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Cycle 15/Proposal Drafting
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= Drafts = Add proposals you're currently working on here. == Hell == ''[https://discord.com/channels/515560801394753537/1192644634338394173 Read the discussion here]'' Create a new subrule of rule '''Board''' entitled '''Hell''' with the text: <blockquote> 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. A space with identifier 666000 always exists, and is created immediately with the "Blank" space type if it does not. This space can be referred to as the Gates of Hell. 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. 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. </blockquote> Create a new subrule of rule '''Spaces''' entitled '''Hell Portal''' with the text: <blockquote> "Hell Portal" is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell. </blockquote> Create a new subrule of rule '''Spaces''' entitled '''Deal with the Devil''' with the text: <blockquote> "Deal with the Devil" 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. </blockquote> Create a new rule entitled '''Curse''' with the text: <blockquote> The Devil is an entity. 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. 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. </blockquote> Create space 667000 with type '''Deal with the Devil'''. For N from 0 through 9: * Let X=666000 + N*100 and let Y=X+9. * Create spaces X through Y with type Blank. * Create a loop from X to Y. * 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. * If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z. === Todo === * Add an alternate escape route from Hell that doesn't involve the Curse (maybe randomized each phase?) * Add traps all over the place (once more trap space types exist) * Add more flavor text (this proposal '''begs''' for some flavorful descriptions) == Simpler rolls verbiage == ''[https://discord.com/channels/515560801394753537/1194082609152663644 Read the discussion here]'' === Dice Rolls === A roll of a K-sided die, is a value selected among integers from 1 to K, using a uniform random distribution. Multiple rolls, or multiple dice, are independent such selections. A rule that requires a selection of an NdK value, for non-negative (β₯0) integer N and positive (>0) integer K, is requiring the random selection of N rolls of a K-sided die. * (If not otherwise specified) the resulting value is the sum of those rolls. If N is 0 the sum is 0. * If a rule requires an NdK dice roll '''with a target number x (abbreviated as "x+")''', the resulting value is instead the number of N independent 1dK rolls that meet or exceed the target number. == Skill Upgrades == Create a new subrule of '''Players''' entitled '''Hearts''' with the text:<blockquote>All players have 2 maximum hearts initially. When a player takes damage, they loose that many hearts. This does not decrease their maximum hearts. If a player has less than 1 heart, they die.</blockquote>Create a new subrule of '''Hearts''' entitled '''Death''' with the text:<blockquote>If a player dies, they are sent to space 0 and their hearts are restored to their maximum hearts.</blockquote>Create a new subrule of '''Players''' entitled '''Level''' with the text:<blockquote>Experience Points are an item. They cannot be traded. Skill Points are items. They cannot be traded. All players have a level equal to ββ(x)β, where x is the number of Experience Points possessed by that player. When a player's level increases to the succeeding integer, they gain 1 Skill Point.</blockquote>Create a new subrule of '''Players''' entitled '''Attributes''' with the text:<blockquote>All attributes are items that cannot be traded. A player may use 1 Skill Point to select an attribute and grant themself 1 of it. Attributes do not have to be used and their effect is always applied to the player that owns it. The following table details the available attributes and the effect that possessing them has on the player.</blockquote> {| class="wikitable" |+ !Name !Effect |- |Vitality |Increases the your maximum hearts by 1. |- |Speed |Roll 1 additional d4 when moving. |- |Perseverance |Select 2 additional spaces when moving. |- |Rizz |You gain a +10% chance to roll again when gambling (values over 100% are treated as 100%). |- |Insightfulness |Gain 1 additional garbage if you gain garbage when landing on a Garbage Pile space. |} Create a new subrule of '''Attributes''' entitled '''Traits''' with the text:<blockquote> A trait is a type of item that cannot be traded. If a player would have multiple of the same trait, they are removed until they have only 1. Traits are obtained by performing a specific method, as outlined below.</blockquote> {| class="wikitable" |+ !Name !Effect !Obtaining |- |Infernal Heart |When you have 1 heart, select between 0 and 3 (you may choose) additional spaces when moving. |Land on or pass through a Hazard type space (with non-blank pseudo-type) whilst having 1 heart and not dying from it. |- |Double Trouble |For each set of the same values rolled in movement, roll kd6, where k is the number of same values. |Roll at least two of the same number in movement. |- |Dice Deuce |If you roll any 2s in moving, you may reroll those dice. This applies recursively. |Roll at least two 2s in movement. |- | | | |} Create a new subrule of '''Spaces''' entitled '''EXP''' with the text:<blockquote>"EXP" is a type of Space. When a player lands on an EXP type space, they gain 3 Experience Points. When a player passes through an EXP type space, they gain 1 Experience Point.</blockquote>Change spaces -212, -207, -35, -25, -15, 15, 35, 200 and 209 to type EXP. Create a new subrule of '''Spaces''' entitled '''Thorns''' with the text:<blockquote>"Thorns" is a type of Space. When a player passes through a Thorns type space, they take 1 damage.</blockquote>Append "Thorns" to the list in '''Hazard'''. Create a new subrule of '''Spaces''' entitled '''Molten Coals''' with the text:<blockquote>"Molten Coals" is a type of Space. When a player lands on a Molten Coals type space, they take 1 damage.</blockquote>Append "Molten Coals" to the list in '''Hazard'''. Create a new subrule of '''Spaces''' entitled '''Caltrops''' with the text:<blockquote>"Caltrops" is a type of Space. When a player passes through or lands on a Caltrops type space, they take 1 damage.</blockquote>Append "Caltrops" to the list in '''Hazard'''.
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