User:Xenon dichloride/Time Loops 2

Time Loops 2: It's Rewind Time

I had some ideas based on the time loops cycle, though this is more a nomic that builds over time rather than starting fresh.

Temporal integrity edit

Temporal integrity is an integer, equal to 7 upon the commencement of the cycle. If temporal integrity is ever not a positive integer the cycle ends.

Loops edit

Loop instability is an integer, initially 0 at the beginning of a loop. At the end of each phase (immediately before the new phase begins), the following occur in order:

  • Loop Instability is incremented by 1.
  • If Loop Instability is greater than the temporal integrity, the following occur in order:
    • Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, unless specified otherwise.
    • All items that are not defined as persistent by the rules are removed from inventories.
    • Temporal integrity is decremented by 1.
    • Loop Instability is set to 0.

When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, unless specified otherwise

Phases edit

Each week has two phases.

Invariance edit

Invariance, S, is an integer determined at the time of a proposal's proposition and is equal to S = L + T - 6, where L is the loop instability and T is the temporal integrity.

Proposals edit

When a proposal is popular, it is added to a list ordered by their invariances (low to high). Multiple proposals with the same invariance are relatively ordered according to their proposal time.

A proposal takes effect if the current loop instability is greater than its invariance.

Items edit

Orbs edit

Orbs are persistent items.

Coins edit

Money.

Actions edit

Generate Coin edit

Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6.

Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1.

A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.

Victory edit

When one or more players have at least 100 orbs, those players win. The cycle then ends.

Else, the player or players with the most orbs when the cycle ends win.