Cycle 13/Ruleset: Difference between revisions

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== Criminal Predictions ==
== Criminal Predictions ==
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a robbery. If they commit a robbery in that phase after the player's prediction, each of the two players gain 1 Crime Power.
Once per 7 rolled when generating coins, the player who did so may select one other player who they predict will commit a robbery. If they commit a robbery in that phase after the player's prediction, each of the two players gain 1 Crime Power.
== Contraband ==
Contraband is a fungible ephemeral item. At the start of each phase, if any player possesses an amount of Contraband that exceeds that player's Crime Power, the amount of Contraband they posses is changed to be equal to their Crime Power.
Whenever a player rolls the same number on two or more dice while generating coins, that player may create an amount of Contraband equal to the number that was rolled, by declaring their intent to do so. If they do not explicitly declare their intent to create Contraband, none is created. Creating Contraband is a Crime.
Once per phase, if a player rolls a 12 while generating coins, that player may "sell Contraband." To sell Contraband, the player discards any chosen amount of Contraband, and gains 3 times that many coins. If a player rolled a 12 while generating coins last phase, but did not sell any Contraband, they may do so this phase. Selling Contraband is a Crime.