Round 10/Proposal Ideas

From Infinite Nomic Wiki
Revision as of 02:06, 9 July 2021 by miraheze>Klinkplink (Updating CARD to include cats rearranging of hand ranks)

Feel free to expand ideas, write them out in more detail, add new ideas, etc.

Less Fleshed-Out Ideas

  • Win condition (Victory points, potentially poker/card themed?)
  • Secondary currency to allow special actions including buying victory points, changing lots in some way?
  • Increasing the number of lots generated to be two times the number of players that bid in the previous auction
  • Increase the number of cards per lot to 3
  • Scaling the payout of placements (Total bet amounts distributed across placements?) and increasing the number of placements
  • Minigames/Formalized pvp gambling

Currently Being Drafted

Card And Reward Development (CARD)

  • The purpose of this is to both increase the number of cards in circulation to allow more activate participating, and to increase the rewards to make playing a better investment

Working draft

In rule "Auctions" section "Lots" Amend the following text:

"Each lot consists of two cards. Each auction has ten lots."

To:

"Each lot consists of three cards. Each auction has the higher option of:
  • Ten lots
  • 2 lots for every 3 players
  • 2 lots for every player who bid in the previous election "

In rules "Phases", "Auctions" and "Items" replace all instances of the word "points" with the word "chips".

Each player gains chips equal to their point total the instant before this proposal passed

In rule "Items" create section "Trung", with the following text:

"Trungs are fungible items. Trungs may be exchanged at the following rates:
  • 10 Trungs for 1 Gold Star
  • 2 Trungs for 1 Standard Proposal Maker"

In rule "Items" create section "Gold Star" with the following text:

"Gold Stars are items that cannot be traded."

Create rule "Victory" with the following text:

If a player has 10 Gold Stars in their possession at any time, they become the winner of Round 10, ending the round."

In Rule "Auctions" section "Prizes" replace the following:

Placement Prizes
1 1 Standard Proposal-Maker and 20 points
2 1 Standard Proposal-Maker and 10 points
3 30 points
4 20 points
5 or above The cards the player presented during the Bartering Phase.

With:

Placement Prizes
1 5 Trungs, 1 Standard Proposal Maker, and 10 chips
2 4 Trungs, 1 Standard Proposal Maker, and 20 chips
3 3 Trungs and 30 Chips
4 2 Trungs and 40 Chips
5 1 Trung and 50 Chips
6 50 chips
7 or above 20 Chips and the cards the player presented during the Bartering Phase.

Amend the section Scoring of the rule Auctions by replacing "Hands are ranked as follows: (2 and A are treated as sequential for the purposes of ranking hands, hands higher on the list have better ranking)" with "Hands are ranked as follows. Ranks that appear earlier in the table have better ranking. A hand's rank is considered to be the best rank that it satisfies the criteria for (not all cards must be used in satisfying the criteria, i.e. extraneous cards are acceptable). For the purpose of determining rank, A and 2 are treated as sequential."

Amend the same section by replacing the criteria of the hands in the table as follows: Straight Flush: "Five cards of sequential rank, all sharing the same suit." Five-of-a-Kind: "Five cards of the same rank." Four-of-a-Kind: "Four cards of the same rank." Full House: "Three cards of one rank and two cards of another rank." Flush: "Five cards of the same suit." Straight: "Five cards of sequential rank." Three-of-a-Kind: "Three cards of the same rank." Two Pair: "Two cards of one rank and two other cards of another rank." One Pair: "Two cards of one rank." High Card: "Always satisfied."


Booster Pack

With this proposal I want to make the game more competitive. As it stands, you can somewhat easily expect to collect a five-of-a-kind by winning a couple of auctions and trading a bit. I want to remove this strategy as a viable option because it's boring. I will do this by adding and reorganizing a whole bunch of stuff.

  • Add a bunch of suits.
    • I was thinking that we could take inspiration from other European card decks.
    • The cards we currently use are the French deck. We have Hearts, Diamonds, Clubs, and Spades.
    • The Spanish deck and the Italian deck use Swords, Cups, Coins, and Clubs.
    • The German deck uses Acorns, Leaves, Hearts, and Bells.
    • The Swiss deck has Bells, Shields, Roses, and Acorns.
    • Combining these all together we can create a full twelve-suited deck with Hearts, Diamonds, Clubs, Spades, Swords, Cups, Coins, Acorns, Leaves, Bells, Shields, and Roses.
  • Add a bunch of ranks.
    • It will be to get N-of-a-kind hands if it's less likely for any given card to be chosen.
    • We could also pull from real-life decks for this, specifically the royalty.
    • Spanish decks have Sota, Caballo, and Rey. The Sota is a Page or Jack character, but the Caballo is a Knight. We can steal that.
    • Swiss and German decks have the Unter and Ober -- two servants instead of one servant and a queen or one servant and a knight. I'm not too big a fan of this, but we could take it anyway.
    • Some variations of the card game 500 use a French-suited deck that has numbered cards going up to 13. Only red 13s are found in this version.
    • Very strange idea: chess pieces? King, Queen, and Knight are already attested. Could we bring in Bishops and Rooks? Pawns can just be the pip cards. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
    • The biggest source for new ranks is probably the Tarot deck's Major Arcana, which can provide 22 new ranks.
      • These should probably be treated a bit differently than most other cards.
      • Real life Tarot decks don't assign suit to the Major Arcana. It may make sense to follow.
      • If we do that, we could make them less probable to appear and have several hands to create just out of the different Tarot cards.
      • This could potentially complicate the act of drawing cards. Having a split between the normal cards and the major arcana could also complicate rules-writing to a messy degree.
  • Change hands to be variable-size.
    • This will lower the commitment for the average player trying to join in on the bidding round.
    • It will also allow us to create more complicated hands.
    • You should be able to just submit the number of cards that make up the hand you're submitting.
  • Change the hand rankings and add some.
    • In a departure from poker, we will want to change the rankings to reflect what hands are actually the hardest to create.
    • We may want to dip into Non-standard poker hands.
    • I think we should focus on combinations of specific ranks and/or suits as trading for particular cards rather than any random card adds more strategy.
      • I have no ideas for this. Maybe a lot of jokes about the roles the cards play? Things in the vein of Nyhilo's suggestion of "So only 1 Klink, Rose, and Zeph is needed to create a Modteam. 3 card hand"
      • They don't have to be unique types of hands, though. Like a Royal Flush is just one kind of flush, some of these can be a specific version of another, broader type of hand. A king plus two or more knights could be a round table, for instance. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
    • Hand ideas:
      • Regional hands: include every suit from one of the four decks that we pull suits from (French, German, Swiss, or Spanish). For example, a Spanish four-of-a-kind could be the tens of Clubs, Swords, Cups, and Coins. This makes Hearts, Clubs, Bells, and Acorns the most valuable cards since they can be used in multiple regions' hands. This works best for four-card hands.
      • Same-suit N-of-a-kind: it will no longer be trivial to collect a lot of cards of the same suit and rank. If you have five kings of swords, for example, that would rank much higher than a normal five-of-a-kind.
      • Even longer sets and runs: Drawing inspiration from rummy, what if you can put out any set or run of cards, as long as you want (up to some reasonable maximum; for runs this is clearly just the number of distinct ranks, for sets the number of suits seems appropriate). To make this work, we might need to switch to a system where hands are scored based on multipliers rather than ranked from a table -- that would also allow us to implement the other set variants described above on lots of different hand types with maybe a little less overhead. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)

I'd love to hear everyone's ideas on this. Make sure to sign your name if you make any comments on the above. --CodeTriangle (talk) 23:36, 6 July 2021 (UTC)

Completed Proposals

Sealed Bid Auctions

  • To avoid issues with time zones and sniping at the end, eliminate live bidding. Instead, each player secretly bids, and the person with the top bid wins, for the second-highest price.
  • Submit bids secretly by posting a (salted) hash in #auctions
  • Reveal bids at the end

Current draft

In the rule "Phases" replace the second and third paragraph with:

The Auction Phase: Monday, Tuesday, and Wednesday
The Bartering Phase: Thursday, Friday, Saturday, and Sunday

Create a rule with the title "Secret Information" and the text:

When the rules authorize a set of players to "secretly" take an action (a "secret action") then those players can only take that action by posting in the relevant channel the type of game action to be performed, along with an SHA-256 hash containing a clear and unambiguous declaration of the action that the player is performing. It is strongly recommended to make the text to hash unpredictable, for instance by adding unrelated text to the end of the declaration. Since hashes are irreversible it is also strongly recommended to store the exact text that you hashed so that you can post it later.
Secret actions have the following properties, subject to modification by the rule that defines the secret action:
  • a channel in which the action must be performed (by default #game-actions).
  • a maturation date (by default the beginning of the next rules-defined phase after the action's performance).
  • a revelation date (by default three days after the maturation date).
During the period after the maturation date but before the revelation date of a secret action, the player who took that action must post the unhashed text corresponding to what they posted when taking the action (including the actions and the salt), and other players should verify that the unhashed text correctly matches up to the hashed text.
A secret action fails immediately after any of the following occur:
  • If, at the revelation date, the player has not revealed the unhashed text, that action fails.
  • If it is before the maturation date and the message in which the hashed text was sent was edited, that action fails.
  • The player posts an attempt to perform a secret action and they already have an attempt which has not failed at the time of posting the new attempt, then the former attempt fails.
Players may generate SHA-256 hashes by any method that results in a hash verifiable to be computed from the original message by other players. For convenience, here are a few unaffiliated websites that can be used to generate SHA-256 hashes:

Amend Rule "Auctions", subrule "Bidding" so that it reads in full:

During an Auction Phase, as a secret action in #auctions with default maturation and revelation dates, players can place bids on one or more distinct active lots. When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.
In addition to normal failure conditions for secret actions, bids fail if any of the following occur:
  • If, when a player reveals their bids, one or more of those bids are not a natural number greater than zero if more than one of them are on a single lot, then all such bids fail immediately.
  • If, at the revelation date for the bidding the set of a player's bids that would otherwise succeed add up to a number more than how many points they have, then all of their bids fail.
Priority on a lot is a total order over bidders on that lot, considering only bids that are successful as of the revelation date, and is defined as follows:
  • If two bidders have different bids, the one with the higher bid has priority over the other.
  • Otherwise, the bidder whose most recent start or increase of their bid was least recent has higher priority over the other.
At the revelation date of each week's bids, after Prizes are given out for Hands and after it is decided which bids were successful, the auction concludes, and for each lot the following occur in the order listed:
  • The lot is transferred to the possession of the sole bidder with the highest priority on that lot (if one exists).
  • The player who received that lot loses the amount of points they bid.

Amend Rule "Auctions", subrule "Presenting A Hand" by changing its name to "Submitting a Hand" and changing its text to read, in full:

During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand, specifying five distinct cards in their possession.
If, when a player reveals the Hand they submitted, they do not possess all the cards contained inside, then that Hand submission fails.

Amend Rule "Auctions", subrule "Prizes" by replacing the first paragraph with:

At the revelation date of each week's Hand submissions, before it is decided which bids were successful and lots are given out for auctions, but after it is decided which Hand submissions were successful, all players who have successfully Submitted a Hand in the week prior receive a placement according to the contents of their most recently Submitted Hands. Better hands get a lower rank number. Then:
  • The cards the players presented are destroyed.
  • The players then gain the prize(s) corresponding to their placement.