Round 7/Ruleset: Difference between revisions

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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:
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:


1. Add a number of spaces equal to their movement roll minus 1.
# Add a number of spaces equal to their movement roll minus 1.
2. If the number of spaces created in step 1 is 3 or greater, do the following:
# If the number of spaces created in step 1 is 3 or greater, do the following:
  1. Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
## Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
  2. 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.
## 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.
3. Advance by a number of spaces equal to their movement role.
# 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.
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.

Revision as of 18:35, 30 August 2020

The following is a copy of the ruleset for round 7 (github version here).

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.

Rule 2: Turn order

When someone becomes a player, their name is put at the bottom of the list of players in #game-rules. Players take turns according to this list, starting with the player on the top of the list and going down. When the player at the bottom of the list has taken their turn, players keep taking turns from the top again. The game begins immediately when the first player joins the game.

Rule 3: What happens on a turn

A player's turn consists of performing any actions the rules require them to perform on their turn, as well as optionally performing any other actions the rules allow them to perform on their turn. A player may choose to end their turn at any time during it, by stating their intent to do so in #public-forum). A player's turn autmatically ends ("passes") 24 hours after it started.

When a player's turn ends, the turn of the player below them in the list in #game-rules begins simultaneously.

If a player ends their turn, they have 1 hour to ping the next player whose turn it is, or they will lose 1 point. This only counts if you have done something on your turn (I.e. moving)

Rule 4: Proposing and voting

A player who does not already have a proposal being voted on may make a proposal by posting a message in #proposals. Players may then react to that message with either thumbsup or thumbsdown during the next 24 hours. When the voting period is over, if the message has more thumbsup reactions than thumbsdown reactions, the events stated in the proposal take effect. The rules are maintained on the Infinite Nomic wiki, which is referred to by a link in #game-rules. If a proposal message is deleted or edited before it takes effect, then the proposal is retracted. It does not take effect and its voting period ends.

Rule 5: The game board

The gameboard consists of the spaces defined in the rules. All players are always located on one of the board's spaces.

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

Entities can move between primary spaces in two directions. To "advance" or "move up" is to move in the direction that the numbers are increasing. To "regress" or "move down" is to move in the direction that the numbers are decreasing. For the purposes of this type of movement, the lowest-numbered space is considered to be one space higher than the highest-numbered primary space and the highest-numbered space is considered to be one space lower than the lowest-numbered primary space.

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

All players have an integer associated with them called "points". Upon becoming a player for the first time, a player has 0 points. When a player lands on a space divisible by 5, they gain 10 points.

Rule 9: Cop Car

Cop Car is a space feature. Initially, space 4 has this feature.

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 automatically):

  • a. admit fault, moving to the jail space; OR
  • b. bribe the officer, losing 5 points. Their turn ends immediately (not an option if points are not implemented or non-functioning).

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.

Rule 10: Jail

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.

Rule 11: Features

Each space on the gameboard has a number of features on it. Types, locations, and effects of features are defined by the rules.

When a player lands on a space with a feature, all the effects of its features are applied in alphabetical order by feature name. This order can be modified by the rules.

Feature effects can only take place after a player moves.

Rule 12: Frontier

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:

  1. Add a number of spaces equal to their movement roll minus 1.
  2. If the number of spaces created in step 1 is 3 or greater, do the following:
    1. Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
    2. 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.
  3. 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.

Rule 13: Looping

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

Rule 14: Banks

'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

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.

When a player lands on a space with a House on it, if they have at least one point, they lose one point and the owner of the house gains one point.

Players may at any point in time buy a House item for five points. 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

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 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

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 18: Jail Break

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

"Snake" and "Ladder" are space features. They are initially found on no spaces.

Each Snake and Ladder is in a pair with another feature of its type. The lower Snake or Ladder in a pair is the one on the lower-numbered primary space; the upper Snake or Ladder is the other.

When referring to a specific snake or ladder, the shorthand "Type NL" can be used, where "Type" is the type of feature, "N" is a number indicating a pair (should be assigned by order of creation) and "L" is either "L" if the feature is lower or "U" if the feature is upper (for example "Snake 1U" or "Ladder 5L").

When a player lands on a lower Ladder, they advance to the upper Ladder in the pair. When a player lands on an upper Snake, they regress to the lower Snake in the pair. These movements take effect before the Cop Car does.