Cycle 13/Ruleset: Difference between revisions
Updated to reflect the proposals passed at the end of Phase VI. |
Updated to reflect the proposals passed at the end of Phase VII. |
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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. | 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 | Any actions that have the potential to change a player's humors can only be taken while they have not generated coins during the current phase. | ||
== Expelling == | == Expelling == | ||
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== Metabolism == | == Metabolism == | ||
If a player's humors are imbalanced, they have a SCRS of 2, otherwise they have a SCRS of N+1, where N is the number of ailments they have. Whenever a player rolls a 1 when generating coins, that player gains an ailment. Directly after generating coins, and potentially gaining an ailment, their ailments are applied. (If ailments cannot be applied, a player could not generate coins.) | |||
== Ailments == | == Ailments == | ||
Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency. | Players can have Ailments. Each type of Ailment has a name, an affected humor, and a potency. | ||
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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. | 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 | 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 generated coins 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. | 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. | ||
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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. | ||
Each phase, before they | Each phase, before they generate coins, 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 generating coins, once during that phase, any player can grant that player 1 Nomicube. | ||
== Reagents == | == Reagents == |