Cycle 16/Ruleset Draft: Difference between revisions
Add Proposal and Judgement boilerplate |
Add some clarifying sentences and define how random stuff happens |
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== Inventory == | == Inventory == | ||
Each player has an inventory containing all of the items they possess. Two players may trade items from their inventories. | Each player has an inventory containing all of the items they possess. Two players may trade items from their inventories with the consent of both parties. | ||
Each player has a 'deck' of cards as a subset of their inventory, initially empty. | Each player has a 'deck' of cards as a subset of their inventory, initially empty. | ||
== Cards == | == Cards == | ||
Every card has a holographic variant. When a | If a player has a pack in their inventory, they can open the pack by stating their intention to do so, obtaining the random cards inside. Open packs are discarded from their inventory afterward. | ||
Every card has a holographic variant. When a card is obtained by being granted or by opening a pack, it has a 5% chance to be holographic unless stated otherwise. | |||
Obtained cards are automatically stored in a player's deck. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+The table below describes the obtainable cards. | |+The table below describes the obtainable cards. Cards in ''Italics'' are special cards. | ||
!Name | !Name | ||
!Value | !Value | ||
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!Colour | !Colour | ||
|- | |- | ||
|Ace of Hearts | |''Ace of Hearts'' | ||
|1 | |1 | ||
|Hearts | |Hearts | ||
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|Red | |Red | ||
|- | |- | ||
|Jack of Hearts | |''Jack of Hearts'' | ||
|11 | |11 | ||
|Hearts | |Hearts | ||
|Red | |Red | ||
|- | |- | ||
|Queen of Hearts | |''Queen of Hearts'' | ||
|12 | |12 | ||
|Hearts | |Hearts | ||
|Red | |Red | ||
|- | |- | ||
|King of Hearts | |''King of Hearts'' | ||
|12 | |12 | ||
|Hearts | |Hearts | ||
|Red | |Red | ||
|- | |- | ||
|Ace of Diamonds | |''Ace of Diamonds'' | ||
|1 | |1 | ||
|Diamonds | |Diamonds | ||
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|Red | |Red | ||
|- | |- | ||
|Jack of Diamonds | |''Jack of Diamonds'' | ||
|11 | |11 | ||
|Diamonds | |Diamonds | ||
|Red | |Red | ||
|- | |- | ||
|Queen of Diamonds | |''Queen of Diamonds'' | ||
|12 | |12 | ||
|Diamonds | |Diamonds | ||
|Red | |Red | ||
|- | |- | ||
|King of Diamonds | |''King of Diamonds'' | ||
|12 | |12 | ||
|Diamonds | |Diamonds | ||
|Red | |Red | ||
|- | |- | ||
|Ace of Spades | |''Ace of Spades'' | ||
|1 | |1 | ||
|Spades | |Spades | ||
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|Black | |Black | ||
|- | |- | ||
|Jack of Spades | |''Jack of Spades'' | ||
|11 | |11 | ||
|Spades | |Spades | ||
|Black | |Black | ||
|- | |- | ||
|Queen of Spades | |''Queen of Spades'' | ||
|12 | |12 | ||
|Spades | |Spades | ||
|Black | |Black | ||
|- | |- | ||
|King of Spades | |''King of Spades'' | ||
|12 | |12 | ||
|Spades | |Spades | ||
|Black | |Black | ||
|- | |- | ||
|Ace of Clubs | |''Ace of Clubs'' | ||
|1 | |1 | ||
|Clubs | |Clubs | ||
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|Black | |Black | ||
|- | |- | ||
|Jack of Clubs | |''Jack of Clubs'' | ||
|11 | |11 | ||
|Clubs | |Clubs | ||
|Black | |Black | ||
|- | |- | ||
|Queen of Clubs | |''Queen of Clubs'' | ||
|12 | |12 | ||
|Clubs | |Clubs | ||
|Black | |Black | ||
|- | |- | ||
|King of Clubs | |''King of Clubs'' | ||
|12 | |12 | ||
|Clubs | |Clubs | ||
|Black | |Black | ||
|- | |- | ||
|Red Joker | |''Red Joker'' | ||
| - | | - | ||
| - | | - | ||
|Red | |Red | ||
|- | |- | ||
|Black Joker | |''Black Joker'' | ||
| - | | - | ||
| - | | - | ||
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Before a game of Exoptosis commences, all participants select a ''minimum'' of 4 playing cards from their inventory, revealing these to the other players simultaneously. These cards form their hand and are visible to all players. All cards are returned to their respective owners after the game ends. | Before a game of Exoptosis commences, all participants select a ''minimum'' of 4 playing cards from their inventory, revealing these to the other players simultaneously. These cards form their hand and are visible to all players. All cards are returned to their respective owners after the game ends. | ||
=== Winning === | |||
The first participant to have zero cards in their hand wins the game of Exoptosis. | The first participant to have zero cards in their hand wins the game of Exoptosis. | ||
=== Turn Order === | === Turn Order === | ||
The turn order in a game of Exoptosis is determined by the number of cards in participants' hands, in descending order. | The turn order in a game of Exoptosis is determined by the number of cards in participants' hands, in descending order. If multiple participants have an equal number of cards in their hands, their relative turn order is determined randomly. | ||
=== Betting === | === Betting === | ||
Before the commencement of any game of Exoptosis, a player may raise the stakes by betting Chips. If at least one other player matches this bet, all players must either match or further raise the bet (then all players must match this new bet). If a player does not wish to or cannot meet a bet, they must forfeit the game (but lose no Chips). | Before the commencement of any game of Exoptosis, a player may raise the stakes by betting Chips, up to the number they have. If at least one other player matches this bet, all players must either match or further raise the bet (then all players must match this new bet). If a player does not wish to or cannot meet a bet, they must forfeit the game (but lose no Chips). | ||
The winner of the game gains all Chips betted. | The winner of the game gains all Chips betted. | ||
=== Playing Cards === | === Playing Cards === | ||
On a participant's | On a participant's Exoptosis turn, they must play a card from their ''hand''. In any game, the first card played must be a ''non-special'' card. If they cannot play a card, they must add one to their hand from their ''inventory'' (that is not already in the game). If the participant does not have enough cards in their inventory, they choose another participant who then gives the drawing person 1 card from their ''hand''. | ||
Unless special cases occur, a participant may play a card if it has a ''value equal'' to, ''one (1) above'', or ''one (1) below'' that of the previous played card, or of ''opposite colour'' - only if the played card is ''non-special''. | Unless special cases occur, a participant may play a card if it has a ''value equal'' to, ''one (1) above'', or ''one (1) below'' that of the previous played card, or of ''opposite colour'' - only if the played card is ''non-special''. On the first turn of the game, the player who goes first in the turn order may play any ''non-special'' card. | ||
=== Special Cards === | === Special Cards === | ||
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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. | 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. | ||
= Randomness = | |||
When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible. | |||
When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then the event either does not take place, or takes place with only the non-random, non-optional elements resolved. | |||
For instance, if a player receives an item with an optional random chance of having a special trait, they must randomly determine that trait before they may perform actions involving that item, or else the gaining of that trait fails by default. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined. | |||