User:S4/Cycle16 Proposal Knucklebones: Difference between revisions

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Created page with "== Knucklebones == In Rule '''Actions''' add a subrule '''Knucklebones''' reading: <blockquote> A player can state their intention to join a game of Knucklebones. All details are controlled by the rule '''Knucklebones'''. </blockquote> Add a rule named '''Knucklebones''' with a subrule '''Commencement''' with the following content: <blockquote> In each Rest Phase a Player can state their intention to join one or multiple games of Knucklebones. They can do so by annou..."
 
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</blockquote>
</blockquote>


=== Commencement ===
Add a rule named '''Knucklebones''' with a subrule '''Commencement''' with the following content:
Add a rule named '''Knucklebones''' with a subrule '''Commencement''' with the following content:


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</blockquote>
</blockquote>


=== Field ===
To rule '''Knucklebones''' add a subrule '''Field''' with the following content:
To rule '''Knucklebones''' add a subrule '''Field''' with the following content:


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</blockquote>
</blockquote>


=== Turn Order ===
To rule '''Knucklebones''' add a subrule '''Turn Order''' with the following content:
To rule '''Knucklebones''' add a subrule '''Turn Order''' with the following content:


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</blockquote>
</blockquote>


=== Turn ===
To rule '''Knucklebones''' add a subrule '''Turn''' with the following content:
To rule '''Knucklebones''' add a subrule '''Turn''' with the following content:


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On a participant's turn they must roll 1d6 and choose a column of their matrix to insert the rolled dice (specifically its value) in. The row a dice is inserted in has no relevance to the game. Each matrix cell may only contain exactly zero or one dice. Once they have inserted their dice they must notify their opponent to take their turn. If 24 hours have passed since the notification of a participant to take their turn, they automatically forfeit and the their opponent wins this game of Knucklebones.
On a participant's turn they must roll 1d6 and choose a column of their matrix to insert the rolled dice (specifically its value) in. The row a dice is inserted in has no relevance to the game. Each matrix cell may only contain exactly zero or one dice. Once they have inserted their dice they must notify their opponent to take their turn. If 24 hours have passed since the notification of a participant to take their turn, they automatically forfeit and the their opponent wins this game of Knucklebones.


If a participant inserts a dice into a column and the corresponding column of their opponent's matrix (as signified by the column number) contains one or multiple dice of the same value as the newly inserted dice, all dice of that value in the opponent's column are destroyed and removed from the field.
If a participant inserts a dice into a column and the corresponding (as signified by the column number) column of their opponent's matrix contains one or multiple dice of the same value as the newly inserted dice, all dice of that value in the opponent's column are destroyed and removed from the field.
</blockquote>
</blockquote>


=== Winning ===
To rule '''Knucklebones''' add a subrule '''Winning''' with the following content:
To rule '''Knucklebones''' add a subrule '''Winning''' with the following content:


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</blockquote>
</blockquote>


=== Dice ===
To rule '''Knucklebones''' add a subrule '''Dice''' with the following content:
To rule '''Knucklebones''' add a subrule '''Dice''' with the following content:


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Dice are items.
Dice are items.


Dice a participant has in their inventory as a player of this cycle can be used by that participant once per game of Knucklebones. If using a dice, the dice's description explains its useage and effect.
Dice a participant has in their inventory as a player of this cycle can be used by that participant once per game of Knucklebones. If using a dice, the dice's description explains its useage and effect. By using a dice in a game of Knucklebones it is not destroyed in the player's inventory.
</blockquote>
</blockquote>