Round 7/Ruleset: Difference between revisions

miraheze>Wotton
Proposal Chief of Police
miraheze>Wotton
Three proposals pass
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The following is a copy of the ruleset for round 7 (github version [https://github.com/Infinite-Nomic/Infinite-Nomic/blob/master/round7/rules.md here]).
The following is a copy of the ruleset for round 7 (github version [https://github.com/Infinite-Nomic/Infinite-Nomic/blob/master/round7/rules.md here]).
=== Rule 0: Winning ===
Victory conditions not specified within this rule are not valid. VP may only be gained or lost as specified within this rule.
A player wins once they have at least 100 Victory Points (VP). Victory Points are a quantity that is neither a currency nor an item.
Proposals that modify or repeal this rule pass when and only when one of the following conditions is met:
a) 24 hours or more have passed, and less than 7 days have passed, and there are no votes against it.
b) exactly 7 days have passed and the the proposal has at least 3 votes in its favour for every vote against it.


=== Rule 1: Information ===
=== Rule 1: Information ===
The game is a board game, played on a virtual board. A representation of the board shall be kept in the Infinite Nomic wiki, linked to in #game-rules.
The game is a board game, played on a virtual board. A representation of the board shall be kept in the Infinite Nomic wiki, linked to in #game-rules. For an action other than voting or making a proposal to be effective, it must be announced in #public-forum.


=== Rule 2: Turn order ===
=== Rule 2: Turn order ===
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The gameboard has a number of primary spaces, ''n'', inclusively numbered 1 through ''n''. Each primary space is adjacent to the primary spaces whose numbers are one greater than or lower than its own number, and the primary space with the highest number is adjacent to the primary space with the lowest number.
The gameboard has a number of primary spaces, ''n'', inclusively numbered 1 through ''n''. Each primary space is adjacent to the primary spaces whose numbers are one greater than or lower than its own number, and the primary space with the highest number is adjacent to the primary space with the lowest number.
=== Rule 6: Acting in the appropriate channel ===
For an action other than voting or making a proposal to be effective, it must be announced in #public-forum.


=== Rule 7: Moving ===
=== Rule 7: Moving ===
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A player on a primary space can move up the board once on their turn by rolling 1d6 in #public-forum and moving up exactly that many spaces. A player's turn ends if within five minutes of moving they do not explicitly declare that they are continuing their turn.
A player on a primary space can move up the board once on their turn by rolling 1d6 in #public-forum and moving up exactly that many spaces. A player's turn ends if within five minutes of moving they do not explicitly declare that they are continuing their turn.


=== Rule 8: Points and the board tiles ===
=== Rule 8: Points and Tiles ===
 
==== Points ====
 
All players have an integer associated with them called "points".
All players have an integer associated with them called "points".
Upon becoming a player for the first time, a player has 0 points.  
Upon becoming a player for the first time, a player has 0 points.  
==== Fives ====
When a player lands on a space divisible by 5, they gain 10 points.
When a player lands on a space divisible by 5, they gain 10 points.


=== Rule 9: Chief of Police ===
==== Jail ====


Cop Car is a space feature. Initially, space 4 has this feature. The Cop Car has a health value, that initially starts at 200. The value is tracked in Gamestate on the wiki.  
There is a non-primary space named Jail. A player who is in Jail may not move on their turn. While a player is in jail they may roll 1d6 up to once on their turn, if the player rolls 5 or 6, they are no longer in jail and are placed on space 1.
 
If a player has failed to escape jail two turns in a row, on their following turn they may choose to lose 1 point in order to escape from jail. Once a player escapes jail, they are immediately placed on the primary space with the lowest number.
 
==== Gulag ====
 
There is a non-primary space called Gulag. If a player misses two of their own turns in a row, they are removed from the turn order and placed into the Gulag. As long as a player is in the Gulag they are unable to gain or lose points,  take turns, or make proposals. A player may leave the Gulag at any time by stating their intent to rejoin the game in #public-forum, at which point they are placed on space 1 and added to the bottom of the turn order.
 
==== Master of Your Fate ====


If a player lands on a space with a Cop Car, they must, before their turn ends, choose one of the following options (otherwise the first option is taken
If you land on space 7, you may spend X points to buy this dice roll and store it as a Number in your possession, where X is the number you just rolled. At any time, You may use a Number in your possession to advance forward exactly that many spaces, unless said otherwise. You are not allowed to use the Number 3 from possession if you are on space 7.
* a. admit fault, moving to the jail space;
* b. bribe the officer, losing 5 points. Their turn ends immediately, and the Cop Car gains 5 health (not an option if points are not implemented or non-functioning, or if the player has fewer than 5 points);
* c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 points and the officer loses 10 health. If the player's roll is lower than the officers roll, they lose 10 points and move to the jail space (not an option if points are not implemented or non-functioning, or if the player has fewer than 10 points);


If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 points and the Cop Car ceases to be a space feature.
==== Frontier ====


If a player rolls a 4 on their turn while rolling for movement, then, after moving, the space that previously had the Cop Car feature loses that feature and the player's current space gains it.
The primary space with the highest number is The Frontier. If a player is on the The Frontier, when they make their movement roll, they explore new territory, which constitues doing the following steps, in order, with no intervening actions, otherwise all actions fail:


=== Rule 10: Jail ===
# Add a number of spaces equal to their movement roll minus 1.
# If the number of spaces created in step 1 is 3 or greater, do the following:
## Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
## Add the type of feature determined in step 2.1 to a random primary space created in step 1 and a random primary space that existed before that has no other features. These features are paired.
# Advance by a number of spaces equal to their movement role.


There is a non-primary space named Jail. A player who is in Jail may not move on their turn. While a player is in jail they may roll 1d6 up to once on their turn, if the player rolls 5 or 6, they are no longer in jail and are placed on space 1.
If ten minutes have passed since a movement roll has been made by a player on The Frontier but new territory has not been explored, then any other player can explore new territory on their behalf and their turn does not end until new territory has been explored.


=== Rule 11: Features ===
=== Rule 11: Features ===
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Feature effects can only take place after a player moves.
Feature effects can only take place after a player moves.


=== Rule 12: Frontier ===
==== Chief of Police ====


The primary space with the highest number is The Frontier. If a player is on the The Frontier, when they make their movement roll, they explore new territory, which constitues doing the following steps, in order, with no intervening actions, otherwise all actions fail:
Cop Car is a space feature. Initially, space 4 has this feature. The Cop Car has a health value, that initially starts at 200. The value is tracked in Gamestate on the wiki.
 
If a player lands on a space with a Cop Car, they must, before their turn ends, choose one of the following options (otherwise the first option is taken
* a. admit fault, moving to the jail space;
* b. bribe the officer, losing 5 points. Their turn ends immediately, and the Cop Car gains 5 health (or if the player has fewer than 5 points);
* c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 points and the officer loses 10 health. If the player's roll is lower than the officers roll, they lose 10 points and move to the jail space (or if the player has fewer than 10 points);
 
If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 points and the Cop Car ceases to be a space feature.
 
If a player rolls a 4 on their turn while rolling for movement, then, after moving, the space that previously had the Cop Car feature loses that feature and the player's current space gains it.
 
==== Shop ====


# Add a number of spaces equal to their movement roll minus 1.
If a player is on a space with the Shop feature, they may purchase instances of the items listed below for the listed price. Once the item is used, it disappears and the listed effect takes place.
# If the number of spaces created in step 1 is 3 or greater, do the following:
## Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
## Add the type of feature determined in step 2.1 to a random primary space created in step 1 and a random primary space that existed before that has no other features. These features are paired.
# Advance by a number of spaces equal to their movement role.


If ten minutes have passed since a movement roll has been made by a player on The Frontier but new territory has not been explored, then any other player can explore new territory on their behalf and their turn does not end until new territory has been explored.
{| class="wikitable sortable"
! Item Name !! Price !! Effect
|-
| Flute || 3 || Move a snake feature from one tile to another that is adjacent to it
|}


=== Rule 13: Looping ===
All spaces with a number that is prime and greater than 10 have the 'shop' feature.


When a player advances to or past the lowest-numbered primary space, they gain 5 points.
==== Bank ====


=== Rule 14: Banks ===
All spaces with a number that is a multiple of and greater than 7 have the 'bank' feature.


'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit points in multiples of 5 creating a bank account and losing that amount of points. Whenever a player passes or lands on a space with a 'Bank', the amount of points stored in their account increases by 1 per multiple of 5 points stored. Whenever a player lands on a space with the 'Bank' feature, they may take out any amount of points from their account given their withdrawal does not exceed the number of points in their account or put the account below 0.  
'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit points in multiples of 5 creating a bank account and losing that amount of points. Whenever a player passes or lands on a space with a 'Bank', the amount of points stored in their account increases by 1 per multiple of 5 points stored. Whenever a player lands on a space with the 'Bank' feature, they may take out any amount of points from their account given their withdrawal does not exceed the number of points in their account or put the account below 0.  


=== Rule 15: Houses ===
==== Houses ====


There is a type of feature called "House". Each house has a player who is its owner. A house with owner P can be called "P's House". Initially, no houses exist on the gameboard.
There is a type of feature called "House". Each house has a player who is its owner. A house with owner P can be called "P's House". Initially, no houses exist on the gameboard.
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On their turn, if they are on a space with no other features and they have at least one house item in their possession, a player can add a House feature to that space. This removes one House item from their possession.
On their turn, if they are on a space with no other features and they have at least one house item in their possession, a player can add a House feature to that space. This removes one House item from their possession.


=== Rule 16: Commerce ===
=== Rule 13: Looping ===


Players may not buy items if they have 0 or less of the currency being used to buy the item, or if the act of purchasing would cause them to have less than 0 of the currency being used to purchase it.
When a player advances to or past the lowest-numbered primary space, they gain 5 points.  
Players may buy items off other players. The exchange of items and currency (or currencies) takes place immediately after both players consent to the trade in #public-forum.  


=== Rule 17: Gulag ===
After a player loops around the board, all Numbers in their possession increase by one, then they are granted a Number of 1 in their possession. If a Number would go above 7, a Number of 1 is created in their possession instead.


There is a non-primary space called Gulag. If a player misses two of their own turns in a row, they are removed from the turn order and placed into the Gulag. As long as a player is in the Gulag they are unable to gain or lose points,  take turns, or make proposals. A player may leave the Gulag at any time by stating their intent to rejoin the game in #public-forum, at which point they are placed on space 1 and added to the bottom of the turn order.
=== Rule 16: Commerce ===


=== Rule 18: Jail Break ===
Players may not buy items if they have 0 or less of the currency being used to buy the item, or if the act of purchasing would cause them to have less than 0 of the currency being used to purchase it.
 
Players may buy, sell, and trade items and currencies with other players. The exchange of items and currency (or currencies) takes place immediately after both players consent to the trade in #public-forum.  
If a player has failed to escape jail two turns in a row, on their following turn they may choose to lose 1 point in order to escape from jail. Once a player escapes jail, they are immediately placed on the primary space with the lowest number.
 
=== Rule 19: Master of Your Fate ===
 
if you land on space 7, you may spend X to store this dice roll as a Number in your possession, where X is the number you just rolled. At any time, You may use a Number in your possession to advance forward exactly that many spaces, unless said otherwise. You are not allowed to use the Number 3 from possession if you are on space 7.


=== Rule 20: Snakes and Ladders ===
=== Rule 20: Snakes and Ladders ===