Cycle 12/Ruleset: Difference between revisions

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→‎Tracking: Add transcript for the Tracking rule and its subrules
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→‎Items: Add transcript for the Items rule and its subrules
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==Items==
==Items==


{{C12Card|Cycle 12-Rules-items.png}}
{{C12Card|Cycle 12-Rules-items.png|Transcript=<strong>Rule: Items</strong>
<p>Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. Unless another rule states otherwise, players may own all items. When an item's owner cannot reasonably be determined from publicly available information, it is instead deleted.</p>
<p>A list of items owned by a player is part of that player's character sheet.</p>}}


===Actions===
===Actions===


{{C12Card|Cycle 12-Rules-items-actions.png}}
{{C12Card|Cycle 12-Rules-items-actions.png|Transcript=<strong>Rule: Items → Item Actions</strong>
<p>For an entity to gain an item is for that item to be created in that entity's possession.</p>
<p>For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.</p>
<p>For entity A to take an item from entity B is for that item to be transferred from entity B to entity A.</p>}}


===Trade===
===Trade===


{{C12Card|Cycle 12-Rules-items-trade.png}}
{{C12Card|Cycle 12-Rules-items-trade.png|Transcript=<strong>Rule: Items → Trade</strong>
<p>A trade is an exchange of items between two entities with each entity giving a specified finite set of items to the other. Reputable players may trade with other reputable players. A trade takes place when both parties explicitly consent to such a trade by sending a card in #trades within 7 days of each other.</p>}}


==Locations==
==Locations==

Revision as of 22:17, 15 April 2022

Time

Rule: Time

All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Monday.

Each week is divided into two phases, containing the following days:

  • • Monday, Tuesday, and Wednesday
  • • Thursday, Friday, Saturday, and Sunday.

Phases are identified by successive Roman numerals; the First phase of the cycle is Phase I.

Cycle 12-Rules-time.png


Sheets

Rule: Sheets

A sheet is an image of a writing surface, or portion thereof, which may have inscriptions. Everything on the surface must be hand-drawn or handwritten (perhaps with technological assistance) except for reasonable additions that do not reduce the handmade character. Players should ensure that they are capable of creating and uploading all types of sheets.

The header of a sheet (if any) is a section of the text set apart from the main content. A stack is an ordered set of sheets.

Cycle 12-Rules-sheets.png

Cards

Rule: Sheets → Cards

A card is a type of sheet. Cards should have an aspect ratio approximately equal to 4:3 and should contain only enough detail that they can be reproduced relatively easily on an index card.

A deck is an ordered set of cards.

Cycle 12-Rules-sheets-cards.png

Submissions

Rule: Sheets → Submission

To submit a sheet is to attach or link to that sheet in a message.

A new sheet is a sheet that has never been submitted before.

Cycle 12-Rules-sheets-submission.png

Tiles

Rule: Sheets → Tiles

A tile is a type of sheet. Tiles have an aspect ratio of 1:1.

A map is a 2-dimensional grid of non-overlapping tiles, indexed by integer coordinates.

A tile in a map is adjacent to the tiles surrounding that tile orthogonally.

Cycle 12-Rules-sheets-tiles.jpg

Rules

Rule: Rules

A rule is a card which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.

A rule's header contains "Rule:", followed by the path of the rule, which is used to reference that rule.

Rules should be short to aid in rewriting.

Cycle 12-Rules-rules.png

Subrules

Rule: Rules → Subrules

A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.

A rule that is not a subrule is a top-level rule.

The path of a subrule is: path of parent → title of subrule. The path of the top-level rule is the title of the rule.

Cycle 12-Rules-rules-subrules.png

Change Cards

Rule: Change Cards

A change card is a card which describes a change to the gamestate.

Types of change cards are defined by subrules of this rule.

Cycle 12-Rules-change-cards.png

Rule Change Cards

Rule: Change Cards → Rule Change Cards

A rule change card modifies an existing rule in any way other than deleting it, or adds a new rule.

A rule change card takes the form of a rule card. When applied, if there is a rule with the path described in the image, then that rule is replaced with the rule change card; otherwise that rule change card becomes a new rule in effect.

Cycle 12-Rules-change-cards-rule.png

Arbitrary Change Cards

Rule: Change Cards → Arbitrary Change Cards

An arbitrary change card describes one or more modifications to the gamestate that don not meet the criteria for any other change card type.

When applied, the changes it describes are put into place, in the order they are described.

Cycle 12-Rules-change-cards-arbitrary.png

Proposals

Rule: Proposals

A proposal is a nonempty deck of change cards duly submitted as a proposal. When a proposal takes effect, each of its change cards are applied in a sequence and in the same instant.

Players can create a proposal by linking to or attaching the sequence of images in #proposals, optionally specifying a title and/or the proposal's class, which defaults to Standard.

Cycle 12-Rules-proposals.png

Lifecycle

Rule: Proposals → Lifecycle

At the end of a proposal's voting period as defined for its type, a thumbs-up and thumbs-down emoji reaction on the message in which the proposal was created represent a vote for or a vote against that proposal, respectively.

At the end of its voting period, a proposal takes effect if it is popular as defined for its type, the message in which it was created has not been edited or deleted, and none of its cards have been edited or deleted.

Cycle 12-Rules-proposals-lifecycle.png

Standard Proposals

Rule: Proposals → Standard Proposals

The voting period for a standard proposal is the first phase after it was submitted. It is popular if it has more votes in favor than votes against.

A player cannot create a standard proposal if they have already submitted two standard proposals this week.

Cycle 12-Rules-proposals-standard.png

Urgent Proposal

Rule: Proposals → Urgent Proposals

The voting period for an urgent proposal starts at the time it was submitted and ends two days later. An urgent proposal is popular if there are no more than two votes against it.

Urgent proposals are only to be used to correct the game to its intended state and to maintain playability.

Urgent proposals may only be submitted by reputable players.

Cycle 12-Rules-proposals-urgent.png

Actions

Rule: Actions

When a rule defines an action that can be taken by posting to the server, it should specify where that action can be taken.

If the rule defining a game action does not specify a channel it can be performed in, or that channel does not exist, then it can be performed in #game-actions.

Cycle 12-Rules-actions.png

Card Sending

Rule: Actions → Card Sending

When a rule dictates that an action can be taken by sending a card, then that action can be performed by attaching or linking to a card (in the relevant channel) showing unambiguously that they intend to perform that action.

Cycle 12-Rules-actions-card-sending.png

Joining

Rule: Actions → Joining

Any person can join the game by sending a card in #game-actions. When they do so they become a player of this cycle.

Cycle 12-Rules-actions-joining.png

Reputability

Rule: Actions → Reputability

Players are considered reputable if they have continuously been a player for the last seven days, or if tey have continuously been a player from a time that was within three days of the cycle starting.

Cycle 12-Rules-actions-reputability.png

Tracking

Rule: Tracking

A character sheet for a player is a sheet which should act as the basic form of gamestate tracking. It must contain all the information required of it by the rules, otherwise it is not a character sheet. Its header shall contain the words "Character Sheet" and the player it was created for.

Cycle 12-Rules-tracking.png

Self-Updating

Rule: Tracking → Self-Updating

When a player takes some actions that change one or more values required to be tracked on their character sheet, they must attach or link to a new character sheet that reflects the gamestate as it would be if those actions were to succeed. This is called "Self-Updating".

Cycle 12-Rules-tracking-self-updating.png

Update Notifications

Rule: Tracking → Update Notifications

When a player takes some actions that would modify one or more values required to be tracked on another player's Character Sheet, they shall notify that person through Discord ping so that they may include those changes in their character sheet.

Cycle 12-Rules-tracking-update-notifications.png

Medal Box

Rule: Tracking → Medal Box

A player's medals are tracked on their character sheet in a special portion labeled "Medal Box". Nothing may be inside this portion of the sheet except for icons representing medals that player has earned.

Cycle 12-Rules-tracking-medal-box.png

Items

Rule: Items

Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. Unless another rule states otherwise, players may own all items. When an item's owner cannot reasonably be determined from publicly available information, it is instead deleted.

A list of items owned by a player is part of that player's character sheet.

Cycle 12-Rules-items.png

Actions

Rule: Items → Item Actions

For an entity to gain an item is for that item to be created in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

For entity A to take an item from entity B is for that item to be transferred from entity B to entity A.

Cycle 12-Rules-items-actions.png

Trade

Rule: Items → Trade

A trade is an exchange of items between two entities with each entity giving a specified finite set of items to the other. Reputable players may trade with other reputable players. A trade takes place when both parties explicitly consent to such a trade by sending a card in #trades within 7 days of each other.

Cycle 12-Rules-items-trade.png

Locations

Cycle 12-Rules-locations.jpg

World Map

Cycle 12-Rules-locations-world-map.jpg

New Locations

Cycle 12-Rules-locations-new-locations.jpg

Creation Constraints

Cycle 12-Rules-locations-new-locations-creation-constraints.jpg

Position Constraints

Cycle 12-Rules-locations-new-locations-position-constraints.jpg

Medals

Cycle 12-Rules-medals.png

Participation

Cycle 12-Rules-medals.participation.png

Judgement

Cycle 12-Rules-judgement.png

Requests for Judgement

Cycle 12-Rules-judgement-rfjs.png

Delivery

Cycle 12-Rules-judgement-delivery.png

Overturning

Cycle 12-Rules-judgement-overturn.png

Authority

Cycle 12-Rules-judgement-authority.png

Election

Cycle 12-Rules-judgement-election.png