Cycle 13/Ruleset: Difference between revisions

Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase II.
Rubrica (talk | contribs)
Updated to reflect the proposals passed at the end of Phase III.
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A Player's humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.
A Player's humors are considered balanced if no humor is below 50 or over 150, and they are all within 10 of eachother.
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.


== Expelling ==
== Expelling ==
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== Metabolism ==
== Metabolism ==
Once per phase, players may Metabolize by stating as such in #game-actions. To do so they 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.
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.


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.
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.


At the end of each Phase, the Pestilence Loop's Humors are each set to the mean value of the corresponding Humors of all players who have Metabolized at least once this Loop. If, after this is done, the Pestilence Loop's Humors are balanced, Loop Instability is decreased by 1 (to a minimum of 0). Instead, if after this is done, the Pestilence Loop's Humors are imbalanced, Loop Instability is increased by 1.
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 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.


== Temperaments ==
== Temperaments ==
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Each phase, 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, once during that phase, any player can grant that player 1 Nomicube.
Each phase, 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, once during that phase, any player can grant that player 1 Nomicube.
== Reagents ==
Reagents are items. Reagents of the same type are fungible. Players can purchase a reagent for 2 coins by stating as such in #game-actions.
When a player gains a Reagent of an unspecified type, they must roll a dN, where N is the number of types of Reagents that exist plus one, to determine which type of Reagent they get. If the result is less than N, they gain a Reagent of the corresponding type in order of creation. Otherwise, a new type of Reagent is created for them to gain.
When a new type of reagent is created, the player that triggered it must give it a unique name.
== Concoctions ==
Concoctions are items. Concoctions of the same type are fungible.
Players can brew a Concoction by stating as such in #game-actions. To do so they must select a set of reagents they own, containg reagents of at least two different types, to use as the recipe. The reagents used as the recipe are then destroyed. If the recipe is already associated with a type of Concoction, the player gains a Concoction of that type. Otherwise, the player gains a new type of Concoction which is then associated with that recipe.
Players can consume any Concoction they own by stating as such in #game-actions. The first time a Concoction of a given type is consumed, the consumer must randomly select the type of Ailment that it adds or removes, then randomly determine whether it adds or removes it, and then give it a unique name. Regardless of whether it is the first time, the effect that was determined upon the first consumption is then applied to the consumer.