Round 7/Ruleset: Difference between revisions
miraheze>Wotton Prose-Pal Proposal Passes |
miraheze>CodeTriangle Unnamed proposal by Wotton passed. |
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== Winning == | == Winning == | ||
Victory conditions not specified within this rule are not valid. VP may only be gained or lost as specified within this rule. | Victory conditions not specified within this rule are not valid. VP may only be gained or lost as specified within this rule. | ||
A player wins once they have at least 100 Victory | A player wins once they have at least 100 Victory Poents (VP). Victory Poents are a quantity that is neither a currency nor an item. | ||
Proposals that modify or repeal this rule pass when and only when one of the following conditions is met: | Proposals that modify or repeal this rule pass when and only when one of the following conditions is met: | ||
a) 24 hours or more have passed, and less than 7 days have passed, and there are no votes against it. | a) 24 hours or more have passed, and less than 7 days have passed, and there are no votes against it. | ||
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When a player's turn ends, the turn of the player below them in the list in #game-rules begins simultaneously. | 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 | If a player ends their turn, they have 1 hour to ping the next player whose turn it is, or they will lose 1 poent. This only counts if you have done something on your turn (I.e. moving) | ||
== Proposals == | == Proposals == | ||
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 and the player who sent the message containing the proposal gains a number of | 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 and the player who sent the message containing the proposal gains a number of poents equal to the amount of thumbsup reactions on the proposal minus the amount of thumbsdown reactions. | ||
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. | 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. | ||
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== Poent == | == Poent == | ||
All players have an integer associated with them called " | All players have an integer associated with them called "poents". Upon becoming a player for the first time, a player has 5 poents. | ||
== Tiles == | == Tiles == | ||
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=== Fives === | === Fives === | ||
When a player lands on a space divisible by 5, they gain 10 | When a player lands on a space divisible by 5, they gain 10 poents. | ||
=== Jail === | === Jail === | ||
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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 4, 5 or 6, they are no longer in jail and are placed on space 1. | 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 4, 5 or 6, they are no longer in jail and are placed on space 1. | ||
If a player has failed to escape jail two turns in a row, on their following turn they may choose to lose 1 | If a player has failed to escape jail two turns in a row, on their following turn they may choose to lose 1 poent in order to escape from jail. Once a player escapes jail, they are immediately placed on the primary space with the lowest number. | ||
=== Gulag === | === 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 | 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 poents, 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 poent they are placed on space 1 and added to the bottom of the turn order. | ||
=== Master of Your Fate === | === Master of Your Fate === | ||
If a player lands on a primary space whose number is a multiple of 7 on their turn, then on the same turn they may spend a number of | If a player lands on a primary space whose number is a multiple of 7 on their turn, then on the same turn they may spend a number of poents equal to their movement roll to gain a Number item with a stored value of their movement roll. | ||
=== Frontier === | === Frontier === | ||
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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 | 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 | ||
* a. admit fault, moving to the jail space; | * a. admit fault, moving to the jail space; | ||
* b. bribe the officer, losing 5 | * b. bribe the officer, losing 5 poents. Their turn ends immediately, and the Cop Car gains 5 health (not an option if the player has fewer than 5 poents); | ||
* c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 | * c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 poents and the officer loses 10 health. If the player's roll is lower than the officers roll, they lose 10 poents and move to the jail space (not an option if the player has fewer than 10 poents); | ||
If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 | If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 poents and the Cop Car ceases to be a space feature. | ||
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. | 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. | ||
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! Item Name !! Price !! Effect | ! Item Name !! Price !! Effect | ||
|- | |- | ||
| Flute || 3 | | Flute || 3 poents || Move a snake feature from one primary tile to another primary tile that is adjacent to it | ||
|- | |- | ||
| N. 1 || 5 | | N. 1 || 5 poents || This item has the same effect as a Number 1, as described in rule 'Numbers' | ||
|- | |- | ||
| I.N. 1 || 5 | | I.N. 1 || 5 poents || This item has the same effect as an Immutable Number 1, as described in rule 'Numbers' | ||
|- | |- | ||
| 2d6 || 10 | | 2d6 || 10 poents || This item may only be used on your turn, before you make a movement roll. You may make your movement roll with a 2d6 this turn | ||
|} | |} | ||
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All spaces with a number that is a multiple of 7 have the 'bank' feature. | All spaces with a number that is a multiple of 7 have the 'bank' feature. | ||
'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit | 'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit poents in multiples of 5 creating a bank account and losing that amount of poents. Whenever a player passes or lands on a space with a 'Bank', the amount of poents stored in their account increases by 1 per multiple of 5 poents stored. While on a space with the Bank feature, a player may take out any amount of poents from their account given their withdrawal does not exceed the number of poents in their account or put the account below 0. | ||
=== Houses === | === Houses === | ||
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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. | 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 | When a player lands on a space with a House on it, if they have at least one poent, they lose one poent and the owner of the house gains one poent. | ||
Players may at any | Players may at any poent in time buy a House item for five poents. | ||
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. | 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. | ||
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=== Towns === | === Towns === | ||
If a player is on a space with an unclaimed field feature, that player can buy and place a town feature on the space they are currently occupying by saying “I claim a town in this area and name it (x) town” and paying 10 | If a player is on a space with an unclaimed field feature, that player can buy and place a town feature on the space they are currently occupying by saying “I claim a town in this area and name it (x) town” and paying 10 poents. The unclaimed field feature then turns into a (x) town feature. | ||
Each town has a leader. The player who founded the town is automatically the leader but the leader can transfer the leader role to another player by saying “I give up my position of leader to:” and then pinging the player who will receive the role. | Each town has a leader. The player who founded the town is automatically the leader but the leader can transfer the leader role to another player by saying “I give up my position of leader to:” and then pinging the player who will receive the role. | ||
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If a player lands on a town space they are not a member of, they can choose to join it through an application. The leader can approve or deny said application. The town leader can kick anyone out of their town for any reason, this causes the person who was kicked out to move down one space. A player may stop being memeber of a town by declaring their intent to do so. | If a player lands on a town space they are not a member of, they can choose to join it through an application. The leader can approve or deny said application. The town leader can kick anyone out of their town for any reason, this causes the person who was kicked out to move down one space. A player may stop being memeber of a town by declaring their intent to do so. | ||
Each town has a Treasury fund. Treasury Funds are made up of | Each town has a Treasury fund. Treasury Funds are made up of poents. Anyone can donate to a town fund by announcing their intent to do so together with the amount to be donated. The Leader of a town can transfer poents from their respective towns to their own possession by declaring their intent to do so and the amount of poents they want to transfer, together with the name of the town from which they are transfering the poents. | ||
A list of existing towns must be tracked in the wiki, along with their respective town names, town leader names, list of members, and amount in their trasury funds. | A list of existing towns must be tracked in the wiki, along with their respective town names, town leader names, list of members, and amount in their trasury funds. | ||
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== Looping == | == Looping == | ||
When a player starts their turn on a primary space and advances to or past the lowest-numbered primary space, they gain 5 | When a player starts their turn on a primary space and advances to or past the lowest-numbered primary space, they gain 5 poents and all Numbers in their possession increase by one. They are then granted a Number of 1 in their possession. | ||
== Commerce == | == Commerce == | ||