Round 2/Final Ruleset: Difference between revisions

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Created page with "Rule 1: Resources There exist six types of resources in the game: Ore, Fuel, Carbon, Food, Science, and Trade Goods. By default, each player starts off with no resources. Rules may define ways to obtain, spend, and/or lose resources. A player may not spend more resources than they have, and unless another rule specifies otherwise, a player may not possess more than 2 of each resource at one time. Each player's resources shall be tracked in a GitHub document named "Carg..."
 
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Rule 1: Resources
===Resources===


There exist six types of resources in the game: Ore, Fuel, Carbon, Food, Science, and Trade Goods. By default, each player starts off with no resources. Rules may define ways to obtain, spend, and/or lose resources. A player may not spend more resources than they have, and unless another rule specifies otherwise, a player may not possess more than 2 of each resource at one time.
There exist six types of resources in the game: Ore, Fuel, Carbon, Food, Science, and Trade Goods. By default, each player starts off with no resources. Rules may define ways to obtain, spend, and/or lose resources. A player may not spend more resources than they have, and unless another rule specifies otherwise, a player may not possess more than 2 of each resource at one time.
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Whenever a player's proposal passes, that player receives one Trade Good.
Whenever a player's proposal passes, that player receives one Trade Good.


Rule 2: Ships
===Ships===


Every active player has a ship. All ships have the following statistics (also referred to as the ship's "C-DSP"): Class (C) Durability (D) Speed (S) Power (P). Ships also have titles, but titles do not count as statistics. However, Ship titles are still noted next to a Ship's statistics, along with the name of that Ship's owner. A Ship's default title is the name of its class. A player may request to change a Ship's title by saying so explicitly in a channel and mentioning the Ship's new title (an @Archivist ping must also be included in the request). The request to change a Ship's title is not valid if the Ship is not your own or if another Ship already has said title.
Every active player has a ship. All ships have the following statistics (also referred to as the ship's "C-DSP"): Class (C) Durability (D) Speed (S) Power (P). Ships also have titles, but titles do not count as statistics. However, Ship titles are still noted next to a Ship's statistics, along with the name of that Ship's owner. A Ship's default title is the name of its class. A player may request to change a Ship's title by saying so explicitly in a channel and mentioning the Ship's new title (an @Archivist ping must also be included in the request). The request to change a Ship's title is not valid if the Ship is not your own or if another Ship already has said title.
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All rules that define a new Ship class must also define that Ship class' default DSP. The status of each player's Ship shall be tracked in a Github document called 'Ships'.
All rules that define a new Ship class must also define that Ship class' default DSP. The status of each player's Ship shall be tracked in a Github document called 'Ships'.


Rule 3: Trading
===Trading===


Players can request to trade with other players by pinging them in #trading-centre (a trading specific text channel). A trade can only be an exchange of 1 Trade Good for 1 of any other resource, and both players must agree to the trade. Once a trade has been agreed to, a Moderator or Archivist must also be pinged to update the Cargo-Hold.
Players can request to trade with other players by pinging them in #trading-centre (a trading specific text channel). A trade can only be an exchange of 1 Trade Good for 1 of any other resource, and both players must agree to the trade. Once a trade has been agreed to, a Moderator or Archivist must also be pinged to update the Cargo-Hold.


Rule 4: Dice rolls as Standardized Variability
===Dice rolls as Standardized Variability===


Should the need for variability arise, a player, rule, or any other game effect can call for a "dice roll" to determine the outcome using Beldum-Bot#8256's //rng command.
Should the need for variability arise, a player, rule, or any other game effect can call for a "dice roll" to determine the outcome using Beldum-Bot#8256's //rng command.
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Rules may also specify other results outside of, or in addition to, "Pass" and "Fail", or include clauses that override specific results.
Rules may also specify other results outside of, or in addition to, "Pass" and "Fail", or include clauses that override specific results.


Rule 5: Ship upgrades
===Ship upgrades===


A player can buy upgrades for their ship when and only when a player and their ship is docked at a space station. The names, costs (in resources) and effects of all available upgrades are specified in this rule in the form of a list. The adding or removal of upgrades are done by amending this rule. All upgrades have the effect described in this rule at the moment.
A player can buy upgrades for their ship when and only when a player and their ship is docked at a space station. The names, costs (in resources) and effects of all available upgrades are specified in this rule in the form of a list. The adding or removal of upgrades are done by amending this rule. All upgrades have the effect described in this rule at the moment.
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Upgrade 5: Gold Plated Hull. Cost: 4 food, 4 fuel, 4 trade goods, 4 ore, 4 science. Effect: This upgrade can only be purchased if your Ship already has Synthetic Fiber Captain's Chair, and only if no other Ship has Gold Plated Hull. This rule designates the Player whose Ship has Gold Plated Hull as winning the game.
Upgrade 5: Gold Plated Hull. Cost: 4 food, 4 fuel, 4 trade goods, 4 ore, 4 science. Effect: This upgrade can only be purchased if your Ship already has Synthetic Fiber Captain's Chair, and only if no other Ship has Gold Plated Hull. This rule designates the Player whose Ship has Gold Plated Hull as winning the game.


Rule 6: Rulings
===Rulings===


When there is a question as to the interpretation of the rules, any player may request a ruling by pinging a @moderator in a channel and describing what they would like clarification on. Any @moderator may issue the requested ruling before the end of the next full Legislative Day by posting it in the appropriate section of the the rules documentation. If no @moderator issues a ruling by this time, the player requesting the ruling may do so by posting it in a channel and pinging an @archivist to perform the update.
When there is a question as to the interpretation of the rules, any player may request a ruling by pinging a @moderator in a channel and describing what they would like clarification on. Any @moderator may issue the requested ruling before the end of the next full Legislative Day by posting it in the appropriate section of the the rules documentation. If no @moderator issues a ruling by this time, the player requesting the ruling may do so by posting it in a channel and pinging an @archivist to perform the update.
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Although they are posted in the rules documentation, rulings are not considered rules and may only be used to clarify rules that already exist. Once issued, however, rulings are considered legal precedent and must be adhered to with the same weight as the rule or rules they are clarifying.
Although they are posted in the rules documentation, rulings are not considered rules and may only be used to clarify rules that already exist. Once issued, however, rulings are considered legal precedent and must be adhered to with the same weight as the rule or rules they are clarifying.


Rule 7: Deckbuilding
===Deckbuilding===


Define a new entity called a "Card Class", and also define objects called "Cards" and "Piles". Card Classes have two properties: A name; and an associated event (called an Effect). Cards are instantiations of Card Classes; rules may create, destroy, move, or otherwise interact with cards as desired. Each Card is associated with exactly one Card Class. If a Card Class is repealed, all Cards associated with it cease to exist. A Pile is a collection of cards. A Card at any given moment must be in exactly one Pile; if at any time it is associated with no Pile, for example because the Pile it was part of was removed, the Card ceases to exist. (Cards may be moved from one Pile to another without ceasing to exist.) Players are entitled to know the contents of all Piles.
Define a new entity called a "Card Class", and also define objects called "Cards" and "Piles". Card Classes have two properties: A name; and an associated event (called an Effect). Cards are instantiations of Card Classes; rules may create, destroy, move, or otherwise interact with cards as desired. Each Card is associated with exactly one Card Class. If a Card Class is repealed, all Cards associated with it cease to exist. A Pile is a collection of cards. A Card at any given moment must be in exactly one Pile; if at any time it is associated with no Pile, for example because the Pile it was part of was removed, the Card ceases to exist. (Cards may be moved from one Pile to another without ceasing to exist.) Players are entitled to know the contents of all Piles.
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Players may voluntarily Encounter a Card once each time they spend or lose a proposal voucher.
Players may voluntarily Encounter a Card once each time they spend or lose a proposal voucher.


Rule 8: Card Class Creation Proposals
===Card Class Creation Proposals===


Card Class Change Proposals are defined as a proposal that creates, or deletes one Card Class or amends one or more attributes of one Card Class.
Card Class Change Proposals are defined as a proposal that creates, or deletes one Card Class or amends one or more attributes of one Card Class.
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If the Card Class Change Proposal is accepted, then the Card Class it modifies is changed accordingly, and then one new Card of that Card Class is created and added to the Discard pile, unless a different number is specified, in which case that many cards are created instead.
If the Card Class Change Proposal is accepted, then the Card Class it modifies is changed accordingly, and then one new Card of that Card Class is created and added to the Discard pile, unless a different number is specified, in which case that many cards are created instead.


Rule 9: The Map
===The Map===


A Github file labeled "The-Map" is created, with a coordinate system that has both an X and Y axis. The-Map is considered a direct extension of this rule, and as such can be amended at the same time as this rule. Each coordinate pair contains one Feature slot, which is empty by default, but can be filled by a Feature as defined by this or other rules. Each Feature must include a name, and may include additional effects. Coordinate pairs are referred to with the following format:
A Github file labeled "The-Map" is created, with a coordinate system that has both an X and Y axis. The-Map is considered a direct extension of this rule, and as such can be amended at the same time as this rule. Each coordinate pair contains one Feature slot, which is empty by default, but can be filled by a Feature as defined by this or other rules. Each Feature must include a name, and may include additional effects. Coordinate pairs are referred to with the following format:
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Space Station: Any ship that shares a location with this Space Station is considered Docked. Each day any ships that are Docked at the Space Station may gain 1 Fuel by posting the message "Refueling my ship" in #space.
Space Station: Any ship that shares a location with this Space Station is considered Docked. Each day any ships that are Docked at the Space Station may gain 1 Fuel by posting the message "Refueling my ship" in #space.


Rule 10: Piracy
===Piracy===


If a player's ship is in the same location as another player's ship, then either player may choose to spend one Carbon to attempt to steal the other's cargo.
If a player's ship is in the same location as another player's ship, then either player may choose to spend one Carbon to attempt to steal the other's cargo.
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Players may not commit piracy while docked at the space station.
Players may not commit piracy while docked at the space station.


Rule 11: To Explore Strange New Worlds
===To Explore Strange New Worlds===


A player may move their Ship to a coordinate pair which does not exist in the map if the coordinate pair consists of two integers AND the coordinate pair would be legal to move to if it did exist. When this happens, the player who moved to the new coordinate pair must Encounter a Card.
A player may move their Ship to a coordinate pair which does not exist in the map if the coordinate pair consists of two integers AND the coordinate pair would be legal to move to if it did exist. When this happens, the player who moved to the new coordinate pair must Encounter a Card.