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== bad? ideas (not part of initial rules, but serve to promote this initial ruleset) == === Bonus entities === There exists an entity called 'Bonus'. As long as a path with total positive value exists from a player's entity to that bonus entity, that player can make an additional move each phase. === Power Bonus === If a path from a player's entity exists with infinite value (ie a cycle), that player can make an additional move each phase. === Sad Bonus === If a path from a player's entity exists with negative infinite value (ie a cycle), that player can make an additional move each phase. === Points revamp === Turns are now either one move or one firing. Winning is now the first player to 100 points. ==== Score ==== Each player has an integer called points. ==== Firing ==== A firing consists of a player traversing the directed graph, starting from their vertex, and adding up each traversal. A player adds up the points when the traversal finishes, or, if a traversal would never finish due to a cycle, then -10. This value is added to their score. Alternatively, if a traversal would go to an entity that has been visited, it instead doesn't, and no value is counted for that edge. If there are multiple valid traversals, the player who fires should specify the particular desired traversal, otherwise it fails. ==== Shop ==== The shop is an entity. A player can buy items if the shop is connected to them. A player can sell items if they are connected to the shop. === Anti-cycle laws === ==== Version 1 ==== If, after a move, a cycle exists, all positive edges in those cycles have their value decreased by 1, and all negative edges in those cycles have their value increased by 1. ==== Version 2 ==== If, after a move, a cycle with total a total positive edge weight exists, all edges in that cycle have their value decreased by 1. === Items === An item is stored on an entity. That entity may choose to give that item to any entity it is connected to by a path with a total positive value. === Adventurer === Each player has an adventurer which starts at their entity. At the beginning of each phase, they may have their adventurer move across the edge with the highest weight. An adventurer starts with 0 gold. When an adventurer moves, they gain an amount of gold equal to the edge they moved across. When an adventurer is back at their player's entity, it deposits the gold as points. === Power debuff === An player is powerful if they have 5 or more outbound edges from their entity with positive weight. That player must choose one of those edges and reduce its weight by 1. === Multigraph Madness === There exists a second matrix to represent a separate, second graph, and moves can be made onto either matrix.
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