Cycle 13/Ruleset: Difference between revisions
Updated to reflect the proposals passed at the end of Phase V. |
Updated to reflect the proposals passed at the end of Phase VI. |
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== Expelling == | == Expelling == | ||
Once per phase, each player can lower one of their humor values to a specified integer value between 10 below the current value and 0 by saying they do so in #game-actions. | |||
== Replenishing == | == Replenishing == | ||
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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. | 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. | ||
Players can throw a concoction they own at a specified player by stating as such in #game-actions, causing the specified player to consume the concoction. Each can only throw one concoction at each other player per phase. | |||
== Festering == | == Festering == | ||
When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative. | When Ailment festers, the player that triggered it must roll a d10. The result is then added to the potency value of that type of Ailment if the potency value is positive or subtracted if it is negative. | ||
== Temperament Powers == | |||
While a player has a temperament of Choleric, they can purchase a reagent for 1 coin instead of 2, and if their humors are unbalanced, each of their humors decreases by 5 when they purchase a reagent. | |||
While a player has a temperament of Melancholic, their SCRC is 1 higher, and if their humors are unbalanced, each of their humors decreases by 5 when they generate coins. | |||
While a player has a temperament of Phlegmatic, they can remove a specified ailment from themselves if they haven't already this way this phase, and if their humors were unbalanced beforehand, each of their humors decreases by 5 after doing so. | |||