Cycle 13/Ruleset: Difference between revisions

Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase VI.
Rubrica (talk | contribs)
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 metabolised during the current phase.
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 ==
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.
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.)
 
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 ==
== 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 Metabolized at least once this Loop; the Humors of the Pestilence Loop are then set to these values.
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 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.
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 ==