Cycle 15/Proposal Drafting: Difference between revisions

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Antiloop: the axle should not succeed all of the spaces
Party Time! Implemented.
 
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Add proposals you're currently working on here.
Add proposals you're currently working on here.
== Party Game Nomic Wheel ==
''[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]''
Add a subrule to the rule '''Spaces''' entitled '''Spinner''' with the text:
<blockquote>
"Spinner" is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.
</blockquote>
Add a subrule to the rule '''Spaces''' entitled '''Crystal Beam''' with the text:
<blockquote>
"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:
* Spaces 200 through 204 and all successors of space 204.
* Spaces 205 through 209 and all predecessors of space 205.
* Spaces 210 through 214 and all predecessors of space 210.
* Spaces 215 through 219 and all successors of space 219.
All players on any space in the selected set lose one crystal.
</blockquote>
Add a subrule to the rule '''Board''' entitled '''Wheel Rotation''' with the text:
<blockquote>
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.
For wheel rotation WR, the following connections should exist:
* Space 204 precedes space WR.
* Space 205 succeeds space (WR+10) mod 40.
* Space 210 succeeds space (WR+20) mod 40.
* Space 219 precedes space (WR+30) mod 40.
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.
</blockquote>
For each integer N between 200 and 219, inclusive, create space N with the following types:
* If the last digit of N is 1, 4, 5, or 8: Spinner.
* Otherwise, Blank.
Create space 220 with the space type Crystal Beam.
Create the following lines:
* from space 200 to space 204
* from space 205 to space 209
* from space 210 to space 214
* from space 215 to space 219
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.
Set the Wheel Rotation to 5. Create connections as specified in '''Wheel Rotation''', if they do not already exists.


== Hell ==
== Hell ==
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* Add more flavor text (this proposal '''begs''' for some flavorful descriptions)
* Add more flavor text (this proposal '''begs''' for some flavorful descriptions)


== Antiloop ==
== Simpler rolls verbiage ==
''[https://discord.com/channels/515560801394753537/1194082609152663644 Read the discussion here]''
=== Dice Rolls ===
A roll of a K-sided die, is a value selected among integers from 1 to K, using a uniform random distribution. Multiple rolls, or multiple dice, are independent such selections.
 
A rule that requires a selection of an NdK value, for non-negative (≥0) integer N and positive (>0) integer K, is requiring the random selection of N rolls of a K-sided die.
 
* (If not otherwise specified) the resulting value is the sum of those rolls. If N is 0 the sum is 0.
* If a rule requires an NdK dice roll '''with a target number x (abbreviated as "x+")''', the resulting value is instead the number of N independent 1dK rolls that meet or exceed the target number.
 
== Skill Upgrades ==
Create a new subrule of '''Players''' entitled '''Hearts''' with the text:<blockquote>All players have 2 maximum hearts initially.
When a player takes damage, they loose that many hearts. This does not decrease their maximum hearts.
If a player has less than 1 heart, they die.</blockquote>Create a new subrule of '''Hearts''' entitled '''Death''' with the text:<blockquote>If a player dies, they are sent to space 0 and their hearts are restored to their maximum hearts.</blockquote>Create a new subrule of '''Players''' entitled '''Level''' with the text:<blockquote>Experience Points are an item. They cannot be traded.
 
Skill Points are items. They cannot be traded.
 
All players have a level equal to ⌊√(x)⌋, where x is the number of Experience Points possessed by that player. When a player's level increases to the succeeding integer, they gain 1 Skill Point.</blockquote>Create a new subrule of '''Players''' entitled '''Attributes''' with the text:<blockquote>All attributes are items that cannot be traded.
 
A player may use 1 Skill Point to select an attribute and grant themself 1 of it.
 
Attributes do not have to be used and their effect is always applied to the player that owns it.
 
The following table details the available attributes and the effect that possessing them has on the player.</blockquote>
{| class="wikitable"
|+
!Name
!Effect
|-
|Vitality
|Increases the your maximum hearts by 1.
|-
|Speed
|Roll 1 additional d4 when moving.
|-
|Perseverance
|Select 2 additional spaces when moving.
|-
|Rizz
|You gain a +10% chance to roll again when gambling (values over 100% are treated as 100%).
|-
|Insightfulness
|Gain 1 additional garbage if you gain garbage when landing on a Garbage Pile space.
|}
 
Create a new subrule of '''Attributes''' entitled '''Traits''' with the text:<blockquote>
A trait is a type of item that cannot be traded.
 
If a player would have multiple of the same trait, they are removed until they have only 1.
 
Traits are obtained by performing a specific method, as outlined below.</blockquote>
{| class="wikitable"
|+
!Name
!Effect
!Obtaining
|-
|Infernal Heart
|When you have 1 heart, select between 0 and 3 (you may choose) additional spaces when moving.
|Land on or pass through a Hazard type space (with non-blank pseudo-type) whilst having 1 heart and not dying from it.
|-
|Double Trouble
|For each set of the same values rolled in movement, roll kd6, where k is the number of same values.
|Roll at least two of the same number in movement.
|-
|Dice Deuce
|If you roll any 2s in moving, you may reroll those dice. This applies recursively.
|Roll at least two 2s in movement.
|-
|
|
|
|}
Create a new subrule of '''Spaces''' entitled '''EXP''' with the text:<blockquote>"EXP" is a type of Space. When a player lands on an EXP type space, they gain 3 Experience Points. When a player passes through an EXP type space, they gain 1 Experience Point.</blockquote>Change spaces -212, -207, -35, -25, -15, 15, 35, 200 and 209 to type EXP.
Create a new subrule of '''Spaces''' entitled '''Thorns''' with the text:<blockquote>"Thorns" is a type of Space. When a player passes through a Thorns type space, they take 1 damage.</blockquote>Append "Thorns" to the list in '''Hazard'''.
 
Create a new subrule of '''Spaces''' entitled '''Molten Coals''' with the text:<blockquote>"Molten Coals" is a type of Space. When a player lands on a Molten Coals type space, they take 1 damage.</blockquote>Append "Molten Coals" to the list in '''Hazard'''.
 
Create a new subrule of '''Spaces''' entitled '''Caltrops''' with the text:<blockquote>"Caltrops" is a type of Space. When a player passes through or lands on a Caltrops type space, they take 1 damage.</blockquote>Append "Caltrops" to the list in '''Hazard'''.
= Implemented Proposals =
 
Once your proposal has gone into the ruleset, place it here for posterity.
 
== Party Game Nomic Wheel ==
 
''[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]''
 
Add a subrule to the rule '''Spaces''' entitled '''Spinner''' with the text:
<blockquote>
"Spinner" is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.
</blockquote>
 
Add a subrule to the rule '''Spaces''' entitled '''Crystal Beam''' with the text:
 
<blockquote>
"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:
* Spaces 200 through 204 and all successors of space 204.
* Spaces 205 through 209 and all predecessors of space 205.
* Spaces 210 through 214 and all predecessors of space 210.
* Spaces 215 through 219 and all successors of space 219.
All players on any space in the selected set lose one crystal.
</blockquote>
 
Add a subrule to the rule '''Board''' entitled '''Wheel Rotation''' with the text:
<blockquote>
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.
 
For wheel rotation WR, the following connections should exist:
* Space 204 precedes space WR.
* Space 205 succeeds space (WR+10) mod 40.
* Space 210 succeeds space (WR+20) mod 40.
* Space 219 precedes space (WR+30) mod 40.
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.
</blockquote>
 
For each integer N between 200 and 219, inclusive, create space N with the following types:
* If the last digit of N is 1, 4, 5, or 8: Spinner.
* Otherwise, Blank.
 
Create space 220 with the space type Crystal Beam.
 
Create the following lines:
* from space 200 to space 204
* from space 205 to space 209
* from space 210 to space 214
* from space 215 to space 219
 
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.


Set the Wheel Rotation to 5. Create connections as specified in '''Wheel Rotation''', if they do not already exists.


== Antiloop ==
Add a sub-rule to the rule '''Spaces''' entitled '''Spin-up''' '''Spinner''' with the text:<blockquote>"Spin-up Spinner" is a type of space. When a player lands on a spin-up spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.</blockquote>Add a sub-rule to the rule '''Spaces''' entitled '''Spin-down''' '''Spinner''' with the text:<blockquote>"Spin-down Spinner" is a type of space. When a player lands on a spin-down spinner space, they must roll 1d4. This number is then subtracted from the Wheel Rotation.</blockquote>Replace all "Spinner" type spaces with "Spin-up Spinner" type spaces.
Add a sub-rule to the rule '''Spaces''' entitled '''Spin-up''' '''Spinner''' with the text:<blockquote>"Spin-up Spinner" is a type of space. When a player lands on a spin-up spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.</blockquote>Add a sub-rule to the rule '''Spaces''' entitled '''Spin-down''' '''Spinner''' with the text:<blockquote>"Spin-down Spinner" is a type of space. When a player lands on a spin-down spinner space, they must roll 1d4. This number is then subtracted from the Wheel Rotation.</blockquote>Replace all "Spinner" type spaces with "Spin-up Spinner" type spaces.


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Archgarbage "This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2  Archgarbage, to negate the effect of using it twice over. If you have 'Actual Garbage' and 'Archgarbage' at the same time, 1 of each is destroyed."</blockquote>
Archgarbage "This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2  Archgarbage, to negate the effect of using it twice over. If you have 'Actual Garbage' and 'Archgarbage' at the same time, 1 of each is destroyed."</blockquote>
== Antitwop :) ==
Change the type of space -5 to Boulder Trap, with boulder path on spaces {-6, -4, -3, -2, -1} and safe haven on space 0.
Change the type of spaces -30 and -10 to Utility.
Change the type of space -26 to Teleporter.


= Implemented Proposals =
==Literally just puts garbage in a table==
 
=== Garbage ===
Garbage effects cannot change gamestate prior to the phase in which the Garbage is used. Each row in the table below defines an item alongside it's description. If the effect of one of these items cannot be determined, it instead does nothing, because it is garbage.
 
{| class="wikitable"
! Name !! Description
|-
| Summoning Whistle || If the space you are on is Blank, it gets covered in garbage, and thereby becomes of type Garbage Pile.
|-
| Disembodied Arm of Teleportation || The arm drags you through spacetime directly to a random space between 1 and 100. (This is not movement.)|The arm drags you through spacetime directly to a random space between 1 and 100. (This is not movement.)
|-
| Significant Pause || You move directly to the space you are on.
|-
| Time Bean Chili || You move again.
|-
| Duck || YOU GET NOTHING! YOU LOSE! GOOD DAY, SIR!
|-
|Mysterious Ontological Hole
|You swap places with the specified player. (This is not movement.)
|-
|Draught of Fudging
|You add or subtract 1 from the specified die roll.
|-
|Synergistic Scent-sation
|You transform a crystal into 2 random items.
|-
|Tickle-me-elmo
|The specified player moves directly to space 0.
|-
|Phlegmatic Porpoise
|A random player is granted a Phlegmatic Porpoise. Ping them.
|-
|Pop-and-Lock Tutorial CD
|The specified player moves directly to the space you are on.
|-
|Mauve
|Not the best color, but not the worst either.
|-
| +6 Sword of Edging
|You add 6 to a specified die roll. Additionally, roll 1d100. On 100 or higher, you move immediately and directly to the Gates of Hell (which is space 666000).
|-
|Actual Garbage
|This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2 Actual Garbage, to negate the effect of using it twice over.
|-
|Get Out of Jail Free Card
|You leave jail.
|-
|Steering Wheel
|Add 1d4 to wheel rotation.
|-
|Brakes
|Subtract 1d4 from the wheel rotation.
|-
|Bottle of Holding
|The space you are on becomes Blank. Modify this description by replacing all instances of Blank with the type the space you are on was prior to it becoming Blank.
|-
|NEW ITEM
|Create a new space that follows your current space.
|-
|Dimensional Bacon
|Roll 2d100 to select 2 spaces randomly. The higher numbered space selected now succeeds the lowered number space.
|-
|Fish
|Drop on the deck and flop like a fish!
|-
|Antimatter Wormhole
|You move to the space with identifier equivalent to the negative of your space's identifier, if it exists.
|-
|Actual Garage
|You are granted 5 random items defined by Garbage.
|-
|Archgarbage
|This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2 Archgarbage, to negate the effect of using it twice over. If you have 'Actual Garbage' and 'Archgarbage' at the same time, 1 of each is destroyed.
|-
|Anti-type
|Randomly select an item defined by Garbage. You are granted -1 of it.
|-
|Synesthesia
|Randomly select an item defined by Garbage. You are granted Navy Blue of it.
|-
|Top Hat
|For the rest of the game, you are wearing a top hat.
|-
|Banana
|Yes, you have eaten the banana.
|-
|Gorilla
|If you have 3 bananas, you win the cycle.
|-
|Blank Card
|Specify a name and description, and permanently append that to Garbage
|-
|Sick Burn
|Permanently amend Garbage by removing the specified item.
|-
|Demonic Tutor
|You are granted one of any specified item.
|-
|Nickelback
|🎵 Look at this graph 🎵
|-
|❤️‍🔥
|❤️‍🔥
|-
|This is a Totally Normal Item
|Yes, yes it is.
|-
|4st
|HEY PUT ME DOWN I'M NOT GARBAGE
|-
|Six Inch Eyebrow of Mansplaining
|Makes all your answers long and incorrect.
|-
|Rainbow Gun
|Doesn't make stuff gay, unfortunately. Instead, changes the type of space you are on to whatever you specify.
|-
|Gay'nbow Gun
|Makes stuff gay.
|-
|Veil Vacuum
|Change the rule of blank spaces to read [When a player lands on this space, grant them a Blank Card].
|-
|Big wheel
|Add 1d40 to the Wheel Rotation
|-
|Death Ray
|Garbage to the Contrary Notwithstanding, the specified player loses SO HARD that if they have already won the cycle, they have no longer won the cycle. (They can still win again though, WATCH OUT!).
|}
 
==== MacGyvering ====
Once per phase, a player can MacGyver by posting to #⁠game-actions and specifying 2 different items in their possession, then granting themselves a random item defined by Garbage. This destroys the specified items.
 
== Party Time! ==
Create a new rule entitled '''Party''' with the text:<blockquote>''It's Party time!!!''
 
If a party is started it is deemed to be party time. If another party is started it is no longer party time.</blockquote>Create a new subrule of '''Movement''' entitled '''Combos''' with the text:<blockquote>If it is party time and multiple players roll the same number on any of their dice, any of these players may choose to combo. When a player combos, they gain a 'Party Pizza' and a random garbage item.</blockquote>Create a new subrule of '''Movement''' entitled '''Dancing''' with the text:<blockquote>If it is party time and a player lands on a space with other players, grant each player on that space N 'Time Bean Chilis', where N is one less than the number of players on that space.</blockquote>Create a new subrule of '''Movement''' entitled '''Doubles''' with the text:<blockquote>If you roll multiple of the same number when moving, grant yourself a 'Time Bean Chili'.</blockquote>Create a new subrule of '''Spaces''' entitled '''Dance''' '''Pad''' with the text:<blockquote>"Dance Pad" is a type of space. When a player lands on a Dance pad space, they may choose to start a party.</blockquote>Change the type of space 20 to Dance Pad.
 
Create a new subrule of '''Spaces''' entitled '''Disco Ball''' with the text:<blockquote>"Disco Ball" is a type of space. When a player lands on a Disco Ball space during party time, they may randomly select a Blank space to change it's type to Dance Pad.</blockquote>Change the type of space 10 to Disco Ball.


Once your proposal has gone into the ruleset, place it here for posterity.
Append the following to '''Garbage''':
{| class="wikitable"
|+
|Birthday Cake
|Start a party.
|-
|Present
|Select a player. Randomly select 1 Garbage item and grant them it. A party is then started.
|-
|Party Pizza
|You move again with a roll of 2.
|-
|Saxophone
|If it is party time you are cool and sexy. This means you grant yourself 2 Crystals.
|-
|Beer
|You are now tipsy. If you are tipsy or drunk when this is used, you are drunk.
|-
|Vodka
|You are now drunk.
|-
|Magic Water
|You are not tipsy or drunk. You are also reminded to water the plant.
|}Append the following to '''Casino''':<blockquote>If it is party time you must be drunk to gamble.</blockquote>