Cycle 14/Ruleset Draft
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, Wednesday, and Thursday
Phase II: Friday, Saturday, and Sunday
The Obelisk
The Infinite Nomic Discord Server has come under threat by a great evil. At the beginning of the game, an Obelisk made of black stone stands a kilometer tall and 10 kilometers away from the Gates.
A player can peek through the gate window and observe the Obelisk. When they do, they will see that the Obelisk has moved 1d2 kilometers closer. In addition, they will find a cache containing 1⚡ for each player in the Server. When this cache is found, each player gains 1⚡.
This can only happen once per week.
Items
Items are entities defined by the rules and can be owned by players. Items can be traded unless otherwise stated.
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.
Trading
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.
Ritual Components
Each Ritual Component has an associated Emoji. The following items are Ritual Components:
- ⚡Resolve
- 💎Crystals
- 🌿Herbs
- ⚗️Reagents
Unlike other Ritual Components, ⚡ cannot be traded.
Actions
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 the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.
Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.
A players 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.
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 the generally-agreed-upon applicable location.
Tasks
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically spend 1⚡.
The Tasks a player may perform are as follows:
Mining
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎.
Herbalism
A player can cultivate Herbs from the Greenhouse Botania. That players gains 1d6🌿.
Alchemy
A player can combine 1💎 and 5🌿 in their possession to create 1⚗️.
Start a Ritual
A player can Start a Ritual by posting their intent to do so in #rituals, specifying the ritual they would like to perform. A ritual can only be started if its prerequisite is met.
Rituals
A ritual has a Prerequisite, a Cost, and an Effect.
A player can Contribute to a Ritual by reacting to the Ritual with the corresponding Emoji of a Ritual Component they possess. Removing a reaction also removes the Contribution of that Component to the Ritual. Each player can only contribute one of any kind of component to a given ritual.
A ritual is completed when all of the Components in its Cost have been Contributed to it. When a ritual is completed, the Components are revoked from those who contributed them and the Effect of the ritual takes place.
If a ritual is not completed by the end of the phase in which it was started, the ritual fails; none of the Components Contributed are revoked.
Ritual that Displaces the Obelisk
Prerequisite: None.
Cost: 1 💎, 3 🌿
Effect: The Obelisk is moved back 1 kilometer.
Ritual that Rends the Obelisk
Prerequisite: None.
Cost: 1⚡, 3💎, 4🌿, 2⚗️
Effect: The Obelisk receives 1 Cut, causing it to bleed.
Ritual that Frees Us
Prerequisite: The Obelisk has received 10 cuts.
Cost: 99⚡, 99💎, 99🌿, 99⚗️
Effect: The Obelisk is destroyed.
Winning and Losing
If at the end of a week, the Obelisk has reached or gone past the Gate, all players lose and the cycle ends.
Once the Obelisk is destroyed, all players who contributed to the Ritual to Win the Game are the winners of the game and the cycle ends.
Proposals
Proposals are made by sending a message in the channel #proposals.
A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
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.
Any reputable player may make an Urgent Class 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.
Judges
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 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 shall, as quickly as possible, issue a response to the request. 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.
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 sending a message 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.