Round 10/Ruleset
Info
General
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Sunday 00:00 UTC.
Players
Only players may perform actions, vote, and possess items.
Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.
Phases
Each week is divided into two phases:
The Auction Phase: Monday, Tuesday, and Wednesday
The Bartering Phase: Thursday, Friday, Saturday, and Sunday
At the beginning of each Auction Phase, each player gains 100 points.
Auctions
Bidding
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 When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.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.
Lots
Each lot consists of two cards. Each auction has ten lots.
During any phase other than the Auction Phase, if there are fewer lots than the number specified above, any player may generate a lot by generating a pair of cards. Each card is generated by publicly rolling one d13 and one d4 after announcing that you are generating cards for a lot.
d13 | Rank |
---|---|
1 | A |
2-10 | 2-10 |
11 | J |
12 | Q |
13 | K |
d4 | Suit |
---|---|
1 | Spades |
2 | Hearts |
3 | Clubs |
4 | Diamonds |
Submitting a Hand
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.
Prizes
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.
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. |
Scoring
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)
Name | Criteria |
---|---|
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 and one of another |
Full House | three cards of one rank and two cards of another rank |
Flush | five cards of the same suit, not all of sequential rank |
Straight | five cards of sequential rank, not all of the same suit |
Three-of-a-Kind | three cards with the same rank and two of two other ranks |
Two Pair | two cards of one rank, two cards of another rank and one card of a third rank |
One Pair | two cards of one rank and three cards of three other ranks |
High Card | none of the above |
Ties are broken in favour of players who presented their hand earlier.
Actions
A "game action" is any action a player may take that would alter the gamestate. All game actions in this section can be performed by announcing them in the channel #game-actions.
Trade
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. Players may trade items with other players. A trade between two players takes place when both players explicitly consent to the trade in #game-actions.
Proposals
Proposals are made by sending a message in the channel #proposals. If that message is deleted or modified during its voting period, the proposal is retracted.
A :+1: or :-1: reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
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 takes effect if and only if it has no more than two votes against it at the end of its voting period.
Any 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 takes effect if and only if the ratio of votes at the end of its voting period is at least 1/2 in favour. A standard proposal can only be made by using a Standard Proposal-Maker item.
Items
Once an item is used, it is removed from that player's possession.
Points
Points are fungible items.
Cards
Cards are items. Each card has a rank and a suit. Cards with the same rank and suit are fungible.
Proposal-Makers
Proposal-makers are items. Proposal-makers of the same kind are fungible.
Proposal-Maker | Effect |
---|---|
Standard Proposal-Maker | Allows the player to make one standard proposal. If the proposal is retracted before its voting period starts, this item is returned to the player's possession. |
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 request by a person other than themself, 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.
Judges may make rulings on the Metaruleset, but those rulings shall only be effective within the bounds of the round.
Within 4 days of a judge ruling being made, a public vote of confidence on that ruling can be initiated in #game-actions; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.
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.
Any player may become a candidate for the next Judge by sending a text message in the channel #judge-elections. Immediately after the week ends, the player whose text message made during the previous week has the most :+1: reactions becomes the Judge for one week. Ties are broken in favour of the player with the earliest text message.
Secret Information
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: