptwosis|Exoptwosis]] (Xenon dichloride) - After 3 years the sequel to the beloved deck building card game is finally here! Develop a hand to battle your friends amid a changing ruleset and uncover the mysteries of The Gilded Hall Casino.&lt;br /&gt;
&lt;br /&gt;
[[User:Magnitech/Tetromic|Tetromic]] (Magnitech) - Tetris but it’s nomic! Play pieces, clear lines, and level up to win.&lt;br /&gt;
&lt;br /&gt;
[[User:FoolLime/Feudalomic|Feudal Nomic]] (Foollime) split the traditional elements of nomic - voting and proposing - and imply one group is better than the other. what could go wrong?&lt;br /&gt;
&lt;br /&gt;
[[User:FoolLime/forms|Beurocranomic]] (Foollime) - Have you ever seen that asterix comic where he gets trapped in the beurocracy maze and start to go insane? That&#039;s exactly what this should feel like. Now complete with [[User:FoolLime/forma3|sample]] form!&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
Incomplete, nebulous concepts that might be made into a nomic later.&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Terms And Conditions]] - Instead of rules, you have definitions. To win, just be definable by winner. (incomplete because this changes EVERYTHING, particularly base rules)&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=7399</id>
		<title>Cycle 14/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_14/Ruleset_Submissions&amp;diff=7399"/>
		<updated>2024-10-13T03:22:09Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add to category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;Sunday, 14 May 2023 at 00:00 UTC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
=== Competition Nomic ===&lt;br /&gt;
Full Rules: [[User:Xenon dichloride/Competition Nomic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rise Infinite Nomic-doers! Prove thyself as the greatest Nomican in the contest of Nomics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is divided into multiple Nomic games in a tournament, where each win nets you Points, the win condition. Demolishing your opponents faster provides the winning player more points!&lt;br /&gt;
&lt;br /&gt;
May the strongest mind win.&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic ===&lt;br /&gt;
Klink raised this previously, but 4st likes it and brings it up again.&lt;br /&gt;
&lt;br /&gt;
[[User:Klinkplink/subproposals]]&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&#039;&#039;Kinda&#039;&#039; like Heroes. Basically try to not run out of food (or the unaptly named &amp;quot;supplies&amp;quot;). Features seasons (possibly stolen from Plantnomic) and &amp;quot;rituals&amp;quot; cast by a group of players.&lt;br /&gt;
&lt;br /&gt;
Note that Lily proposed this even though she believed she wouldn&#039;t have time to play.&lt;br /&gt;
&lt;br /&gt;
[[User:TotallyUniqueLily/Seasons_Seasons_Seasons]]&lt;br /&gt;
&lt;br /&gt;
=== The Obelisk ===&lt;br /&gt;
This is my actual submission, adapted from Heroes using ideas from Seasons.&lt;br /&gt;
&lt;br /&gt;
A spooky pillar of black stone, a kilometer tall, looms over the Infinite Nomic Discord Server. Each week someone peeks out the gates and finds that the pillar has moved closer. We must work together to gather resources and perform ritual to push the Obelisk back and maybe, some day, destroy it. If it reaches us, well...&lt;br /&gt;
&lt;br /&gt;
[[User:Nyhilo/The Obelisk]]&lt;br /&gt;
&lt;br /&gt;
=== Currency Nomic ===&lt;br /&gt;
&lt;br /&gt;
[[User:Praqueue/Currency]]&lt;br /&gt;
&lt;br /&gt;
Every player has a unique currency. Every player also has 100 points, and each player creates 100 unowned points on joining. At the start of each round a die is rolled to determine each player&#039;s currency value multiplier. Currencies are used to purchase points, from the unowned pool or from each other. Purchasing points from another player gives them some of *your* currency, subject to your value multiplier. Winner is three first player to get over half of the total points.&lt;br /&gt;
&lt;br /&gt;
=== Graph Nomic ===&lt;br /&gt;
[[User:4st/Graphomic]]&lt;br /&gt;
&lt;br /&gt;
Every player is a node in a weighted, directed graph, and the goal is to have a positive path to every other player.&lt;br /&gt;
&lt;br /&gt;
=== Cards Chess Wheel ===&lt;br /&gt;
[[User:Wotton/Chess Wheel With Cards]]&lt;br /&gt;
&lt;br /&gt;
Chess Wheel, but with cards.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
Just getting the idea down, I will work on more details later probably ~Nyhilo&lt;br /&gt;
&lt;br /&gt;
The server is under threat by some great evil. If the players of Infinite Nomic stand idly by, it may destroy us all! Players must work together to summon a greater good to fend off the great evil or we all lose and the evil wins.&lt;br /&gt;
&lt;br /&gt;
Ideas include: Different jobs/systems that appeal to different players. No punishment for anyone joining late. Those who have put more time into it can contribute more, but all contributions matter.&lt;br /&gt;
&lt;br /&gt;
=== Deck Building Nomic ===&lt;br /&gt;
&lt;br /&gt;
The concept is to basically make a 1000 blank white cards that works in the turnless Infinite Nomic setting.&lt;br /&gt;
&lt;br /&gt;
Actions would mostly be taken from a players hand, made up of cards which contain their rules. Possibly card creation could be separate from normal rule creation, so that unique cards might hold unique rules.&lt;br /&gt;
&lt;br /&gt;
This would require a deck/hand management bot to be managable.&lt;br /&gt;
&lt;br /&gt;
Could be combined with other ideas here.&lt;br /&gt;
&lt;br /&gt;
-- Nameko&lt;br /&gt;
&lt;br /&gt;
=== Omnibusnomic Revised ===&lt;br /&gt;
&lt;br /&gt;
Instead of tokens, it might be easier to keep track of votes with reactions 1 2 and 3 instead. Instead of reconciliation, maybe we just tack on items based on the ranking it has (so higher ranking comes later in the bill? or vice versa?)&lt;br /&gt;
&lt;br /&gt;
===Nomic Chess adaption===&lt;br /&gt;
&lt;br /&gt;
Adapt [https://www.chessvariants.com/multiplayer.dir/nomicchess.html Nomic Chess]for use in infinite nomic. Functionally very similar to chess wheel. Each player gets half a board, each turn two half boards are combined to form a full board, which the player moves on.&lt;br /&gt;
&lt;br /&gt;
(Now that I think about it this is functionally almost the same as Chess Wheel but with half-sized boards, not sure if I will bother drafting.)&lt;br /&gt;
&lt;br /&gt;
===Words are Items===&lt;br /&gt;
&lt;br /&gt;
Based on the fan favourite  &amp;quot;rules are items&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
[[User:Veganzombeh/WordsAreItems|Words are Items]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset_Submissions&amp;diff=7398</id>
		<title>Cycle 13/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_13/Ruleset_Submissions&amp;diff=7398"/>
		<updated>2024-10-13T03:21:43Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
Voting will work as follows:&lt;br /&gt;
* Write a document containing mostly rule text that outlines most of your cycle&#039;s unique ideas.&lt;br /&gt;
** For instance, you don&#039;t have to write a full ruleset, just the parts that our old cycles haven&#039;t done before and you don&#039;t have to have well-formed rule text for everything you want to do with your cycle, though it would be helpful.&lt;br /&gt;
* Post that document here, placing it under its own header.&lt;br /&gt;
* The deadline will be &#039;&#039;&#039;00:00 UTC on 26 September 2022&#039;&#039;&#039;. Make sure to submit before then!&lt;br /&gt;
* We rank the suggestions.&lt;br /&gt;
* After that, we&#039;ll have the final draft phase where we collaboratively create the final initial ruleset.&lt;br /&gt;
* The round begins at an unspecified date when that&#039;s done.&lt;br /&gt;
&lt;br /&gt;
Have fun!&lt;br /&gt;
&lt;br /&gt;
== Graphomic ==&lt;br /&gt;
Basically, each player is a node in a directed, weighted graph, and the goal is to have a positive path to every other player. More rules-y thing:&lt;br /&gt;
&lt;br /&gt;
[[User:4st/Graphomic]]&lt;br /&gt;
&lt;br /&gt;
== Chess Wheel ==&lt;br /&gt;
&lt;br /&gt;
Everyone has a chess board where the final rank is shared between all chess boards.&lt;br /&gt;
&lt;br /&gt;
[[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
== Countrynomic ==&lt;br /&gt;
There are different countries with their local rules. Players may create new countries or travel between them.&lt;br /&gt;
&lt;br /&gt;
[[User:Logistic-bot/Countrynomic]]&lt;br /&gt;
&lt;br /&gt;
== Time Loop ==&lt;br /&gt;
Every once in a while, most things get wiped.&lt;br /&gt;
&lt;br /&gt;
[[User:Civae/Time Loop]]&lt;br /&gt;
&lt;br /&gt;
== Countnomic ==&lt;br /&gt;
Number go up! Whoever get best number is the winner! (4st submitting it on behalf)&lt;br /&gt;
&lt;br /&gt;
[[User:Veganzombeh/CountingButDifferent]]&lt;br /&gt;
&lt;br /&gt;
== Chess With Cards ==&lt;br /&gt;
Big Chess/Chess Aheel, but players also collect and play cards that alter the state of the game.&lt;br /&gt;
&lt;br /&gt;
[[User:Wotton/Chess_With_Cards]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Ruleset_Submissions&amp;diff=7397</id>
		<title>Cycle 15/Ruleset Submissions</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Ruleset_Submissions&amp;diff=7397"/>
		<updated>2024-10-13T03:21:13Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add to category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruleset Submissions must flow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required reading for all submitters:&#039;&#039;&#039; [[Ruleset Submission Process]]&lt;br /&gt;
&lt;br /&gt;
The deadline is &#039;&#039;&#039;27 November&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Solid ideas for games, submitted in the form of a document containing mostly rule text.&lt;br /&gt;
&lt;br /&gt;
=== Advent Nomic ===&lt;br /&gt;
&lt;br /&gt;
By popular demand: [[User:Veganzombeh/AdventNomic]]&lt;br /&gt;
&lt;br /&gt;
A month-long cycle where the most popular proposal passes every day.&lt;br /&gt;
&lt;br /&gt;
=== The Archipelago ===&lt;br /&gt;
[[User:Xenon dichloride/Archipelago]]&lt;br /&gt;
&lt;br /&gt;
Catan but with less rules and it resets. Also has seasons... but not really.&lt;br /&gt;
&lt;br /&gt;
It also probably needs a lot of work to be worded well, functional and balanced.&lt;br /&gt;
&lt;br /&gt;
=== Chess Wheel ===&lt;br /&gt;
&lt;br /&gt;
Yet again, for your consideration: [[User:CodeTriangle/Chess Wheel]]&lt;br /&gt;
&lt;br /&gt;
The gist is that everyone has their own chess board. Certain spaces can be shared between different chess boards, allowing you to move between the boards. Initially the final rank of all the boards are shared; the rest of the ranks can be envisioned as spokes of a wheel eminating from the axle.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;chess book&amp;quot; or &amp;quot;multidimensional chess&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dice Nomic ===&lt;br /&gt;
RNG Hell: [[User:Xenon dichloride/Dice Nomic]]&lt;br /&gt;
&lt;br /&gt;
A spin on the original &#039;get to 100 points with d6 rolls&#039; Nomic gameplay. &lt;br /&gt;
&lt;br /&gt;
=== Graphnomic ===&lt;br /&gt;
A complex idea: [[User:4st/Graphomic]]&lt;br /&gt;
&lt;br /&gt;
The gamestate is a network/graph (consisting of vertices and edges), which is a bit hard to represent unfortunately.&lt;br /&gt;
&lt;br /&gt;
=== Item Location Nomic ===&lt;br /&gt;
A quick idea: [[User:TotallyUniqueLily/Item Location Nomic]]&lt;br /&gt;
&lt;br /&gt;
What if every item was a location you could be in? What if items could &#039;&#039;also&#039;&#039; be located within other items? (although the second part is just useless complexity tbh) Lily commits crimes in her semi-complete draft:&lt;br /&gt;
&lt;br /&gt;
=== Nomnomnomic ===&lt;br /&gt;
A joke idea: [[User:4st/Nomnomnomic]]&lt;br /&gt;
&lt;br /&gt;
Eat and eat and eat, and then... eat your fellow player!&lt;br /&gt;
&lt;br /&gt;
=== Party Game Nomic ===&lt;br /&gt;
what if mario party was nomic? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
[[User:FoolLime/Partygamenomic]]&lt;br /&gt;
&lt;br /&gt;
=== PMC Diplomic ===&lt;br /&gt;
[[User:Aerievee/Diplomic]]&lt;br /&gt;
&lt;br /&gt;
My first submission! Players compete for control over the armies of various nations, influencing the course of wars to their benefit.&lt;br /&gt;
&lt;br /&gt;
=== RPS Nomic ===&lt;br /&gt;
An RPG: [[User:4st/RPS Nomic]]&lt;br /&gt;
&lt;br /&gt;
Fight your fellow players in a rock paper scissors RPG!&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
A previous-cycle idea: [[User:TotallyUniqueLily/Seasons Seasons Seasons]]&lt;br /&gt;
&lt;br /&gt;
Might be a lil bit too similar to the [[Cycle 14|last cycle]] (which was partly based on this :3). I might want to modify this later by replacing supplies &#039;&#039;automatically&#039;&#039; dwindling with something like the Obelisk&#039;s peeking, and have per-season energy types.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
&lt;br /&gt;
More nebulous ideas that may be turned into games later.&lt;br /&gt;
&lt;br /&gt;
=== CodenamesNomic ===&lt;br /&gt;
&lt;br /&gt;
A semi-complete draft of a secret role nomic that I&#039;m not super happy with: [[User:Veganzombeh/ADifferentKindOfCodeNomic]]&lt;br /&gt;
&lt;br /&gt;
=== Mixins ===&lt;br /&gt;
Some ideas to mix in to any existing nomic: [[User:4st/Mixins]] (eg gameplay happens faster than proposals pass, limited proposal amount, only one proposal passes per period)&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruleset Submission Pages]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Template:Card16&amp;diff=7209</id>
		<title>Template:Card16</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Template:Card16&amp;diff=7209"/>
		<updated>2024-07-09T20:13:02Z</updated>

		<summary type="html">&lt;p&gt;Trungle: add modifiers to tooltip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;white-space:nowrap;{{#switch: {{{2|}}}&lt;br /&gt;
 |H|D|R=color: #DD0000;&lt;br /&gt;
 |L|A|Sh=color: #119933;&lt;br /&gt;
 |Cn|B|Cp=color: #B08821;}}&lt;br /&gt;
{{#switch: {{{3|}}}&lt;br /&gt;
 |Holo=font-style:italic;}}&amp;quot;&lt;br /&gt;
title=&amp;quot;{{#switch: {{{1|}}}&lt;br /&gt;
 | A=Ace&lt;br /&gt;
 | T=10&lt;br /&gt;
 | E=11&lt;br /&gt;
 | J=Jack&lt;br /&gt;
 | U=Unter Knave&lt;br /&gt;
 | O=Ober Knave&lt;br /&gt;
 | N=Knight&lt;br /&gt;
 | B=Bishop&lt;br /&gt;
 | R=Rook&lt;br /&gt;
 | Q=Queen&lt;br /&gt;
 | K=King&lt;br /&gt;
 | {{{1|}}}}} of {{#switch: {{{2|}}}&lt;br /&gt;
 | H=Hearts&lt;br /&gt;
 | D=Diamonds&lt;br /&gt;
 | R=Roses&lt;br /&gt;
 | L=Leaves&lt;br /&gt;
 | A=Acorns&lt;br /&gt;
 | Sh=Shields&lt;br /&gt;
 | Cn=Coins&lt;br /&gt;
 | B=Bells&lt;br /&gt;
 | Cp=Cups&lt;br /&gt;
 | C=Clubs&lt;br /&gt;
 | S=Spades&lt;br /&gt;
 | Sw=Swords&lt;br /&gt;
 | {{{2|}}}}} {{#if: {{{3|}}}|({{{3|}}})|}}&amp;quot;&amp;gt;[&amp;lt;span style=&amp;quot;min-width:1.2em; text-align:center; display: inline-block&amp;quot;&amp;gt;{{{1|}}}&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;min-width:1em; text-align:center; display: inline-block&amp;quot;&amp;gt;{{#switch: {{{2|}}}&lt;br /&gt;
 |H=♥|D=♦|C=♣|S=♠&lt;br /&gt;
 | Sw=[[File:Suit sword.svg|12px]]&lt;br /&gt;
 | L=[[File:Suit leaf.svg|12px]]&lt;br /&gt;
 | A=[[File:Suit acorn.svg|12px]]&lt;br /&gt;
 | Sh=[[File:Suit shield.svg|12px]]&lt;br /&gt;
 | R=[[File:Suit rose.svg|12px]]&lt;br /&gt;
 | Cn=[[File:Suit coin.svg|12px]]&lt;br /&gt;
 | B=[[File:Suit bell.svg|12px]]&lt;br /&gt;
 | Cp=[[File:Suit cup.svg|12px]]}}&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|A|H|Holo}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|5|D|Holo}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|10|C| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|J|S| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|1|Sh| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|13|Sw| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|Q|R| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|K|B| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|O|A| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|U|Cn| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|R|L| }}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Card16|T|Cp| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;This template renders an ascii-friendly, color-coded representation of a Cycle 16 card.&amp;quot;,&lt;br /&gt;
    &amp;quot;params&amp;quot;: {&lt;br /&gt;
        &amp;quot;1&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Rank&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The Rank of the card.&amp;quot;,&lt;br /&gt;
            &amp;quot;example&amp;quot;: &amp;quot;2-10, J, Q, K, A.&amp;quot;,&lt;br /&gt;
            &amp;quot;aliases&amp;quot;: [&amp;quot;Rank&amp;quot;]&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;2&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Suit&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true,&lt;br /&gt;
            &amp;quot;example&amp;quot;:&amp;quot;D, C, H, or S&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The Suit of the card.&amp;quot;,&lt;br /&gt;
            &amp;quot;aliases&amp;quot;: [&amp;quot;Suit&amp;quot;]&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;3&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Modifiers&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: false,&lt;br /&gt;
            &amp;quot;example&amp;quot;:&amp;quot;Holo, [empty]&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Modifiers on the card.&amp;quot;,&lt;br /&gt;
            &amp;quot;aliases&amp;quot;: [&amp;quot;Mod&amp;quot;]&lt;br /&gt;
        }&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_16/Gamestate&amp;diff=7198</id>
		<title>Cycle 16/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_16/Gamestate&amp;diff=7198"/>
		<updated>2024-07-09T19:03:15Z</updated>

		<summary type="html">&lt;p&gt;Trungle: ftfy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Vertebrae&lt;br /&gt;
!Inventory&lt;br /&gt;
!Cards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Xenon&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|{{Card|K|C}}{{Card|9|C}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|{{Card|Q|D}}{{Card|7|S}}{{Card|2|H}}{{Card|8|H}}{{Card|8|H}}{{Card|9|S}}{{Card|2|C}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|google&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|{{Card|5|H}}{{Card|K|D}}{{Card|5|C}}{{Card|7|S}}{{Card|K|S}}{{Card|4|S}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|{{Card|9|C}}{{Card|A|C}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mayple&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|{{Card|3|C}}{{Card|4|C}}{{Card|8|H}}{{Card|5|D}}{{Card|2|D}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|{{Card|8|S}}{{Card|3|C}}{{Card|10|S}}{{Card|2|C}}{{Card|K|H}}&lt;br /&gt;
|Is engaging in the next battle&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|{{Card|K|H}}{{Card|6|S}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Praqueue&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|{{Card|7|S}}{{Card|2|D}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ganzom&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|{{Card|Q|D}}{{Card|5|H}}{{Card|6|C}}{{Card|3|C}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|worm&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Was gifted cards, needs to draw them&lt;br /&gt;
|-&lt;br /&gt;
|Bluebird&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|{{Card|A|H}}{{Card|2|C}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Snail&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raven&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|{{Card|J|D}}{{Card|J|H}}{{Card|2|H}}{{Card|K|C}}{{Card|2|D}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Titanswrath&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cogeater&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|{{Card|A|D}}{{Card|4|C}}{{Card|Q|C}}{{Card|4|C}}{{Card|3|H}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ash&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_16&amp;diff=7178</id>
		<title>Cycle 16</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_16&amp;diff=7178"/>
		<updated>2024-07-08T00:28:10Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Links */ add gamestate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 16 is yet to begin.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Cycle 16/Ruleset|Ruleset]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Cycle 16/Gamestate|Gamestate]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 16/Ruleset Submissions|Ruleset Submissions]]&lt;br /&gt;
* [[Cycle 16/Ruleset Draft|Initial Ruleset Draft]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_16&amp;diff=7177</id>
		<title>Cycle 16</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_16&amp;diff=7177"/>
		<updated>2024-07-08T00:15:00Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add ruleset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 16 is yet to begin.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Cycle 16/Ruleset|Ruleset]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 16/Ruleset Submissions|Ruleset Submissions]]&lt;br /&gt;
* [[Cycle 16/Ruleset Draft|Initial Ruleset Draft]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Template:Current_Cycle&amp;diff=7176</id>
		<title>Template:Current Cycle</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Template:Current_Cycle&amp;diff=7176"/>
		<updated>2024-07-08T00:13:29Z</updated>

		<summary type="html">&lt;p&gt;Trungle: CYCLE 16 BAYBEEEEEEEEE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 16&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6927</id>
		<title>Cycle 15/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6927"/>
		<updated>2024-01-12T18:47:24Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* The Board */ indicate directionality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
The following are players of this Cycle, listed in the order they joined.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Location (Space Identifier)&lt;br /&gt;
|-&lt;br /&gt;
|[idle account]&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|ganzom&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|ceo_of_rng&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|rosewinsall&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|google&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Magnitech&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Hithroc&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SlimeyApprentice&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Lovely Lovely Aerie&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Praqueue&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|emurphy42&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|207&lt;br /&gt;
|-&lt;br /&gt;
|Lily&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Board ==&lt;br /&gt;
Author&#039;s note: The rules do not currently denote the shape of a space nor the directionality in which they are connected. Therefore, the board presented here is a loop, so it may be easily visualized in 2d space.&lt;br /&gt;
&lt;br /&gt;
Spaces have their type/pseudo-type represented by the color of their background. Spaces with additional information have their identifier colored. For further details, see [https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate#Long_and_boring_comprehensive_list_of_spaces Long and boring comprehensive list of spaces].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| style = &amp;quot;background: cyan&amp;quot; |&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5&amp;amp;rarr;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Types&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background: brown; color: #CFC600&amp;quot; |&#039;&#039;&#039;39&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;204&amp;amp;uarr;&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Blank&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;203&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: cyan&amp;quot; |&lt;br /&gt;
|Crystal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #CFC600&amp;quot; |&#039;&#039;&#039;38&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;202&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: brown&amp;quot; |&lt;br /&gt;
|Boulder Trap&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #CFC600&amp;quot; |&#039;&#039;&#039;37&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;201&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&lt;br /&gt;
|Spinner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #CFC600&amp;quot; |&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;200&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: red&amp;quot; |&lt;br /&gt;
|Crystal Beam&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #CFC600&amp;quot; |&#039;&#039;&#039;35&amp;amp;uarr;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;amp;larr;219&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;218&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;217&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;216&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;215&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: red&amp;quot; |&#039;&#039;&#039;&amp;amp;larr;&amp;amp;uarr;220&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;amp;larr;209&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;208&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;207&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;206&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;205&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;amp;larr;&amp;amp;darr;15&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #CFC600&amp;quot; |&#039;&#039;&#039;34&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;&amp;amp;uarr;214&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: green&amp;quot; |&#039;&#039;&#039;33&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;213&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;212&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;31&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: yellow&amp;quot; |&#039;&#039;&#039;211&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;210&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;amp;larr;&amp;amp;uarr;25&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Live Gamestate Map ===&lt;br /&gt;
Update this map here -&amp;gt; https://nyhilo.website/cycle15/ (ask Nyhilo for the passkey)&lt;br /&gt;
{{Sized-External-Image|750px|https://nyhilo.website/cycle15/api/gamestate.png}}&lt;br /&gt;
&lt;br /&gt;
=== Long and boring comprehensive list of spaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Identifier&lt;br /&gt;
! Space Type&lt;br /&gt;
! Set of Successors&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Crystal&lt;br /&gt;
|{1}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Blank&lt;br /&gt;
|{2}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blank&lt;br /&gt;
|{3}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blank&lt;br /&gt;
|{4}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blank&lt;br /&gt;
|{5}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blank&lt;br /&gt;
|{6}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Blank&lt;br /&gt;
|{7}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Blank&lt;br /&gt;
|{8}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Blank&lt;br /&gt;
|{9}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Blank&lt;br /&gt;
|{10}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Blank&lt;br /&gt;
|{11}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Blank&lt;br /&gt;
|{12}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Blank&lt;br /&gt;
|{13}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Blank&lt;br /&gt;
|{14}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Blank&lt;br /&gt;
|{15}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Blank&lt;br /&gt;
|{16, 205}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Blank&lt;br /&gt;
|{17}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Blank&lt;br /&gt;
|{18}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Blank&lt;br /&gt;
|{19}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Blank&lt;br /&gt;
|{20}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Blank&lt;br /&gt;
|{21}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Blank&lt;br /&gt;
|{22}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Blank&lt;br /&gt;
|{23}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Blank&lt;br /&gt;
|{24}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Blank&lt;br /&gt;
|{25}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Blank&lt;br /&gt;
|{26, 210}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Blank&lt;br /&gt;
|{27}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Blank&lt;br /&gt;
|{28}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Blank&lt;br /&gt;
|{29}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Blank&lt;br /&gt;
|{30}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Blank&lt;br /&gt;
|{31}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Blank&lt;br /&gt;
|{32}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Blank&lt;br /&gt;
|{33}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Blank&lt;br /&gt;
|{34}&lt;br /&gt;
| Safe Haven for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| Blank&lt;br /&gt;
|{35}&lt;br /&gt;
| Boulder Path for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Blank&lt;br /&gt;
|{36}&lt;br /&gt;
| Boulder Path for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| Blank&lt;br /&gt;
|{37}&lt;br /&gt;
| Boulder Path for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| Blank&lt;br /&gt;
|{38}&lt;br /&gt;
| Boulder Path for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Blank&lt;br /&gt;
|{39}&lt;br /&gt;
| Boulder Path for Boulder Trap on 39&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| Boulder Trap&lt;br /&gt;
|{0}&lt;br /&gt;
| Boulder Path: {34, 35, 36, 37, 38}, Safe Haven: {33}&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Blank&lt;br /&gt;
|{201}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|Spinner&lt;br /&gt;
|{202}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|Blank&lt;br /&gt;
|{203}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|Blank&lt;br /&gt;
|{204}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|Spinner&lt;br /&gt;
|{5}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|Spinner&lt;br /&gt;
|{206}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|Blank&lt;br /&gt;
|{207}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|Blank&lt;br /&gt;
|{208}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|Spinner&lt;br /&gt;
|{209}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|Blank&lt;br /&gt;
|{220}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|Blank&lt;br /&gt;
|{211}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|Spinner&lt;br /&gt;
|{212}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|Blank&lt;br /&gt;
|{213}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|213&lt;br /&gt;
|Blank&lt;br /&gt;
|{214}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|214&lt;br /&gt;
|Spinner&lt;br /&gt;
|{220}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|Spinner&lt;br /&gt;
|{216}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|Blank&lt;br /&gt;
|{217}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|217&lt;br /&gt;
|Blank&lt;br /&gt;
|{218}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|218&lt;br /&gt;
|Spinner&lt;br /&gt;
|{219}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|219&lt;br /&gt;
|Blank&lt;br /&gt;
|{35}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|220&lt;br /&gt;
|Crystal Beam&lt;br /&gt;
|{200, 215}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6892</id>
		<title>Cycle 15/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6892"/>
		<updated>2024-01-08T19:03:19Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Players */ Trungle moves &amp;lt;https://discord.com/channels/515560801394753537/1192628957045080085/1193993249254281256&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
The following are players of this Cycle, listed in the order they joined.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Location (Space Identifier)&lt;br /&gt;
|-&lt;br /&gt;
|[idle account]&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|ganzom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|ceo_of_rng&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|rosewinsall&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|google&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Magnitech&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hithroc&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SlimeyApprentice&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Lovely Lovely Aerie&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Praqueue&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|emurphy42&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|4st&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Lily&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Board ==&lt;br /&gt;
Author&#039;s note: The rules do not currently denote the shape of a space nor the directionality in which they are connected. Therefore, the board presented here is a loop, so it may be easily visualized in 2d space.&lt;br /&gt;
&lt;br /&gt;
A space with no formatting is a Blank space. The 💎 on the board is space &#039;&#039;&#039;0&#039;&#039;&#039;, and is a crystal space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;💎&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;39&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;38&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;37&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;34&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;33&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;31&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Long and boring comprehensive list of spaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Identifier&lt;br /&gt;
! Space Type&lt;br /&gt;
! Set of Successors&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Crystal&lt;br /&gt;
|{1}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Blank&lt;br /&gt;
|{2}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blank&lt;br /&gt;
|{3}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blank&lt;br /&gt;
|{4}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blank&lt;br /&gt;
|{5}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blank&lt;br /&gt;
|{6}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Blank&lt;br /&gt;
|{7}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Blank&lt;br /&gt;
|{8}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Blank&lt;br /&gt;
|{9}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Blank&lt;br /&gt;
|{10}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Blank&lt;br /&gt;
|{11}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Blank&lt;br /&gt;
|{12}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Blank&lt;br /&gt;
|{13}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Blank&lt;br /&gt;
|{14}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Blank&lt;br /&gt;
|{15}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Blank&lt;br /&gt;
|{16}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Blank&lt;br /&gt;
|{17}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Blank&lt;br /&gt;
|{18}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Blank&lt;br /&gt;
|{19}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Blank&lt;br /&gt;
|{20}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Blank&lt;br /&gt;
|{21}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Blank&lt;br /&gt;
|{22}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Blank&lt;br /&gt;
|{23}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Blank&lt;br /&gt;
|{24}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Blank&lt;br /&gt;
|{25}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Blank&lt;br /&gt;
|{26}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Blank&lt;br /&gt;
|{27}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Blank&lt;br /&gt;
|{28}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Blank&lt;br /&gt;
|{29}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Blank&lt;br /&gt;
|{30}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Blank&lt;br /&gt;
|{31}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Blank&lt;br /&gt;
|{32}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Blank&lt;br /&gt;
|{33}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Blank&lt;br /&gt;
|{34}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| Blank&lt;br /&gt;
|{35}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Blank&lt;br /&gt;
|{36}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| Blank&lt;br /&gt;
|{37}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| Blank&lt;br /&gt;
|{38}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Blank&lt;br /&gt;
|{39}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| Blank&lt;br /&gt;
|{0}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6891</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6891"/>
		<updated>2024-01-08T18:56:44Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Antiloop */ the axle should not succeed all of the spaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Hell]]&lt;br /&gt;
|-&lt;br /&gt;
|6 Jan 2024&lt;br /&gt;
| -39 - -1 and -220 - -200&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|[[#Antiloop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Hell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 666000 always exists, and is created immediately with the &amp;quot;Blank&amp;quot; space type if it does not. This space can be referred to as the Gates of Hell.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each phase, the set of successors for each space in Hell are modified such that no space not in Hell succeeds a space in Hell.&lt;br /&gt;
&lt;br /&gt;
If no player has done so this phase, any player can, in #game-actions, select two random circles of Hell, then select a random space in each chosen circle. Space 1 becomes a successor of each chosen space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell Portal&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hell Portal&amp;quot; is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Deal with the Devil&amp;quot; is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new rule entitled &#039;&#039;&#039;Curse&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Devil is an entity.&lt;br /&gt;
&lt;br /&gt;
The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.&lt;br /&gt;
&lt;br /&gt;
If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create space 667000 with type &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For N from 0 through 9:&lt;br /&gt;
* Let X=666000 + N*100 and let Y=X+9.&lt;br /&gt;
* Create spaces X through Y with type Blank.&lt;br /&gt;
* Create a loop from X to Y.&lt;br /&gt;
* If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.&lt;br /&gt;
* If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.&lt;br /&gt;
&lt;br /&gt;
=== Todo ===&lt;br /&gt;
&lt;br /&gt;
* Add an alternate escape route from Hell that doesn&#039;t involve the Curse (maybe randomized each phase?)&lt;br /&gt;
* Add traps all over the place (once more trap space types exist)&lt;br /&gt;
* Add more flavor text (this proposal &#039;&#039;&#039;begs&#039;&#039;&#039; for some flavorful descriptions)&lt;br /&gt;
&lt;br /&gt;
== Antiloop ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add a sub-rule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spin-up&#039;&#039;&#039; &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&amp;lt;blockquote&amp;gt;&amp;quot;Spin-up Spinner&amp;quot; is a type of space. When a player lands on a spin-up spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&amp;lt;/blockquote&amp;gt;Add a sub-rule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spin-down&#039;&#039;&#039; &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&amp;lt;blockquote&amp;gt;&amp;quot;Spin-down Spinner&amp;quot; is a type of space. When a player lands on a spin-down spinner space, they must roll 1d4. This number is then subtracted from the Wheel Rotation.&amp;lt;/blockquote&amp;gt;Replace all &amp;quot;Spinner&amp;quot; type spaces with &amp;quot;Spin-up Spinner&amp;quot; type spaces.&lt;br /&gt;
&lt;br /&gt;
Remove &#039;&#039;&#039;Spinner&#039;&#039;&#039;, the sub-rule of &#039;&#039;&#039;Spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amend &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; to state:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204, all successors of space 204, spaces -204 through -200 and all successors of space -200.&lt;br /&gt;
* Spaces 205 through 209, all predecessors of space 205, spaces -209 through -205 and all predecessors of space -209.&lt;br /&gt;
* Spaces 210 through 214, all predecessors of space 210, spaces -214 through -210 and all predecessors of space -214.&lt;br /&gt;
* Spaces 215 through 219, all successors of space 219, spaces -219 through -215 and all successors of space -215.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amend &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; to state:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
* Space -204 succeeds space -WR.&lt;br /&gt;
* Space -205 precedes space (-WR+10) mod 40.&lt;br /&gt;
* Space -210 precedes space (-WR+20) mod 40.&lt;br /&gt;
* Space -219 succeeds space (-WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create spaces -39 through -1 with type Blank. Change the type of space -20 to Treasure. Change the type of spaces -21, -14, -7, -3, -1 to Hazard. Change the type of spaces -32, -22, -12, -2 to Spin-down Spinner. Create a loop from -39 to 0.&lt;br /&gt;
&lt;br /&gt;
For each integer N between -219 and -200, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spin-down Spinner.&lt;br /&gt;
* If the last digit of N is 0, 3, 6, or 9: Hazard.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space -220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space -204 to space -200&lt;br /&gt;
* from space -209 to space -205&lt;br /&gt;
* from space -214 to space -210&lt;br /&gt;
* from space -219 to space -215&lt;br /&gt;
&lt;br /&gt;
Also, add predecessors such that space -220 precedes space -209 and space -214 and that space -220 succeeds spaces -200 and -215.&lt;br /&gt;
&lt;br /&gt;
Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
Append the following text to &#039;&#039;&#039;Garbage&#039;&#039;&#039;:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Antimatter Wormhole &amp;quot;You move to the space with identifier equivalent to the negative of your space&#039;s identifier, if it exists.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Brakes &amp;quot;Subtract 1d4 from the wheel rotation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Archgarbage &amp;quot;This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2  Archgarbage, to negate the effect of using it twice over. If you have &#039;Actual Garbage&#039; and &#039;Archgarbage&#039; at the same time, 1 of each is destroyed.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Implemented Proposals =&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6881</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6881"/>
		<updated>2024-01-08T00:07:23Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Hell */ escape route.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Hell]]&lt;br /&gt;
|-&lt;br /&gt;
|6 Jan 2024&lt;br /&gt;
| -39 - -1&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|[[#Antiloop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Hell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 666000 always exists, and is created immediately with the &amp;quot;Blank&amp;quot; space type if it does not. This space can be referred to as the Gates of Hell.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each phase, the set of successors for each space in Hell are modified such that no space not in Hell succeeds a space in Hell.&lt;br /&gt;
&lt;br /&gt;
If no player has done so this phase, any player can, in #game-actions, select two random circles of Hell, then select a random space in each chosen circle. Space 1 becomes a successor of each chosen space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell Portal&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hell Portal&amp;quot; is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Deal with the Devil&amp;quot; is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new rule entitled &#039;&#039;&#039;Curse&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Devil is an entity.&lt;br /&gt;
&lt;br /&gt;
The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.&lt;br /&gt;
&lt;br /&gt;
If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create space 667000 with type &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For N from 0 through 9:&lt;br /&gt;
* Let X=666000 + N*100 and let Y=X+9.&lt;br /&gt;
* Create spaces X through Y with type Blank.&lt;br /&gt;
* Create a loop from X to Y.&lt;br /&gt;
* If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.&lt;br /&gt;
* If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.&lt;br /&gt;
&lt;br /&gt;
=== Todo ===&lt;br /&gt;
&lt;br /&gt;
* Add an alternate escape route from Hell that doesn&#039;t involve the Curse (maybe randomized each phase?)&lt;br /&gt;
* Add traps all over the place (once more trap space types exist)&lt;br /&gt;
* Add more flavor text (this proposal &#039;&#039;&#039;begs&#039;&#039;&#039; for some flavorful descriptions)&lt;br /&gt;
&lt;br /&gt;
== Antiloop ==&lt;br /&gt;
Create spaces -39 through -1 with type Blank, except space -20, being type Crystal. Create a loop from -39 to 0.&lt;br /&gt;
&lt;br /&gt;
=== To do: ===&lt;br /&gt;
&lt;br /&gt;
* Peel&lt;br /&gt;
** Spin up/spin down spinners&lt;br /&gt;
* Anti-colours&lt;br /&gt;
* Traps&lt;br /&gt;
* Randomisation?&lt;br /&gt;
&lt;br /&gt;
= Implemented Proposals =&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6866</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6866"/>
		<updated>2024-01-06T07:25:42Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Implemented Proposals */ promote section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Hell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Hell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 666000 always exists, and is created immediately with the &amp;quot;Blank&amp;quot; space type if it does not. This space can be referred to as the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell Portal&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hell Portal&amp;quot; is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Deal with the Devil&amp;quot; is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new rule entitled &#039;&#039;&#039;Curse&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Devil is an entity.&lt;br /&gt;
&lt;br /&gt;
The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.&lt;br /&gt;
&lt;br /&gt;
If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create space 667000 with type &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For N from 0 through 9:&lt;br /&gt;
* Let X=666000 + N*100 and let Y=X+9.&lt;br /&gt;
* Create spaces X through Y with type Blank.&lt;br /&gt;
* Create a loop from X to Y.&lt;br /&gt;
* If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.&lt;br /&gt;
* If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.&lt;br /&gt;
&lt;br /&gt;
=== Todo ===&lt;br /&gt;
&lt;br /&gt;
* Add an alternate escape route from Hell that doesn&#039;t involve the Curse (maybe randomized each phase?)&lt;br /&gt;
* Add traps all over the place (once more trap space types exist)&lt;br /&gt;
* Add more flavor text (this proposal &#039;&#039;&#039;begs&#039;&#039;&#039; for some flavorful descriptions)&lt;br /&gt;
&lt;br /&gt;
= Implemented Proposals =&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6865</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6865"/>
		<updated>2024-01-06T07:25:08Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Space Claiming Section */ link to Hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Hell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Hell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 666000 always exists, and is created immediately with the &amp;quot;Blank&amp;quot; space type if it does not. This space can be referred to as the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell Portal&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hell Portal&amp;quot; is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Deal with the Devil&amp;quot; is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new rule entitled &#039;&#039;&#039;Curse&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Devil is an entity.&lt;br /&gt;
&lt;br /&gt;
The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.&lt;br /&gt;
&lt;br /&gt;
If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create space 667000 with type &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For N from 0 through 9:&lt;br /&gt;
* Let X=666000 + N*100 and let Y=X+9.&lt;br /&gt;
* Create spaces X through Y with type Blank.&lt;br /&gt;
* Create a loop from X to Y.&lt;br /&gt;
* If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.&lt;br /&gt;
* If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.&lt;br /&gt;
&lt;br /&gt;
=== Todo ===&lt;br /&gt;
&lt;br /&gt;
* Add an alternate escape route from Hell that doesn&#039;t involve the Curse (maybe randomized each phase?)&lt;br /&gt;
* Add traps all over the place (once more trap space types exist)&lt;br /&gt;
* Add more flavor text (this proposal &#039;&#039;&#039;begs&#039;&#039;&#039; for some flavorful descriptions)&lt;br /&gt;
&lt;br /&gt;
== Implemented Proposals ==&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6864</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6864"/>
		<updated>2024-01-06T07:24:48Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Hell */ Add Hell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| Hell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Hell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.&lt;br /&gt;
&lt;br /&gt;
A space with identifier 666000 always exists, and is created immediately with the &amp;quot;Blank&amp;quot; space type if it does not. This space can be referred to as the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Hell Portal&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hell Portal&amp;quot; is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new subrule of rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Deal with the Devil&amp;quot; is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new rule entitled &#039;&#039;&#039;Curse&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Devil is an entity.&lt;br /&gt;
&lt;br /&gt;
The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.&lt;br /&gt;
&lt;br /&gt;
If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create space 667000 with type &#039;&#039;&#039;Deal with the Devil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For N from 0 through 9:&lt;br /&gt;
* Let X=666000 + N*100 and let Y=X+9.&lt;br /&gt;
* Create spaces X through Y with type Blank.&lt;br /&gt;
* Create a loop from X to Y.&lt;br /&gt;
* If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.&lt;br /&gt;
* If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.&lt;br /&gt;
&lt;br /&gt;
=== Todo ===&lt;br /&gt;
&lt;br /&gt;
* Add an alternate escape route from Hell that doesn&#039;t involve the Curse (maybe randomized each phase?)&lt;br /&gt;
* Add traps all over the place (once more trap space types exist)&lt;br /&gt;
* Add more flavor text (this proposal &#039;&#039;&#039;begs&#039;&#039;&#039; for some flavorful descriptions)&lt;br /&gt;
&lt;br /&gt;
== Implemented Proposals ==&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6862</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6862"/>
		<updated>2024-01-06T06:29:38Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Party Game Nomic Wheel */ link to thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| Hell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Implemented Proposals ==&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6861</id>
		<title>Cycle 15/Proposal Drafting</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Proposal_Drafting&amp;diff=6861"/>
		<updated>2024-01-06T06:24:16Z</updated>

		<summary type="html">&lt;p&gt;Trungle: Add a space claiming section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Claiming Section =&lt;br /&gt;
&lt;br /&gt;
Because space identifiers can only be integers, in order not to step on each others&#039; toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you&#039;re doing, reach out to them and see if they&#039;re still interested in those specific spaces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spaces&lt;br /&gt;
! Claimant&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 200 - 220&lt;br /&gt;
| Trungle&lt;br /&gt;
| [[#Party Game Nomic Wheel]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 Jan 2024&lt;br /&gt;
| 666000 - 666999&lt;br /&gt;
| Trungle&lt;br /&gt;
| Hell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Drafts =&lt;br /&gt;
&lt;br /&gt;
Add proposals you&#039;re currently working on here.&lt;br /&gt;
&lt;br /&gt;
== Party Game Nomic Wheel ==&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Spinner&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Spinner&amp;quot; is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Spaces&#039;&#039;&#039; entitled &#039;&#039;&#039;Crystal Beam&#039;&#039;&#039; with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Crystal Beam&amp;quot; is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:&lt;br /&gt;
* Spaces 200 through 204 and all successors of space 204.&lt;br /&gt;
* Spaces 205 through 209 and all predecessors of space 205.&lt;br /&gt;
* Spaces 210 through 214 and all predecessors of space 210.&lt;br /&gt;
* Spaces 215 through 219 and all successors of space 219.&lt;br /&gt;
All players on any space in the selected set lose one crystal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a subrule to the rule &#039;&#039;&#039;Board&#039;&#039;&#039; entitled &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039; with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board&#039;s main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.&lt;br /&gt;
&lt;br /&gt;
For wheel rotation WR, the following connections should exist:&lt;br /&gt;
* Space 204 precedes space WR.&lt;br /&gt;
* Space 205 succeeds space (WR+10) mod 40.&lt;br /&gt;
* Space 210 succeeds space (WR+20) mod 40.&lt;br /&gt;
* Space 219 precedes space (WR+30) mod 40.&lt;br /&gt;
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each integer N between 200 and 219, inclusive, create space N with the following types:&lt;br /&gt;
* If the last digit of N is 1, 4, 5, or 8: Spinner.&lt;br /&gt;
* Otherwise, Blank.&lt;br /&gt;
&lt;br /&gt;
Create space 220 with the space type Crystal Beam.&lt;br /&gt;
&lt;br /&gt;
Create the following lines:&lt;br /&gt;
* from space 200 to space 204&lt;br /&gt;
* from space 205 to space 209&lt;br /&gt;
* from space 210 to space 214&lt;br /&gt;
* from space 215 to space 219&lt;br /&gt;
&lt;br /&gt;
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.&lt;br /&gt;
&lt;br /&gt;
Set the Wheel Rotation to 5. Create connections as specified in &#039;&#039;&#039;Wheel Rotation&#039;&#039;&#039;, if they do not already exists.&lt;br /&gt;
&lt;br /&gt;
== Implemented Proposals ==&lt;br /&gt;
&lt;br /&gt;
Once your proposal has gone into the ruleset, place it here for posterity.&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6859</id>
		<title>Cycle 15/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6859"/>
		<updated>2024-01-06T05:55:50Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* The Board */ Add a comprehensive list of spaces (long and boring and therefore collapsable)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
The following are players of this Cycle, listed in the order they joined.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Location (Space Identifier)&lt;br /&gt;
|-&lt;br /&gt;
|[idle account]&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ganzom&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|ceo_of_rng&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rosewinsall&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|google&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Magnitech&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hithroc&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SlimeyApprentice&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Lovely Lovely Aerie&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|emurphy42&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Board ==&lt;br /&gt;
Author&#039;s note: The rules do not currently denote the shape of a space nor the directionality in which they are connected. Therefore, the board presented here is a loop, so it may be easily visualized in 2d space.&lt;br /&gt;
&lt;br /&gt;
A space with no formatting is a Blank space. The 💎 on the board is space &#039;&#039;&#039;0&#039;&#039;&#039;, and is a crystal space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;💎&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;39&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;38&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;37&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;34&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;33&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;31&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Long and boring comprehensive list of spaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Identifier&lt;br /&gt;
! Space Type&lt;br /&gt;
! Set of Successors&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Crystal&lt;br /&gt;
|{1}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Blank&lt;br /&gt;
|{2}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blank&lt;br /&gt;
|{3}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blank&lt;br /&gt;
|{4}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blank&lt;br /&gt;
|{5}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blank&lt;br /&gt;
|{6}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Blank&lt;br /&gt;
|{7}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Blank&lt;br /&gt;
|{8}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Blank&lt;br /&gt;
|{9}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Blank&lt;br /&gt;
|{10}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Blank&lt;br /&gt;
|{11}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Blank&lt;br /&gt;
|{12}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Blank&lt;br /&gt;
|{13}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Blank&lt;br /&gt;
|{14}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Blank&lt;br /&gt;
|{15}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Blank&lt;br /&gt;
|{16}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Blank&lt;br /&gt;
|{17}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Blank&lt;br /&gt;
|{18}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Blank&lt;br /&gt;
|{19}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Blank&lt;br /&gt;
|{20}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Blank&lt;br /&gt;
|{21}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Blank&lt;br /&gt;
|{22}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Blank&lt;br /&gt;
|{23}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Blank&lt;br /&gt;
|{24}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Blank&lt;br /&gt;
|{25}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Blank&lt;br /&gt;
|{26}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Blank&lt;br /&gt;
|{27}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Blank&lt;br /&gt;
|{28}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Blank&lt;br /&gt;
|{29}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Blank&lt;br /&gt;
|{30}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Blank&lt;br /&gt;
|{31}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Blank&lt;br /&gt;
|{32}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Blank&lt;br /&gt;
|{33}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Blank&lt;br /&gt;
|{34}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| Blank&lt;br /&gt;
|{35}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Blank&lt;br /&gt;
|{36}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| Blank&lt;br /&gt;
|{37}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| Blank&lt;br /&gt;
|{38}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Blank&lt;br /&gt;
|{39}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| Blank&lt;br /&gt;
|{0}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6858</id>
		<title>Cycle 15/Gamestate</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15/Gamestate&amp;diff=6858"/>
		<updated>2024-01-06T05:40:19Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Players */ Trungle moves &amp;lt;https://discord.com/channels/515560801394753537/1192628957045080085/1193066380363305051&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Players ==&lt;br /&gt;
The following are players of this Cycle, listed in the order they joined.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Location (Space Identifier)&lt;br /&gt;
|-&lt;br /&gt;
|[idle account]&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ganzom&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Trungle&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Random Internet Cat&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Nyhilo&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|ceo_of_rng&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rosewinsall&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|google&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|snail&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Klink&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Magnitech&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hithroc&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SlimeyApprentice&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Lime&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Lovely Lovely Aerie&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|emurphy42&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Xenon dichloride&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Board ==&lt;br /&gt;
Author&#039;s note: The rules do not currently denote the shape of a space nor the directionality in which they are connected. Therefore, the board presented here is a loop, so it may be easily visualized in 2d space.&lt;br /&gt;
&lt;br /&gt;
A space with no formatting is a Blank space. The 💎 on the board is space &#039;&#039;&#039;0&#039;&#039;&#039;, and is a crystal space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;💎&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;39&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;38&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;37&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;34&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;33&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;31&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
	<entry>
		<id>https://infinite.nomic.space/wiki/index.php?title=Cycle_15&amp;diff=6857</id>
		<title>Cycle 15</title>
		<link rel="alternate" type="text/html" href="https://infinite.nomic.space/wiki/index.php?title=Cycle_15&amp;diff=6857"/>
		<updated>2024-01-06T05:18:23Z</updated>

		<summary type="html">&lt;p&gt;Trungle: /* Links */ add link to proposal drafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cycle 15 began on 2023/05/01.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 15/Getting Started|&#039;&#039;&#039;Getting Started&#039;&#039;&#039;]]&lt;br /&gt;
* [[Cycle 15/Ruleset|&#039;&#039;&#039;Ruleset&#039;&#039;&#039;]]&lt;br /&gt;
* [[Cycle 15/Gamestate|&#039;&#039;&#039;Gamestate&#039;&#039;&#039;]]&lt;br /&gt;
* [[Cycle 15/Proposal Drafting|&#039;&#039;&#039;Proposal Drafting&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Ruleset Submission Process ===&lt;br /&gt;
&lt;br /&gt;
* [[Cycle 15/Ruleset Submissions|Ruleset Submissions]]&lt;br /&gt;
* [[Cycle 15/Ruleset Draft|Initial Ruleset Draft]]&lt;/div&gt;</summary>
		<author><name>Trungle</name></author>
	</entry>
</feed>