Cycle 13/Ruleset: Difference between revisions
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= Persistent Rules = | = Persistent Rules = | ||
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The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle. | The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle. | ||
Phases are identified by successive Roman numerals; the first phase of | Phases are identified by successive Roman numerals; the first phase of each loop is Phase I. | ||
== Players == | == Players == | ||
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== Generate Coins == | == Generate Coins == | ||
A player can take the Generate Coins action once per phase by declaring their intent to do so and rolling | Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player's SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be. | ||
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player's SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be. | |||
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die. | |||
== Loops == | == Loops == | ||
Loop priority is a strict weak order over rules, defined as follows: | Loop priority is a strict weak order over rules, defined as follows: | ||
A persistent rule has higher loop priority than an ephemeral rule. | |||
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title. | |||
Otherwise, two rules have the same loop priority. | |||
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability. | |||
At the end of each phase (immediately before the new phase begins), the following occur in order: | At the end of each phase (immediately before the new phase begins), the following occur in order: | ||
* | |||
* If | * Loop Instability is incremented by 1. | ||
** | * If Loop Instability is not less than 9, the following occur in order: | ||
** All rules that are not persistent are simultaneously repealed | ** 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. 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. | ||
When a new phase begins while | When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop 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. | ||
Rules and items that are not persistent are "ephemeral". | Rules and items that are not persistent are "ephemeral". | ||
==Leaderboards == | == Leaderboards == | ||
Each loop has | 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, | 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 === | ||
* Have the most | * Have more coins than each other player at the end of the Loop. | ||
* Be the first player in the loop to have at least 10 Nomicubes in their possession. | |||
* Be the first player in the loop to have at least 100 Nomicubes in their possession. | |||
* 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. | |||
* 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 | |||
* 1 Orb Share Privilege | |||
* 1 Orb Steal Privilege | |||
* 1 Goal Selection Privilege | |||
* 1 Extra Vote Privilege | |||
* 1 Time Adjustment Privilege | |||
* 3 tokens | |||
== Items == | == Items == | ||
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A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other. | A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other. | ||
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent. | |||
== Orbs == | == Orbs == | ||
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== Coins == | == Coins == | ||
Coins (singular Coin) are a fungible item. | Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins. | ||
== Proposals == | |||
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules. | |||
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively. | |||
At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect. | |||
If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created. | |||
== Urgent Class Proposals== | == Urgent Class Proposals == | ||
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text. | Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text. | ||
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Any player may submit a standard-class proposal in #standard-proposals, specifying its text. | Any player may submit a standard-class proposal in #standard-proposals, specifying its text. | ||
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. | In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively. | ||
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 | 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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The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it. | The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it. | ||
By default, rules enacted by a transtemporal proposal are persistent. | |||
== Winning == | == Winning == | ||
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== Judges == | == Judges == | ||
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so. | There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so. | ||
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An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate. | An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate. | ||
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most | Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week. | ||
== Security == | |||
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules. | |||
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules. | |||
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule. | |||
== Orb Share Privilege == | |||
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 2 Orbs. | |||
== Orb Steal Privilege == | |||
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 1 Orb and the player taking this action gains 1 Orb. | |||
== Goal Selection Privilege == | |||
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item. | |||
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions. | |||
== Extra Vote Privilege == | |||
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item. | |||
== Nomicubes == | |||
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes. | |||
== Tokens == | |||
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens. | |||
== Entities == | |||
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed. | |||
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist. | |||
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions. | |||
== Rules == | |||
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules. | |||
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body). | |||
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails. | |||
Each rule is either persistent or ephemeral. | |||
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules. | |||
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values. | |||
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change. | |||
== Time Adjustment Privilege == | |||
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item. | |||
A player possessing a Time Adjustment Privilege can destroy it to either add or subtract 1 from the current Loop Instability. | |||
= Ephemeral Rules = | |||
== Economy == | |||
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. | |||
== Promises == | |||
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. | |||
== The Mayor == | |||
The Mayor is an elected position. | |||
The Mayor may approve standard proposals by reacting to them with the :ballot_box: emoji. | |||
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. | |||
== Elected Positions == | |||
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. | |||
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. | |||
== 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. | |||
= | == 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. |