User:Xenon dichloride/Exoptwosis

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Revision as of 00:48, 7 April 2024 by Xenon dichloride (talk | contribs) (Win condition added.)

After 3 years the sequel to the beloved deck building card game is finally here!

In this Special Mega Ultimate Pro Plus Edition the game has been expanded to encompass an entire nomic. It even includes the Dice Nomic DLC pre-installed. Now on sale for the low price of $0! Vote with your wallet now before it's gone! Exoptwosis: Revenge of the Douses: Special Mega Ultimate Pro Plus Edition & Dice Nomic DLC - """fun""" for the whole family!!!

Inventory

Each player has an inventory containing all of the items and points they possess. Two players may trade items and/or points from their inventories.

Each player has a 'dice pouch' of dice as a subset of their inventory. All players start with a single 6-sided die (d6) in this set.

Each player has a 'deck' of cards as a subset of their inventory, initially empty.

Cards

The table below describes the obtainable cards. Any card with no effects or stickers is considered a 'Basic Card'.

Name Value Suit Colour Effect
Ace of Hearts 1 and 13 Hearts Red
2 of Hearts 2 Hearts Red
3 of Hearts 3 Hearts Red
4 of Hearts 4 Hearts Red
5 of Hearts 5 Hearts Red
6 of Hearts 6 Hearts Red
7 of Hearts 7 Hearts Red
8 of Hearts 8 Hearts Red
9 of Hearts 9 Hearts Red
10 of Hearts 10 Hearts Red
Jack of Hearts 11 Hearts Red
Queen of Hearts 12 Hearts Red
King of Hearts 12 Hearts Red
Ace of Diamonds 1 and 13 Diamonds Red
2 of Diamonds 2 Diamonds Red
3 of Diamonds 3 Diamonds Red
4 of Diamonds 4 Diamonds Red
5 of Diamonds 5 Diamonds Red
6 of Diamonds 6 Diamonds Red
7 of Diamonds 7 Diamonds Red
8 of Diamonds 8 Diamonds Red
9 of Diamonds 9 Diamonds Red
10 of Diamonds 10 Diamonds Red
Jack of Diamonds 11 Diamonds Red
Queen of Diamonds 12 Diamonds Red
King of Diamonds 12 Diamonds Red
Ace of Spades 1 and 13 Spades Black
2 of Spades 2 Spades Black
3 of Spades 3 Spades Black
4 of Spades 4 Spades Black
5 of Spades 5 Spades Black
6 of Spades 6 Spades Black
7 of Spades 7 Spades Black
8 of Spades 8 Spades Black
9 of Spades 9 Spades Black
10 of Spades 10 Spades Black
Jack of Spades 11 Spades Black
Queen of Spades 12 Spades Black
King of Spades 12 Spades Black
Ace of Clubs 1 and 13 Clubs Black
2 of Clubs 2 Clubs Black
3 of Clubs 3 Clubs Black
4 of Clubs 4 Clubs Black
5 of Clubs 5 Clubs Black
6 of Clubs 6 Clubs Black
7 of Clubs 7 Clubs Black
8 of Clubs 8 Clubs Black
9 of Clubs 9 Clubs Black
10 of Clubs 10 Clubs Black
Jack of Clubs 11 Clubs Black
Queen of Clubs 12 Clubs Black
King of Clubs 12 Clubs Black
Red Joker - - Red
Black Joker - - Black

Stickers

A player may add a sticker they own onto the face of any die or card they own. When a face that has a sticker is rolled, the sticker's effect is triggered instead of the number beneath. When a card with a sticker is played, the sticker's effects are applied in addition to the card's.

A numbered sticker can only be added to a dice of greater or equal size than the sticker's number.

Each card can have up to 4 stickers attached, unless otherwise specified.

A sticker can be removed but it is destroyed when doing so.

The table below describes the obtainable stickers.

Name Dice Effect Card Effect
1 Changes the face value to 1. The player may consider the card to have value 1.
2 Changes the face value to 2. The player may consider the card to have value 2.
3 Changes the face value to 3. The player may consider the card to have value 3.
4 Changes the face value to 4. The player may consider the card to have value 4.
5 Changes the face value to 5. The player may consider the card to have value 5.
6 Changes the face value to 6. The player may consider the card to have value 6.
7 Changes the face value to 7. The player may consider the card to have value 7.
8 Changes the face value to 8. The player may consider the card to have value 8.
9 Changes the face value to 9. The player may consider the card to have value 9.
10 Changes the face value to 10. The player may consider the card to have value 10.
11 Changes the face value to 11. The player may consider the card to have value 11.
12 Changes the face value to 12. The player may consider the card to have value 12.
13 Changes the face value to 13. The player may consider the card to have value 13.
14 Changes the face value to 14. The player may consider the card to have value 14.
15 Changes the face value to 15. The player may consider the card to have value 15.
16 Changes the face value to 16. The player may consider the card to have value 16.
17 Changes the face value to 17. The player may consider the card to have value 17.
18 Changes the face value to 18. The player may consider the card to have value 18.
19 Changes the face value to 19. The player may consider the card to have value 19.
20 Changes the face value to 20. The player may consider the card to have value 20.
Reroll Select a die of equal size and reroll it. -
Pickpocket A player of your choice loses the number of points of the face below this sticker. You gain half (rounded up) this amount. -
Red - The player may consider the card to be colour red.
Black - The player may consider the card to be colour black.
Heart - The player may consider the card to be suit hearts.
Diamond - The player may consider the card to be suit diamonds.
Spade - The player may consider the card to be suit spades.
Club - The player may consider the card to be suit clubs.
Gilded Changes the face value to twice the number beneath. The player may consider the card to be a face card.
Cursed When a rolls dice, they must roll all dice with the cursed sticker. Cursed cannot be removed. Cards with the cursed sticker must always be present in their owner's hand. Cursed cannot be removed.

Inactivity

A player is considered to be 'inactive' if they performed no actions in the previous phase. All players are active in the first phase.

Actions

Card gifting

Once per phase, each player (the giver) may select one other player (not themselves) to receive a random card. The following also occur:

  • If that player is inactive, they are granted 2 additional random cards and the giver is granted 1 random card.
  • If that player has less than 5 cards, they are granted an additional card.

Exoptotic Battle

A player may state their intention to engage in battle by posting a signifying message to #game-actions. In each phase, all players who engaged in battle in the previous phase play a collective game of Exoptosis. If a player has less than 4 cards they cannot engage in battle.

In this game, if 24h elapses from the commencement of a player's turn without them acting, their turn is skipped. The winner of this game receives a random reward from the list below:

  • 3 Random Cards
  • 5 - 16 Vertebrae
  • 2 Chips

Exoptotic Duel

A player may request a duel with a group of players by posting a message stating as such to #game-actions. These players may then reply to accept or decline this offer. If all accepted, the players play a game of Exoptosis together immediately.

Dice Rolling

Once per phase, each player may roll a subset of (or all of) their dice to gain points. The number of points they earn is the sum of the result of each dice, modified by the faces' stickers.

Shop

Players can purchase items from the shop tabulated below.

Item Cost
Random number sticker (value 1 - 6) 2 Points
Random number sticker (value 1 - 20) 8 Points
Random number sticker (value 10 - 20) 16 Points
Random suit/colour sticker (Red, Black, Heart, Diamond, Spade, Club) 12 Points
Reroll sticker 6 Points
Pickpocket sticker 10 Points
d2 2 Points
d4 5 Points
d6 8 Points
d8 12 Points
d12 20 Points
d16 32 Points
d20 50 Points
Random Card 5 Points
Handy Pack (3 Random Cards) 12 Points
Deck Pack (54 Random Cards) 75 Points
Royal Pack (4 Random face cards) 20 Points
Sticker Sheet (10 Random Stickers) 25 Points

Exoptosis

Before the commencement of any game of Exoptosis, a player may raise the stakes by betting chips. If at least one other player matches this bet, all players must either match or further raise the bet (then all players must match this new bet). If a player does not wish to or cannot meet a bet, they must forfeit the game (but lose no chips). The winner of the game gains all chips betted.

Victory

If a player possesses at least 25 chips in their inventory, they win. The cycle then ends.