Cycle 15/Proposal Drafting

Revision as of 08:53, 6 January 2024 by Xenon dichloride (talk | contribs)

Space Claiming Section

Because space identifiers can only be integers, in order not to step on each others' toes, this section exists to mark interest in drafting a proposal using ranges of spaces. Place the spaces you want to claim here as well as the date that you claimed them. If enough time has passed since someone claimed spaces and you need those spaces for something you're doing, reach out to them and see if they're still interested in those specific spaces.

Date Spaces Claimant Reason
5 Jan 2024 200 - 220 Trungle #Party Game Nomic Wheel
5 Jan 2024 666000 - 666999 Trungle #Hell
6 Jan 2024 -39 - -1 Xenon dichloride #Hard-mode

Drafts

Add proposals you're currently working on here.

Party Game Nomic Wheel

Read the discussion here

Add a subrule to the rule Spaces entitled Spinner with the text:

"Spinner" is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.

Add a subrule to the rule Spaces entitled Crystal Beam with the text:

"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces:

  • Spaces 200 through 204 and all successors of space 204.
  • Spaces 205 through 209 and all predecessors of space 205.
  • Spaces 210 through 214 and all predecessors of space 210.
  • Spaces 215 through 219 and all successors of space 219.

All players on any space in the selected set lose one crystal.

Add a subrule to the rule Board entitled Wheel Rotation with the text:

Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it.

For wheel rotation WR, the following connections should exist:

  • Space 204 precedes space WR.
  • Space 205 succeeds space (WR+10) mod 40.
  • Space 210 succeeds space (WR+20) mod 40.
  • Space 219 precedes space (WR+30) mod 40.

When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR.

For each integer N between 200 and 219, inclusive, create space N with the following types:

  • If the last digit of N is 1, 4, 5, or 8: Spinner.
  • Otherwise, Blank.

Create space 220 with the space type Crystal Beam.

Create the following lines:

  • from space 200 to space 204
  • from space 205 to space 209
  • from space 210 to space 214
  • from space 215 to space 219

Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215.

Set the Wheel Rotation to 5. Create connections as specified in Wheel Rotation, if they do not already exists.

Hell

Read the discussion here

Create a new subrule of rule Board entitled Hell with the text:

Spaces whose IDs are within the range 666000 to 666999 are in Hell. There are ten circles of Hell, numbered starting at 0. The Nth circle of Hell contains the spaces 666000 + N*100 through 666000 + N*100 + 99.

A space with identifier 666000 always exists, and is created immediately with the "Blank" space type if it does not. This space can be referred to as the Gates of Hell.

Create a new subrule of rule Spaces entitled Hell Portal with the text:

"Hell Portal" is a type of space. When a player lands on a Hell Portal space, their location is set to the Gates of Hell.

Create a new subrule of rule Spaces entitled Deal with the Devil with the text:

"Deal with the Devil" is a type of space. When a player lands on a Deal with the Devil space, then the Curse is transferred to them and their location is set to Space 0.

Create a new rule entitled Curse with the text:

The Devil is an entity.

The Curse is an item ownable by players and the Devil. If a player owns the Curse, they cannot win the game, rules to the contrary notwithstanding.

If the Curse ever lacks an owner or its owner is indeterminate, it is immediately transferred to the Devil. If there is ever no Curse, then a new Curse is created in the possession of the Devil. If there is ever more than one Curse, the most recently created Curses is destroyed until there is only one Curse.

Create space 667000 with type Deal with the Devil.

For N from 0 through 9:

  • Let X=666000 + N*100 and let Y=X+9.
  • Create spaces X through Y with type Blank.
  • Create a loop from X to Y.
  • If N is not equal to 0, then for each space with identifier Z between X and Y, let space Z succeed space Z - 100.
  • If N is 9, for each space with identifier Z between X and Y, let space 667000 succeed space Z.

Todo

  • Add an alternate escape route from Hell that doesn't involve the Curse (maybe randomized each phase?)
  • Add traps all over the place (once more trap space types exist)
  • Add more flavor text (this proposal begs for some flavorful descriptions)

Hard-mode

Create spaces -39 through -1 with type Blank, except space -20, being type Crystal. Create a loop from -39 to 0.

To do:

  • Peel
  • Traps
  • Randomisation?

Implemented Proposals

Once your proposal has gone into the ruleset, place it here for posterity.