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| = Ephemeral Rules = | | = Ephemeral Rules = |
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| == Time Beans ==
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| Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the Loop Instability, or 1, whichever is greater.
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| Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions
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| Changing the loop instability in this way is a crime.
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| == Crimes ==
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| For each 1 rolled while generating coins, that player can discover a crime that happened in the previous phase.
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| Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.
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| A robbery is a kind of crime, and each crime can only be discovered once.
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| For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.
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| On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.
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| If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.
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| Crime power is a non-transferrable ephemeral item. A player's SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.
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| If a player joins the game, grant that player 6 crime power.
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| For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions. If multiple players predict the same player, the earliest M predictions are valid. M is the number of robberies committed by that player in the next phase. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber for that robbery. Should a robber commit multiple robberies next phase, the robbery of lowest value is considered for this rule. If the predicted robber generates coins, and doesn't commit a robbery, grant the robber N coins, where N is their crime power.
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| == Pick a side ==
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| Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.
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| == Beaning ==
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| Any player (the bean thrower) can spend 3 time beans to "Bean" another player (the beanee). "Beaning" a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase. After being beaned, grant the beanee 3 time beans.
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| == Time Power ==
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| Time power is a non-transferable ephemeral item. A player's SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.
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| Once per phase, each player may destroy N coins, where N is the absolute value of the Loop Instability, to grant themselves 1 Time Power.
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| == Criminal Predictions ==
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| Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a robbery. If they commit a robbery in that phase after the player's prediction, each of the two players gain 1 Crime Power.
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| == Contraband ==
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| Contraband is a fungible ephemeral item. At the start of each phase, if any player possesses an amount of Contraband that exceeds that player's Crime Power, the amount of Contraband they posses is changed to be equal to their Crime Power.
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| Whenever a player rolls the same number on two or more dice while generating coins, that player may create an amount of Contraband equal to the number that was rolled, by declaring their intent to do so. If they do not explicitly declare their intent to create Contraband, none is created. Creating Contraband is a Crime.
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| Once per phase, if a player rolls a 12 while generating coins, that player may "sell Contraband." To sell Contraband, the player discards any chosen amount of Contraband, and gains 3 times that many coins. If a player rolled a 12 while generating coins last phase, but did not sell any Contraband, they may do so this phase. Selling Contraband is a Crime.
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