Cycle 13/Ruleset: Difference between revisions

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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 ===
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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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= Ephemeral Rules =
= Ephemeral Rules =


== Time Beans ==
== Economy ==
Time beans are a fungible item. Once per phase, each player can grant themselves 1dN time beans, where N is the absolute value of the Loop Instability, or 1, whichever is greater.
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.
 
Any player can spend 5 time beans to increase or decrease the loop instability by 1 by indicating the new instability in #game-actions
 
Changing the loop instability in this way is a crime.
 
== Crimes ==
For each 1 rolled while generating coins, that player can discover a crime that happened in the previous phase.
Each 6 or greater rolled while generating coins is considered a robbery perpetrated by the player who rolled it.
A robbery is a kind of crime, and each crime can only be discovered once.
 
For a player to discover a crime, that player must respond to the message of that crime noting as such, and they are the investigator of that crime.
On a discovery, the investigator transfers up to 6 coins from the perpetrator to themselves, and grant the investigator the difference between 6 and the amount transferred. If a player becomes an investigator of a crime when they have more than 6 Crime Power, they lose 1 Crime Power.
 
If a crime in a phase goes undiscovered in the next phase, any player can grant the perpetrator 1 crime power by posting to game actions.


Crime power is a non-transferrable ephemeral item. A player's SCRS is the maximum of 1 or N, where N is the amount of crime power that player has.
== 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.


If a player joins the game, grant that player 6 crime power.
== The Mayor ==
The Mayor is an elected position.


For each 2 rolled while generating coins, that player can predict a robbery that happens in the next phase by specifying the name of the predicted robber in #game-actions.. When a robbery is successfully predicted in this way, grant that player the coins that would have been granted to the robber. If the predicted robber generates coins, and doesn't commit a robbery, grant the robber N coins, where N is their crime power.
The Mayor may approve standard proposals by reacting to them with the :ballot_box: emoji.


== Pick a side ==
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.
Once per phase, each player may destroy N-1 coins in their possession to either destroy 1 crime power in their possession, or grant themselves 1 crime power, where N is the amount of crime power in their possession.


== Beaning ==
== Elected Positions ==
Any player (the bean thrower) can spend 3 time beans to "Bean" another player (the beanee). "Beaning" a player in this way is a crime, and prevents the beanee from investigating any crimes committed by the bean thrower, until the end of the next phase. After being beaned, grant the beanee 3 time beans.
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.


== Time Power ==
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.
Time power is a non-transferable ephemeral item. A player's SCRC is the maximum of 1 or T, where T is the amount of Time Power in their possession. If a player joins the game, grant that player 2 Time Power.


Once per phase, each player may destroy N coins, where N is the absolute value of the Loop Instability, to grant themselves 1 Time Power.
== 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.


== Criminal Predictions ==
== Teamwork ==
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a robbery. If they commit a robbery in that phase after the player's prediction, each of the two players gain 1 Crime Power.
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.