Cycle 13/Ruleset: Difference between revisions
Repealed ephemeral rules due to the end of the Third Loop. Tags: Manual revert Visual edit |
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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** All rules that are not persistent are simultaneously repealed | ** All rules that are not persistent are simultaneously repealed.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of this step result in new non-persistent rules being enacted, those rules are included in the repeal step and thereby repealed.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 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 | 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 | 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 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 | 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 | 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 = | ||
== 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. |