Cycle 13/Ruleset: Difference between revisions

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Updated to reflect the proposals passed at the end of Phase IV.
Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase V.
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When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain.  
When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain.  


Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another.  
Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another and their existing Ailment festers instead.  


When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a potency between -10 and 10, and give it a unique name.
When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a random potency between 1 and 10, randomly decide whether to negate that potency, and give it a unique name.


When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.
When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.
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== Temperaments ==
== Temperaments ==
Each type of Humor has an associated Temperament: Sanguine, Choleric, Melancholic, and Phlegmatic are the Temperaments associated with the Humors of Blood, Yellow Bile, Black Bile, and Phlegm, respectively.
Each type of Humor has an associated Temperament:
 
* Blood:  Sanguine (BL)
* Yellow Bile: Choleric  (YB)
* Black Bile:  Melancholic (BB)
* Phlegm: Phlegmatic (PH)


A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.
A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.
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Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.
Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.
== Festering ==
When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative.

Revision as of 00:02, 9 December 2022

Persistent Rules

Time

All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).

The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.

Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.

Players

Any person may become a player by posting a message setting forth their intent to do so in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #game-actions.

Actions

When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.

Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.

Generate Coins

Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player's SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player's SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.

Loops

Loop priority is a strict weak order over rules, defined as follows:

A persistent rule has higher loop priority than an ephemeral rule.

Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.

Otherwise, two rules have the same loop priority.

Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.

At the end of each phase (immediately before the new phase begins), the following occur in order:

  • Loop Instability is incremented by 1.
  • If Loop Instability is not less than 9, the following occur in order:
    • Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
    • All rules that are not persistent are simultaneously repealed
    • All items that are not defined as persistent by the rules are removed from inventories.
    • Loop Instability is set to 0.

When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.

Rules and items that are not persistent are "ephemeral".

Leaderboards

Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.

At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.

Goal list

  • Have more coins than each other player at the end of the Loop.
  • Be the first player in the loop to have at least 10 Nomicubes in their possession.
  • Be the first player in the loop to have at least 100 Nomicubes in their possession.
  • 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.

Reward list

  • 1 Orb
  • 2 Orbs
  • 1 Orb Share Privilege
  • 1 Orb Steal Privilege
  • 1 Goal Selection Privilege
  • 1 Extra Vote Privilege
  • 1 Time Adjustment Privilege

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. By default, only players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.

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

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

Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.

Orbs

Orbs (singular Orb) are a persistent, fungible item.

Coins

Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.

Proposals

Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.

At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect.

If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

Urgent Class Proposals

Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.

The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.

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

Standard Class Proposal

Any player may submit a standard-class proposal in #standard-proposals, specifying its text.

In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.

The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.

Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal's changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.

Transtemporal Proposal

Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.

The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.

By default, rules enacted by a transtemporal proposal are persistent.

Winning

When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.

Judges

There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by :+1: or :-1: reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.

Security

Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.

In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.

This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.

Orb Share Privilege

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.

If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.

Orb Steal Privilege

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.

Goal Selection Privilege

Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.

A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.

Extra Vote Privilege

Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.

Nomicubes

Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.

Tokens

Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.

Entities

A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed.

If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.

If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.

Rules

A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.

Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).

Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.

Each rule is either persistent or ephemeral.

Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.

A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.

In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.

Time Adjustment Privilege

Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.

A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.

Ephemeral Rules

Humors

Each Player has 4 Humor values; Blood, Yellow Bile, Black Bile and Phlegm. Each of these values are initially 100.

A Player's humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.

During a given Phase, Players' Humor values cannot change until the state of the Pestilence Loop has been Announced that Phase. If a Player attempts to take an action which would change their Humor values prior to the state of the Pestilence Loop being Announced, that action instead does not occur.

Any actions that have the potential to change a player's humors can only be taken while they have not metabolised during the current phase.

Expelling

Any player can lower one of their humor values to a specified integer value between its current value and 50 by saying they do so in #game-actions.

Replenishing

Once per phase, each player can raise one of their humor values by 10 by saying they do so in #game-actions.

Metabolism

Once per Phase, provided a player has Announced the state of the Pestilence Loop that Phase, players may Metabolize by stating as such in #game-actions. Any attempt to Metabolize before the state of the Pestilence Loop has been Announced that Phase fails and has no effect.

To Metabolize, players must roll a dN, where N is the number of Ailments they have plus 2, and if the result is 1, they gain an Ailment. After doing so their Ailments are applied.

At the start of each phase each player has a SCRS of 0. After metabolizing during that phase it is either 6 if their Humors are balanced or 2 if they are not.

Ailments

Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency.

When a player gains an Ailment of an unspecified type, they must roll a dN, where N is the number of types of Ailments that exist plus one, to determine which type of Ailment they get. If the result is less than N, they gain an Ailment of the Nth type in order of creation. Otherwise, a new type of Ailment is created for them to gain.

Players can only have one Ailment of each type. If a player would gain an Ailment but they already have an Ailment of the same type, they do not gain another and their existing Ailment festers instead.

When a new type of Ailment is created, the player who triggered it must randomly select a targeted humor, a random potency between 1 and 10, randomly decide whether to negate that potency, and give it a unique name.

When an Ailment is applied, the affected players targeted humor is modified by the Ailment's potency.

The Pestilence Loop

The Pestilence Loop is an entity which has 4 Humor values of the same types as the Humors of players: Blood, Yellow Bile, Black Bile, and Phlegm. Each of these values is initially 100.

The Pestilence Loop's Humors are considered balanced if no Humor is below 50 or over 150, and they are all within 10 of each other.

Once per Phase, any player may Announce the state of the Pestilence Loop by declaring their intent to do so in #game-actions. Their message should include the mean values (rounded to the nearest integer) of the four Humors across all Players who have Metabolized at least once this Loop; the Humors of the Pestilence Loop are then set to these values.

If, at the end of a Phase, the Pestilence Loop's Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). If instead, at the end of a Phase, the Pestilence Loop's Humors are imbalanced, Loop Instability is increased by 1.

Temperaments

Each type of Humor has an associated Temperament:

  • Blood:  Sanguine (BL)
  • Yellow Bile: Choleric  (YB)
  • Black Bile:  Melancholic (BB)
  • Phlegm: Phlegmatic (PH)

A player is said to have the Temperament associated with their highest Humor value; if they do not have a unique highest Humor value, they do not have a Temperament.

Each phase, before they metabolise, each player can randomly select a temperament, which is their Goal Temperament for that phase. When a player has the same temperament as their Goal Temperament for that phase after metabolising, once during that phase, any player can grant that player 1 Nomicube.

Reagents

Reagents are items. Reagents of the same type are fungible. Players can purchase a reagent for 2 coins by stating as such in #game-actions.

When a player gains a Reagent of an unspecified type, they must roll a dN, where N is the number of types of Reagents that exist plus one, to determine which type of Reagent they get. If the result is less than N, they gain a Reagent of the corresponding type in order of creation. Otherwise, a new type of Reagent is created for them to gain.

When a new type of reagent is created, the player that triggered it must give it a unique name.

Concoctions

Concoctions are items. Concoctions of the same type are fungible.

Players can brew a Concoction by stating as such in #game-actions. To do so they must select a set of reagents they own, containg reagents of at least two different types, to use as the recipe. The reagents used as the recipe are then destroyed. If the recipe is already associated with a type of Concoction, the player gains a Concoction of that type. Otherwise, the player gains a new type of Concoction which is then associated with that recipe.

Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.

Festering

When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative.