Round 10/Ruleset

Revision as of 19:09, 24 August 2021 by miraheze>CodeTriangle (→‎Scoring: revert erroneous changes)

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 and vote. Players may possess items.

Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server. When someone stops being a player, they lose all their items.

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 a number of chips equal to 100 minus their tax value. If a player joins the game during an Auction Phase, they gain 100 chips minus their tax value.

A player's wealth value is defined as the number of chips they possess, increased by the number of chips possessed by each contract they are entered into, divided by the number of players entered into that contract. (For example, a contract possessing 400 chips, with four players entered into it, would increase each player's wealth values by 100).

A player's tax value is defined as 0, increased by 5 for every 20 wealth they have above 300, to a maximum value of 100.

The Auction Casino

Bidding

During an Auction Phase, players can bid as a secret action in #auctions with default maturation and revelation dates. Bid actions must contain an unambiguous mapping of bid amounts to lot numbers. When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.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 is not an explicit, unconditional, natural number greater than 0, or if more than one bid is assigned to 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 chips 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 chips they bid.

Lots

There is an entity called the Auction House, also known as the House. The House can own items, has a number of Lots, and can hold Auctions. Each Auction in the Auction House has a number of Lots that contain 3 cards each equal to the Participation value of the Auction Casino at the time the Lots are generated.

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 set of cards to fulfill that Lot.

Submitting a Hand

During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand. A hand submission action must specify a non-empty set of cards.

If, at the revelation date of the hand submission action, that action's submitter does not possess all the cards specified in the contents, 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. Hand priority in a given week is a total order over hands submitted in that week; for two hands, if one has a higher score, that hand has higher priority than the other; otherwise, the hand submitted earlier has higher priority than the other. Hands with higher hand priority receive a lower rank number. Then:

  • The cards the players revealed are destroyed.
  • The players then gain the prize(s) corresponding to their placement.
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 revealed during the Bartering Phase.

Scoring

A hand's score is defined as crm + h where c is the number of cards in that hand, r is the number of rules-defined ranks for cards, m is the product of the value of all multipliers that hand qualifies for, and h is the number associated with the highest rank in that hand.

The following are multipliers for hands. A hand qualifies for a multiplier if everything in the Conditions column is true of the hand.

Name Conditions Value
Paired The hand is composed wholly of cards of x distinct ranks, and there are y of each such rank in the hand (where x ≥ 1 and y ≥ 2). x + y
Running All cards in the hand are in sequential order and the hand is at least 3 cards in size. h
Senatorial Among the cards of the hand there is at least one Knight, one Bishop, and one Rook. 3
Regional The suits of the cards in the hand include at least one of each suit in one particular card tradition and no other suits. 2
Monochrome The suits of the cards in the hand include at least one of each suit in one particular card color and no other suits. 3
Flushed The suit of each card in the hand is the same and the hand is at least 4 cards in size. 4

Participation

The "Participation" value of the Auction Casino is given by one of the following criteria, whichever is higher:

  • 10
  • 2 for every 3 players
  • 2 of every player who bid in the previous auction for card lots

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. Players are considered reputable if they have continuously been a player for the last seven days. Any action that the rules allow to be performed in a channel that is not #game-actions can be performed in #game-actions as well as those specified by the rules. Any action that the rules allow to be performed in #game-actions can be performed in any other channel so long as the message in which it is performed includes an unambiguous designation that they are intended to be 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. 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 #game-actions.

Contracts

A contract is an agreement between entities, with each entity agreeing to be bound by a legal relationship. Reputable players may enter into a contract with other reputable players. A contract occurs when:

  • A party proposes an offer to another party in #game-actions with the terms of the contract and intention to be contractually bound; and
  • The other parties consent to the terms of the contract in #game-actions.

Contracts may possess items. A player may trade items they own to a contract, receiving no items from the contract in return. A player may make other trades with a contract, provided that items possessed by contracts may only be disbursed when provided for clearly, unambiguously, and in an easily evaluatable manner. Such trades take place when the involved player explicitly consents to a trade in #game-actions.

Proposals

Proposals are made by sending a message in the channel #proposals.

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.

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. 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.

Chips

Chips are fungible items.

Cards

Cards are items. Each card has a rank and a suit. Cards with the same rank and suit are fungible. The values in the suit and rank table below are the only possible suits and ranks for cards. Ranks of the same Archetype are sequential according to their ordering on the rank table; in particular, Ace is lower than 2, each number is lower than the number higher than it, 13 is lower than Unter Knave, and so on. Suits are sequential according to their ordering on the suit table.

Cards belong to a tradition based on their suit:

Traditions
Suits Tradition
Hearts, Diamonds, Spades, Clubs French
Swords, Cups, Coins, Clubs Spanish
Leaves, Hearts, Bells, Acorns German
Bells, Acorns, Roses, Shields Swiss
Arcana Special

Cards belong to a color based on their suit:

Colors
Suits Color
Hearts, Diamonds, Roses Red
Spades, Clubs, Swords Black
Leaves, Acorns, Shields Green
Coins, Bells, Cups Gold
Arcana Special

To generate (draw) a card is to randomly choose a suit and rank by doing the following:

  1. First, rolling a dN to determine the suit of the card, where N is the highest number associated with any suit in the Suits table below. The suit is the corresponding entry in that table.
  2. Then, rolling a dN to determine the rank, where N is the 'Max' value listed in the Ranks table for the chosen suit's Archetype. The result is the corresponding entry in relevant column in the Ranks table below.
Suits
d13 Suit Archetype
1 Leaves Standard
2 Diamonds Standard
3 Cups Standard
4 Clubs Standard
5 Acorns Standard
6 Roses Standard
7 Bells Standard
8 Swords Standard
9 Shields Standard
10 Hearts Standard
11 Coins Standard
12 Spades Standard
13 Arcana Arcana
Ranks
Roll Standard Arcana
Max 20 22
1 Ace The Fool
2 2 The Magician
3 3 The High Priestess
4 4 The Empress
5 5 The Emperor
6 6 The Hierophant
7 7 The Lovers
8 8 The Chariot
9 9 Justice
10 10 The Hermit
11 11 Wheel of Fortune
12 12 Strength
13 13 The Hanged Man
14 Unter Knave Death
15 Ober Knave Temperance
16 Knight The Devil
17 Bishop The Tower
18 Rook The Star
19 Queen The Moon
20 King The Sun
21 - Judgement
22 - The World

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.

Trung

Players may "trade in" their Trungs by saying they do so in #game-actions, specifying one of the trades below. When they do so, the Trungs are removed from their possession and the specified item is created in their possession.

  • 10 Trungs for 1 Gold Star
  • 2 Trungs for 1 Standard Proposal Maker

Gold Star

Gold Stars are items that cannot be traded.

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 set of requirements for the action's contents (by default none)
  • 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).

If a secret action is to fail at the same instant as its revelation date, then it fails immediately before its revelation 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.
  • If, at the revelation date, the auction's revealed contents do not meet all the requirements of that secret action, it 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:

Victory

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

Tables

There are two types of Tables that players can sit down at, Limited Access Tables and Limitless Access Tables. A player may not be sitting at multiple Tables at the same time. Unless otherwise specified, a player may only sit down at a Limited Access Table at most 1 time in a given week. A player may sit down at a Limitless Access Table as many times as they like. A player may sit down at a Table by announcing their intent to do so in the appropriate channel (#tables, unless otherwise specified). A player stands up from a Table when Play at the table ends or when they announce their intent to stand up in the same channel.

Slots

Slots are a Limited Access Table that a player may sit down at at most 3 times per week.

When a player chooses to play the slots, they must put 6 chips in the machine (losing them in the process). A player may not play the slots if they do not have enough chips to do so. The player then rolls 3 times on the following table:

Roll Value
20
17-19 🔺
14-16 🃏
10-13
6-9 🤔
1-5 🦆

Afterwards, the player compares their 3 Values with the chart below and claim their payout, if any. Values of the same kind must be sequential in the rolls to count. If multiple payouts apply at the same time, they gain the effect of the payout higher in the chart. Play at this table ends when the payout is awarded.

Values Payout
🦆🦆🦆 Machine broke, you may not play the slots any more times this week. Gain no payout
🦆🦆 Gain no payout
♾♾♾ Gain 100 chips
♾♾ Gain 50 chips
Gain 25 chips
🔺🔺🔺 Gain 24 chips
🔺🔺 Gain 20 chips
🃏🃏🃏 Gain 18 chips
🃏🃏 Gain 12 chips
✨✨✨ Gain 10 chips
✨✨ Gain 6 chips
🤔🤔🤔 Gain 3 chips
🤔🤔 Gain 1 chips


War

War is a Limitless Access Table that two players must sit down at in order to play.

Before the the war begins, both players must agree to the items each of them are wagering.

Once both players have agreed to the items they are wagering, both players draw a card. The winner of the War is the player who drew the card with the highest rank. If the ranks of both cards are the same, then the winner is the player who drew the card with the highest suit. If both suits are the same, then each player draws a new card, and repeats the process until a winner can be determined.

Once a winner is determined, the items wagered by the losing player are immediately transferred to the winning player. If a player stands up from the table before a winner can be determined, both players keep the items they wagered.

Fortunes

Revealed hands that meet any of the conditions listed below trigger the effect specified in that row, except hands that receive cards back as a prize. Where dice rolls are called for, they should be done publicly by the player who revealed the hand.

Fortunes
Name Conditions Effect
The Fool The hand contains at least one card of the 'The Fool' rank. The revealing player loses d100 chips.
The Magician The hand contains at least one card of the 'The Magician' rank. The revealing player gains 3 random cards.
Wheel of Fortune The hand contains at least one card of the 'Wheel of Fortune' rank. The revealing player gains d100 chips.