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== Game Change - 20 ==
== Game Change - 20 ==
Power: 20Actually, players with power 20 or greater cannot submit or vote on standard proposals, and should not submit urgent proposals. Players can eat cheeses to gain an equal amount of cheese powers. When a player gains cheese, they also gain additional cheese equal to their cheese power.
Power: 20Actually, players with power 20 or greater cannot submit or vote on standard proposals, and should not submit urgent proposals. Players can eat cheeses to gain an equal amount of cheese powers.  
 
When a player gains cheese from any source other than their cheese power, they also gain additional cheese of the same type equal to their cheese power.


== Burning ==
== Burning ==
By announcing such in '''⁠#game-actions''' a player may burn any of their items. Burning an item removes it from that player's possession (and circulation) permanently, but does not prevent them from gaining an identical item later.
By announcing such in '''⁠#game-actions''' a player may burn any of their items. Burning an item removes it from that player's possession (and circulation) permanently, but does not prevent them from gaining an identical item later.
== Cheese King ==
For every type of cheese, there is an Elector Vote, which can be assigned to a player. The player with the most cheese of that type can assign the Elector Vote to any player by stating as such in '''#⁠game-actions''' The player with the most Elector votes assigned to them at any given time is the Cheese King/Queen. When a player becomes the Cheese King/Queen they gain the "monarchy" trophy.
== Puppies ==
A player can be transformed into a puppy by stating their willingness and intention to be so in ⁠'''#game-actions''' . This change is irreversible. A puppy has no inventory. A puppy cannot be the sole owner of any entity. When a player becomes a puppy, they lose possession of every entity they own. Any such entity remains in its present location, and may be claimed for ownership by the first player to indicate such an action in ⁠'''#game-actions''' while in that location.

Revision as of 02:26, 14 November 2025

Time

General

All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.

Phases

Each week is divided into two phases:

  • Phase I: Monday, Tuesday and Wednesday
  • Phase II: Thursday, Friday, Saturday, and Sunday

The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.

Rules

A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.

A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.

A rule that is not a subrule is a top-level rule.

Players

Any person may become a player by posting a message setting forth their intent to do so in the channel ⁠#game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.

A player is reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Proposals

Proposals are made by sending a message in the channel #proposals indicating clear intent to submit a proposal.

A 👍 or 👎 reaction from a player on a message containing a proposal at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person's vote is unclear (excluding abstentions), it is considered to be against.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.

Urgent Class Proposal

The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.

Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal

The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against.

Judgement

There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed in this manner except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text while still considering the expressed or clearly implied legislative intent.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by saying so in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.

If no judge candidacies are put forward during a week, then the incumbent judge retains their position.

Actions

Actions that are to be performed "by saying so" are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If they do not, then the action can be taken by sending the message in #game-actions indicating intention to take that action. If the rules provide that players can perform a game action without making any provision for any method to take that action, then the action can be taken by sending a message in #game-actions indicating intention to take that action. If #game-actions does not exist, then the message can be sent in #nomic disclaiming that it is intended to be a game action.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.

Randomness

When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible.

When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then, if possible, the event takes place with only the non-random, non-optional elements resolved; otherwise it does not take place.

For instance, if a player receives an item with an optional random chance of special trait, they must randomly determine that trait before they may perform actions involving that item, or else the trait is not applied. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.

Random Choices

A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.

If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.

Dice Rolls

A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, requires the random selection of N rolls of a K-sided die.

  • If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.
  • If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as "x+". For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to "3+".

Items

Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item's owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.

Items with similar properties may be grouped together into item classes.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession. For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

Reputable players may trade items from their inventories with other reputable players with the consent of all trading parties.

Trophies

Trophies are identified by name. A player can only have 1 trophy of each name. Any player can grant themselves a "Participation" trophy by announcement. Trophies are not transferable.

A player may not gain a trophy with the same name of a trophy they already gained this phase.

Power

Rules may have Power, an integer number that must be included in the proposal. Players are only affected by rules with equal or lower power than the number of trophies they own, or 0. A rule that does not specify a power has power 0.

Locations

All things contained, defined, or moderated by this cycle of Infinite Nomic are considered to have a location at all times. By default, all things are located in The Server. Entities are said to have “moved” when their location changes.

Players may move themselves or entities they are in sole possession of at any time by posting a message to #game-actions with the thing they wish to move, and where they wish to move it to. Entities which have no owners may be moved only via proposal. Entities which have multiple owners may be moved with the assent of all active players who have possession of that entity.

Entities can only move to locations defined by the rules.

Cheese Drawer

Power: -5

There is a cheese drawer.

The cheese drawer contains two locations: The Outside of the Cheese Drawer and The Inside of the Cheese Drawer. The cheese drawer is considered to be “open” or “closed” at all times, and its position can be switched once per phase by any player. When the cheese drawer is closed, The Inside of the Cheese Drawer cannot be moved to or from. The cheese drawer can only by opened or closed by a player in The Outside of the Cheese Drawer.

The Hall of Fame

Power: 25

There is a location called "The Hall of fame". Whenever a player correctly states that they are the only one in the Hall of Fame and have been for a complete phase, they win.

Reassembled Trophy

When a player joins the cycle, grant them one half-trophy if this is their first time joining the cycle. If a player has 2 half-trophies, they can gain a "Reassembled" trophy by posting to ⁠#game-actions and thereby destroying their 2 half-trophies. Half-trophies can be transferred, by their owner posting to ⁠#game-actions, without consent.

Now You're Playing Nomic!

If a player has a proposal passed that cycle, they can brag to ⁠#game-actions and thereby gain the "Author" trophy.

Scammer Trophy

If a player owns more than 999,999 of any rule defined quantity, they can brag as such to ⁠#game-actions to gain the "Scammer" trophy.

Cheese Trophy

A player in the Inside of the Cheese Drawer can brag about it in ⁠#game-actions to gain the "Cheese" trophy.

Difficulty Curve - Level 1

Power: 1

Actually, players with power 1 or greater need to pass a number of proposals equal to their power to gain the 'Author' trophy.

Difficulty Curve - 2

Power: 2

Actually, players with power 2 or greater need 3 half-trophies to 'assemble a trophy', and similarly, that action destroys their 3 half-trophies.

Mechanic Unlock - 4

Power: 4

Cheeses are items. Cheeses of the same type are fungible.

The following types of cheese exist: Cheddar, Brie, Edam, Emmental, Feta, Gouda, Mozzarella, Manchego, Parmesan, Camembert, Wensleydale, Red Leicester, Limburger, Roquefort, Swiss, Smoked, Stilton, American.

A player in the cheese drawer can harvest cheese once per phase, by posting to ⁠#game-actions, gaining cheese of a random type in an amount equal to their power. A player who owns cheese of every type can claim the "Cheese Connoisseur" trophy.

Game Change - 20

Power: 20Actually, players with power 20 or greater cannot submit or vote on standard proposals, and should not submit urgent proposals. Players can eat cheeses to gain an equal amount of cheese powers.

When a player gains cheese from any source other than their cheese power, they also gain additional cheese of the same type equal to their cheese power.

Burning

By announcing such in ⁠#game-actions a player may burn any of their items. Burning an item removes it from that player's possession (and circulation) permanently, but does not prevent them from gaining an identical item later.

Cheese King

For every type of cheese, there is an Elector Vote, which can be assigned to a player. The player with the most cheese of that type can assign the Elector Vote to any player by stating as such in #⁠game-actions The player with the most Elector votes assigned to them at any given time is the Cheese King/Queen. When a player becomes the Cheese King/Queen they gain the "monarchy" trophy.

Puppies

A player can be transformed into a puppy by stating their willingness and intention to be so in ⁠#game-actions . This change is irreversible. A puppy has no inventory. A puppy cannot be the sole owner of any entity. When a player becomes a puppy, they lose possession of every entity they own. Any such entity remains in its present location, and may be claimed for ownership by the first player to indicate such an action in ⁠#game-actions while in that location.