Cycle 15/Ruleset Draft: Difference between revisions

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open questions:
Rules defined in subsections claim to be subrules of rules defined in their supersections.
 
is movement specified correctly?
 
is the board specified correctly?


== Time ==
== Time ==
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A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.
A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.
Rules defined in subsections claim to be subrules of rules defined in their supersections.


A rule that is not a subrule is a top-level rule.
A rule that is not a subrule is a top-level rule.
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* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as "x+". For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to "3+".
* If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as "x+". For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to "3+".
=== Progressive Actions ===
Where the rules define a "progressive action", a person authorized to take that action may take that action as described in this rule. For this purpose, the "appropriate channel" is the channel specified by the rule defining the action (defaulting to #game-actions).
An authorized person may "commence" (syn. "begin") the action by sending a message in the appropriate channel. A person who has done so may then make any required selections (including, potentially, random choices) required for the action in the appropriate channel.
Upon the person making all required selections (that is, immediately after they make the final required selection), the action is deemed to be performed if all of the following are true at that time:
* The time is in the same phase in which they commenced the action.
* They are authorized to perform the action.
* All other preconditions of the action specified in the rules are met.
* All provided selections are valid (as required by the defining rule).


== Initialization ==
== Initialization ==
If no spaces exist, then the following occur:
Upon the first instant that this rule takes effect, the following occur in order:
* Spaces are created for each integer N from 0 to 39.
* For each integer 0 to 39, in ascending numerical order, a space is hereby created with that identifier if it does not already exist.
* Each space N leads to space N+1, except for space 39, which leads to space 0.
* For each space with identifiers 0 to 38, in ascending numerical order, that space's successors is hereby the set consisting solely of the space with the next numerical ID.
* The type of space 0 is set to Crystal.
* Hereby, the sole successor of space 39 is space 0.
* Hereby, the type of space 0 is Crystal.
* This rule is repealed.
* This rule is repealed.


== Board ==
== Board ==
Players have a location or current space, which is a space. If a player has no location or if their location is indeterminate, then they move to Space 0, if it exists. If Space 0 does not exist, it is created before this move occurs.
Each player has a location (syn. "current space"), which is a space. For a player to "move to" a new space, other than their current location, is for their location to become the new space. Initially, or if a player would otherwise lack a location or have indeterminate location, a player's location becomes the initial space (as elsewhere defined by the rules, or otherwise the oldest-created existing space) if possible.


=== Spaces ===
=== Spaces ===
Spaces are entities. Spaces can lead to any number of spaces, as specified. All spaces that exist in the gamestate constitute the board.
A space is an entity. Each space has an identifier, which is an integer unique among spaces. An attempt to create a space with an invalid or duplicated identifier fails, rules to the contrary notwithstanding. The space with identifier N is known as "Space N".
 
Each space has an identifier, which is an integer. A space with identifier N can be called "Space N".
 
Each space has a type, which is, by default, Blank. A space with type T can be referred to as a "T space", or as part of the group of "T spaces"


To pass through a space means to move to it from another space, and then move away from it as part of the same movement roll. To land on a space means to move to it during a movement roll without later moving away from it during that same movement roll.
A space with identifier 0 always exists, and is created immediately if it does not. This space is the initial space.


Types of spaces are defined by subrules of this rule.
Each space has a type. The possible types are described by other rules. Initially, or if a space would otherwise lack a type or have indeterminate type, a space's type becomes Blank.


==== Blank ====
==== Blank ====
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==== Crystal ====
==== Crystal ====
"Crystal" is a type of space. When a player lands on or passes through a crystal space, they gain 1 crystal.
"Crystal" is a type of space. When a player lands on or passes through a crystal space, they gain 1 crystal.
=== Connections Between Spaces ===
Each space has a set of successors, each of which is a space. If such a set would ever contain non-spaces, or if one of its elements ceases to exist, the set is modified by removing any offending elements. Each space initially has no successors (that is, its set of successors is empty).
A space is said to "precede" each of its successors. A space "succeeds" (syn. "follows") each space that precedes it.


== Movement ==
== Movement ==
Every phase, as an action, each player can roll 1d10 in #game-actions. This is called their "movement roll". Other rules can specify dice to be added to or removed from the set of dice used to make movement rolls.
Each player can, as a progressive action, move, provided they have not done so previously in the current phase. This requires the following selections:
 
* First, a random choice of 1d10. Let the result be N.
Immediately after a player makes their movement roll, while that player has not moved a number of spaces equal to their movement roll, the following occur:
* Then, N selections of a space, where each space follows the prior selected space (and the first seleced space follows the player's current space).
* If the player's current space only leads to one other space, then the player automatically moves to that space.
* If the player's current space leads to multiple other spaces, they must choose one space their current space leads to, then move to that space.


== Choices ==
When a player moves, the following happen in order:
Anytime the rules say a player chooses something, that player must post a valid option to #game-actions by the end of that phase. If a player does not specify all choices that must be made during their action, their action does not occur.
* They are deemed to "leave" the current space, and any subsequent effects occur.
* For each selected space, other than the last, in order:
** Their location is set to that space. Then,
** They are deemed to "pass" that space, and any subsequent effects occur.
* Their location is set to the final selected space.
* They are deemed to "land on" the final selected space.


== Winning ==
== Winning ==