Cycle 13/Ruleset: Difference between revisions

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Updated to reflect the proposals passed at the end of Phase VI.
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* If Loop Instability is not less than 9, the following occur in order:
* If Loop Instability is not less than 9, the following occur in order:
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
** All rules that are not persistent are simultaneously repealed
** All rules that are not persistent are simultaneously repealed. During this step, rules to the contrary notwithstanding, only rule changes provided for by persistent rules (including this one) can occur. Should the evaluation of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.
** All items that are not defined as persistent by the rules are removed from inventories.
** All items that are not defined as persistent by the rules are removed from inventories.
** Loop Instability is set to 0.
** Loop Instability is set to 0.
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Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.


At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains 1 Orb and the reward for that goal in that loop, if any.


=== Goal list ===
=== Goal list ===
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* Have the most Nomicubes at the end of the loop
* Have the most Nomicubes at the end of the loop
* Be the first player in the loop to have at least 100 coins in their possession.
* Be the first player in the loop to have at least 100 coins in their possession.
* Have fewer coins than each other player at the end of the Loop.
* Have the fewest Nomicubes at the end of the loop.


=== Reward list ===
=== Reward list ===


* 1 Orb
* 2 Orbs
* 1 Orb Share Privilege
* 1 Orb Share Privilege
* 1 Orb Steal Privilege
* 1 Orb Steal Privilege
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* 1 Extra Vote Privilege
* 1 Extra Vote Privilege
* 1 Time Adjustment Privilege
* 1 Time Adjustment Privilege
* 3 tokens


== Items ==
== Items ==
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The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.


Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal's changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.
Standard proposals can only enact, amend, repeal, or retitle ephemeral rules and/or alter state that is provided for solely by the ephemeral rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal's changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.


== Transtemporal Proposal ==
== Transtemporal Proposal ==
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== Orb Share Privilege ==
== Orb Share Privilege ==
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.  


A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself.  


If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.
When this action is taken, the nominated player gains 2 Orbs.


== Orb Steal Privilege ==
== Orb Steal Privilege ==
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.  


A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself.  
 
When this action is taken, the nominated player loses 1 Orb and the player taking this action gains 1 Orb.


== Goal Selection Privilege ==
== Goal Selection Privilege ==
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Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.


A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability.


= Ephemeral Rules =
= Ephemeral Rules =


== Humors ==
== Economy ==
Each Player has 4 Humor values; Blood, Yellow Bile, Black Bile and Phlegm. Each of these values are initially 100.
Each player who is not a merchant can register as a merchant by posting to game-actions with a unique item name. That name is now an item. Each merchant can grant 1 of their own currency to themselves by removing 5 coins from their possession.
 
A Player's humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.
 
During a given Phase, Players' Humor values cannot change until the state of the Pestilence Loop has been Announced that Phase. If a Player attempts to take an action which would change their Humor values prior to the state of the Pestilence Loop being Announced, that action instead does not occur.
 
Any actions that have the potential to change a player's humors can only be taken while they have not metabolised during the current phase.
 
== Expelling ==
Once per phase, each player can lower one of their humor values to a specified integer value between 10 below the current value and 0 by saying they do so in #game-actions.
 
== Replenishing ==
Once per phase, each player can raise one of their humor values by 10 by saying they do so in #game-actions.
 
== Metabolism ==
Once per Phase, provided a player has Announced the state of the Pestilence Loop that Phase, players may Metabolize by stating as such in #game-actions. Any attempt to Metabolize before the state of the Pestilence Loop has been Announced that Phase fails and has no effect.
 
To Metabolize, players must roll a dN, where N is the number of Ailments they have plus 2, and if the result is 1, they gain an Ailment. After doing so their Ailments are applied.
 
At the start of each phase each player has a SCRS of 0. After metabolizing during that phase it is either 6 if their Humors are balanced or 2 if they are not.
== Ailments ==
Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency.
 
When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain.
 
Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another and their existing Ailment festers instead.
 
When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a random potency between 1 and 10, randomly decide whether to negate that potency, and give it a unique name.
 
When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.
 
== The Pestilence Loop ==
The Pestilence Loop is an entity which has 4 Humor values of the same types as the Humors of players: Blood, Yellow Bile, Black Bile, and Phlegm. Each of these values is initially 100.
 
The Pestilence Loop's Humors are considered balanced if no Humor is below 50 or over 150, and they are all within 10 of each other.
 
Once per Phase, any player may Announce the state of the Pestilence Loop by declaring their intent to do so in #game-actions. Their message should include the mean values (rounded to the nearest integer) of the four Humors across all Players who have Metabolized at least once this Loop; the Humors of the Pestilence Loop are then set to these values.
 
If, at the end of a Phase, the Pestilence Loop's Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). If instead, at the end of a Phase, the Pestilence Loop's Humors are imbalanced, Loop Instability is increased by 1.
 
== Temperaments ==
Each type of Humor has an associated Temperament:
 
* Blood:  Sanguine (BL)
* Yellow Bile: Choleric  (YB)
* Black Bile:  Melancholic (BB)
* Phlegm: Phlegmatic (PH)
 
A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.
 
Each phase, before they metabolise, each player can randomly select a temperament, which is their Goal Temperament for that phase. When a player has the same temperament as their Goal Temperament for that phase after metabolising, once during that phase, any player can grant that player 1 Nomicube.
 
== Reagents ==
Reagents are items. Reagents of the same type are fungible. Players can purchase a reagent for 2 coins by stating as such in #game-actions.
 
When a player gains a Reagent of an unspecified type, they must roll a dN, where N is the number of types of Reagents that exist plus one, to determine which type of Reagent they get. If the result is less than N, they gain a Reagent of the corresponding type in order of creation. Otherwise, a new type of Reagent is created for them to gain.
 
When a new type of reagent is created, the player that triggered it must give it a unique name.


== Concoctions ==
== Promises ==
Concoctions are items. Concoctions of the same type are fungible.  
Any player (the promisee) can destroy one of any player's merchant currency (the promiser) that is in the promisee's possession to transfer a specified ephemeral item from the promiser to the promisee.


Players can brew a Concoction by stating as such in #game-actions. To do so they must select a set of reagents they own, containg reagents of at least two different types, to use as the recipe. The reagents used as the recipe are then destroyed. If the recipe is already associated with a type of Concoction, the player gains a Concoction of that type. Otherwise, the player gains a new type of Concoction which is then associated with that recipe.
== The Mayor ==
The Mayor is an elected position.


Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.
The Mayor may approve standard proposals by reacting to them with the :ballot_box: emoji.


Players can throw a concoction they own at a specified player by stating as such in #game-actions, causing the specified player to consume the concoction. Each can only throw one concoction at each other player per phase.
Standard proposals are popular if they were not proposed by the current Mayor and they have been approved by the current Mayor. All other standard proposals are not popular.


== Festering ==
== Elected Positions ==
When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative.
Each elected position is occupied by up to one player at a time. When a player gains an elected position, any other players with that elected position lose it.


== Temperament Powers ==
Each phase, players may nominate themselves for a specific elected position by posting a message in game-actions. Players may support their nomination by reacting to that message with the  emoji. At the beginning of each phase, each elected position is given to the player whose nomination for that position in the previous phase received the most support.
While a player has a temperament of Choleric, they can purchase a reagent for 1 coin instead of 2, and if their humors are unbalanced, each of their humors decreases by 5 when they purchase a reagent.


While a player has a temperament of Melancholic, their SCRC is 1 higher, and if their humors are unbalanced, each of their humors decreases by 5 when they generate coins.
== Someone Must Win ==
If the loop instability is 8 or more, and no player has ever had 100 coins this loop, reduce the loop instability to 7.


While a player has a temperament of Phlegmatic, they can remove a specified ailment from themselves if they haven't already this way this phase, and if their humors were unbalanced beforehand, each of their humors decreases by 5 after doing so.
== Teamwork ==
Once per phase, each player can increase their SCRC by 1 by destroying a number of merchant currencies of different types they own equal to their SCRC.