Round 9/Ruleset: Difference between revisions

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'''This is not representative of the current/final ruleset. We lost track of everything.'''
== Info ==
== Info ==
=== General ===
=== General ===
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Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.
Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.
Any player that would own a non-natural and non-zero number of any given type of item owns zero of it instead.


== Actions ==
== Actions ==
A "game action" is any action a player may take that would alter the gamestate. A default-method game action is a game action that the rules describe as performable by some persons but do not explicitly provide a method for, or an action which the rules describe as performable in #game-actions.
A "game action" is any action a player may take that would alter the gamestate. A default-method game action is a game action that the rules describe as performable by some persons but do not explicitly provide a method for, or an action which the rules describe as performable in #game-actions.


Default-method game actions may be performed by announcing intent to do so in #game-actions, provided that any conditions placed on its performance are fulfilled. Such actions take place in the order specified in the message (or in the order they appear, if no order is specified). For the purposes of this paragraph, editing a message does not constitute an announcement.
Default-method game actions may be performed by, clearly and without obfuscation, announcing intent to do so in #game-actions, provided that any rules-defined conditions placed on its performance are fulfilled and that any necessary parameters are specified clearly and without obfuscation. Such actions take place in the order specified in the message (or in the order they appear, if no order is specified). For the purposes of this paragraph, editing a message does not constitute an announcement.


=== Trade ===
=== Trade ===
Players may give or exchange items in their possession with other players. The exchange or act of giving items takes place immediately after both players explicitly express their consent to the trade in #game-actions.
A trade is is an exchange or transfer of zero or more items between two entities.
Players may trade items with other players.
Players may trade non-Quack items with ducks in their own possession.
 
A trade between two players takes place when both players explicitly consent to the trade in #game-actions. A trade between a player and their duck takes place when the player announces it in #game-actions.


=== Duck Words ===
=== Random Choice ===
These are duck words:
If a player has specified some, but not 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, exists, 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.
*quack
*uwu
*egg
*waddle
*Treason
*Chaos
*Eldritch
*Inter-dimensional
*Duck
*Pond
*Goose


== Proposals ==
== Proposals ==
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* Period Two: Thursday, Friday, Saturday
* Period Two: Thursday, Friday, Saturday


Unless otherwise specified, the voting period for proposals made in Period One is Period Two, and the voting period for proposals made in Period Two is the next week's Period One. At the end of every voting period, then, for each proposal in the order that they were submitted, if that proposal is adopted, then it takes effect. Unless otherwise specified, a proposal is adopted if and only if there are more votes in favor than against, or if there are equal numbers of votes in favor and against, and the proponents' ducks have more Quacks than the opponents' ducks.
Unless otherwise specified, the voting period for proposals made in Period One is Period Two, and the voting period for proposals made in Period Two is the next week's Period One. When a proposal's voting period ends, if that proposal is adopted, it takes effect. If the voting periods of multiple proposals end simultaneously, proposals that take effect do so sequentially in the order they were submitted.Unless otherwise specified, a proposal is adopted if and only if there are more votes in favor than against, or if there are equal numbers of votes in favor and against, and the proponents' ducks have more Quacks than the opponents' ducks.


A 🍞 or 🦆 reaction by a player on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
A 🍞 or 🦆 reaction by a player on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
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== Ducks ==
== Ducks ==
When a player joins the game, a duck is created in the possession of that player. Each duck has exactly one name, or its name is unset (which is the default case). Name is an essential duck attribute. The owner of a duck may change its name, specifying its new name, by posting in #game-actions.
When a player joins the game, a duck is created in the possession of that player. Each duck has exactly one name, or its name is unset (which is the default case). Name is an essential duck attribute. The owner of a duck may change its name, specifying its new name, by posting in #game-actions.
If a duck possesses an Abundant Nothing, that duck collapses into an egg. The duck is removed from the game and its owner gains one egg.


=== Duck Naming Criteria ===
=== Duck Naming Criteria ===
All player may give their duck any name, with the following exceptions:
All player may give their duck any name, with the following exceptions:
* names impersonating players
* names that, at the time they were assigned, impersonated the name of one or more specific players
* names violating Discord's TOS or the rules of the Infinite Nomic Discord server
* names violating Discord's TOS or the rules of the Infinite Nomic Discord server
* names longer than 140 characters or shorter than 1
* names longer than 140 characters or shorter than 1
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Once per voting period, a player may feed another player’s duck by announcing which duck they with to feed in #game-actions, and optionally adding one valid fruit. The duck being fed gains 1d6 Quacks, plus any benefits from the fruit. If a duck is ever to change possession, its Quacks transfer with it, remaining in possession of the duck.
Once per voting period, a player may feed another player’s duck by announcing which duck they with to feed in #game-actions, and optionally adding one valid fruit. The duck being fed gains 1d6 Quacks, plus any benefits from the fruit. If a duck is ever to change possession, its Quacks transfer with it, remaining in possession of the duck.


=== Quack Attacks ===
=== Quacktion ===
The following actions are designated "Quack Attacks" and can be performed by posting intent to do so in #game-actions. Quack Attacks are performed through a duck in one's one possession. Each Quack Attack has an associated cost. Upon performing a quack attack, the cost is deducted from the duck through which the attack was performed. Quack Attacks cannot be performed through ducks who do not have quacks equal to or greater than the cost of that attack. If a Quack Attack requires targets, these must be specified in the same message as the action intent.
The following actions are designated "Quacktions" and can be performed by posting intent to do so in #game-actions. Quacktions are performed through a duck in one's one possession. Each Quacktion has an associated cost. Upon performing a quacktion, the cost is deducted from the duck through which the attack was performed. Quacktions cannot be performed through ducks who do not have quacks equal to or greater than the cost of that attack. If a Quacktion requires targets, these must be specified in the same message as the action intent.
 
* Standard Quack Attack. Cost: N Quacks, where N is positive and even. Targets: 1 Duck. Effect: The target loses N/2 quacks.
 
* Lay Egg. Cost: N Quacks, where N is positive. Targets: None. Effect: Roll a dN, and if the result is 10 or greater, the attacking duck gains 1 Egg.
 
* Hatch Egg. Cost: 1 Egg, 5 Quacks. Targets: None. Effect: A new duck is created in the possession of the attacking duck's owner. The new duck's parent is the attacking duck.
 
* Divine Scrambler. Cost: N Quacks, where N is a multiple of 20. Targets: Any one entity possessing at least one God Egg. Effect: N/20 God Eggs are transferred from the target to the attacking duck's player.
 
* Steal Duck. Cost: All quacks possessed by the target duck. Targets: One named duck belonging to the DUCK DUKE with more than ten Quacks. Effect: Possession of the target is transferred from the DUCK DUKE to the attacker. This attack may not be performed by Duck Royalty.
 
* Cannibalism. Cost: None. Target: Any duck owned by the same player. Effect: The attacking duck gains ten quacks plus the target's amount of quacks. The target is removed from the game.


{| class="wikitable"
|+ Quacktions
|-
! Name !! Cost !! Target !! Effect
|-
| Quack Attack || N Quacks, where N is positive and even || 1 Duck || The target loses N/2 quacks
|-
| Lay Egg || N Quacks, where N is positive || None || Roll a dN, and if the result is 10 or greater, the attacking duck gains 1 Egg. If that egg is used to create a duck via Hatch Egg, its parent will be the duck that performed this action.
|-
| Hatch Egg || 1 Egg, 5 Quacks || None || A new duck is created in the possession of the attacking duck's owner.
|-
| Divine Scrambler || N Quacks, where N is a positive multiple of 20 || Any one entity possessing at least one God Egg || N/20 God Eggs are transferred from the target to the attacking duck's player
|-
| Steal Duck || All quacks possessed by the target duck || One named duck belonging to the DUCK DUKE with more than ten Quacks || Possession of the target is transferred from the DUCK DUKE to the attacker. This attack may not be performed by Duck Royalty
|-
| Cannibalism || None || Any duck owned by the same player || The attacking duck gains ten quacks plus the target's amount of quacks. The target is removed from the game
|-
| Adopt || None || Any duck that does not have a parent and is owned by the same player || The attacking duck becomes the target's parent
|-
| Make Smoothie || 5 Quacks || None || Craft a Smoothie from Fruits as specified in the Fruit rule
|}


=== Duck Colour ===
=== Duck Colour ===
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If the number was none of the above, the duck is Red.
If the number was none of the above, the duck is Red.
If an uncoloured duck has a parent with a colour, it becomes the same colour as its parent.


=== Scouting ===
=== Scouting ===
During a voting period, a player can send a duck on a scouting mission by rolling a d12 for the duck. When the duck is on the scouting mission, benefits the duck provides the player are paused. Any upkeep cost of owning the duck is also paused until the duck returns.
During a voting period, a player can send a duck on a scouting mission by rolling a d12 for the duck.


The number rolled on the d12  to commence the scouting mission is the potential quacks. If the duck returns, the duck will have this number of potential quacks added to their existing quacks. For a player's duck to return, the player must wait until after the end of the voting period the duck was sent on the mission. Then the player can then roll a retrieval d12 roll to attempt to retrieve the duck. If the retrieval roll is greater than or equal to the number of potential quacks determined upon the duck's departure, the duck returns. When the player attepts to retrieve the duck, and if the duck's potential quacks exceeds 9, the player may choose to cut their losses by posting their intent in #game-actions. The duck's potential quacks become 1, and the duck returns without requiring a retrieval roll. Only one attempt to retrieve any given duck can be made in any given voting period. Upon return, the potential quacks are added to the returning duck's total quacks and benefits and costs the duck provides to the player are unpaused. If the roll to retrieve the duck is 12 or higher, the owner of the duck will obtain a new duck along with their existing duck.  
The number rolled on the d12  to commence the scouting mission is the potential quacks. If the duck returns, the duck will have this number of potential quacks added to their existing quacks. For a player's duck to return, the player must wait until after the end of the voting period the duck was sent on the mission. Then the player can then roll a retrieval d12 roll to attempt to retrieve the duck. If the retrieval roll is greater than or equal to the number of potential quacks determined upon the duck's departure, the duck returns. If the duck does not return, its potential quacks decreases by 1, to a minimum of 1. When the player attepts to retrieve the duck, the player may choose to cut their losses by posting their intent in #game-actions. The duck's potential quacks become 1, and the duck returns without requiring a retrieval roll. Only one attempt to retrieve any given duck can be made in any given voting period. Upon return, the potential quacks are added to the returning duck's total quacks and benefits and costs the duck provides to the player are unpaused. If the roll to retrieve the duck is 12 or higher, the owner of the duck will obtain a new duck along with their existing duck.  


If a duck returns without it's owner cutting their losses, the owner rolls a d20 and obtains the corresponding item(s) on the following loot table:
Each time that a duck returns without its owner cutting their losses, its owner can once roll a d20 and obtain the corresponding item(s) on the following loot table:


{|
{| class="wikitable"
| 1-4 || 2d6 seeds
| 1-4 || 2d6 seeds
|-
|-
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=== Fruit ===
=== Fruit ===
Fruit are items that can be fed to a duck as specified in the Feeding Ducks subrule.
Fruit are items that can be fed to a duck.  


{| class="wikitable"
{| class="wikitable"
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! Item Name !! Description
! Item Name !! Description
|-
|-
| Grapes || You may use grapes to feed one of your own ducks instead of another's.
| Grapes || You may use grapes to feed one of your own ducks instead of another's. You may do this even if you have already fed a duck this voting period.
|-
|-
| Blood Orange || When feeding to an uncolored duck, add 3 to the final number for the purpose of determining duck color.
| Blood Orange || When feeding to an uncolored duck, add 3 to the final number for the purpose of determining duck color.
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| Seeds || You may feed 10 seeds to a duck when feeding a duck. That duck gains 1 additional quack.
| Seeds || You may feed 10 seeds to a duck when feeding a duck. That duck gains 1 additional quack.
|-
|-
| Mango Slice | If fed to a colored duck, the duck is assigned a color based on the dice roll as if it were uncolored.
| Mango Slice || If fed to a colored duck, the duck is becomes uncolored. If the duck has a colored parent, its color is not affected by the color of its parent as specified in other rules.
|}
|}
Smoothies are Fruits that can be crafted by a player performing the Make Smoothie Quacktion through one of their ducks. A Smoothie is made by combining 2 different non-Smoothie Fruits. The name of a smoothie is the result of concatenating the names of each of its constituent fruits in alphabetical order, with spaces in between, then appending " Smoothie". Using any name that clearly and unambiguously designates a smoothie is deemed to designate that smoothie, even if it differs from the true name. The smoothie's properties are dictated by the unification of the constituent fruits' properties.


=== Essential Attributes ===
=== Essential Attributes ===
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The Duck Disciple is an entity that worships the Duck God.
The Duck Disciple is an entity that worships the Duck God.


The Duck Disciple is not owned by any player, but still may be the target of Quack Attacks. Once per voting period, a player may perform a Quack Attack against the Duck Disciple. After this attack resolves, the Duck Disciple then performs a Ritual Quack Attack. This is a Quack Attack that can be performed by the Duck Disciple by its own means and without the need for player ownership. If, after performing this quack attack, the Duck Disciple has 0 or fewer quacks, it perishes.
The Duck Disciple is not owned by any player, but still may be the target of Quacktions. Once per voting period, a player may perform a Quacktion against the Duck Disciple. After this Quacktion resolves, the Duck Disciple then performs a Ritual Quack Attack. This is a Quacktion that can be performed by the Duck Disciple by its own means and without the need for player ownership. If, after performing this Quacktion, the Duck Disciple has 0 or fewer quacks, it perishes.


* Ritual Quack Attack. Cost: None. Targets: 1 random named Duck that is not the Duck Disciple. Effect: Target loses 1d6 quacks.
* Ritual Quack Attack. Cost: None. Targets: 1 random named Duck that is not the Duck Disciple. Effect: Target loses 1d6 quacks.
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When a Duck Disciple perishes, all ducks that dealt damage to that Duck Disciple gain 1d6 quacks. Additionally, the owner of the duck that reduced the Duck Disciple to 0 or fewer quacks rolls a d20 on the following table and receives the benefit of that roll.
When a Duck Disciple perishes, all ducks that dealt damage to that Duck Disciple gain 1d6 quacks. Additionally, the owner of the duck that reduced the Duck Disciple to 0 or fewer quacks rolls a d20 on the following table and receives the benefit of that roll.


{|
{| class="wikitable"
| 1-10  || 4d6 seeds
| 1-10  || 4d6 seeds
|-
|-
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If a Duck Disciple does not exist at the beginning of a voting period, one will be created with 3d20 quacks and will be given a name by means of an available source that is capable of generating random duck names. The Duck Disciple will then be known by that name, with the "Disciple" title preceding it, and a incrementing numerical suffix if a Duck Disciple with that name has existed before.
If a Duck Disciple does not exist at the beginning of a voting period, one will be created with 3d20 quacks and will be given a name by means of an available source that is capable of generating random duck names. The Duck Disciple will then be known by that name, with the "Disciple" title preceding it, and a incrementing numerical suffix if a Duck Disciple with that name has existed before.
== Duck Old One ==
There may not be an entity as defined by the rules called the Duck Old One. If an entity called the Duck Old One ever does come into existence, it is immediately removed from the gamestate.
Immediately after the first time a game action is taken by a player each week, the Duck Old One gains 1d4 God Eggs and performs an Eldritch Quack Attack. The Eldritch Quack Attack is a Quack Attack that can be performed by the Duck Old One by its own means and without the need for player ownership.
* Eldritch Quack Attack. Cost: None. Targets: 1 random named Duck that is owned by a player. Effect: Target loses a number of quacks equal to the number of God Eggs owned by the Duck Old One.
If the Duck Old One possesses 24 or more God Eggs at one time, all players lose the round.


== Ponds ==
== Ponds ==
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A judge ruling can be overturned within 4 days of being made by initiating a public vote of confidence in #game-actions; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.
A judge ruling can be overturned within 4 days of being made by initiating a public vote of confidence in #game-actions; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.
A ruling may be overturned by the Judge 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.