User:4st/Cycle 13 Ideas
Here's a page of free ideas. Add or remove as you please.
Persistent Ideas
NONE.
Small Ephemeral Ideas (could these be the basis for a loop?)
Optional Engagement
Players may choose to not obey an ephemeral rule by saying so in #game-actions. When they do so, they can no longer obey it for the rest of the loop as well. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond a loop, those changes begin affecting that player when the next loop begins.
Proposal Rewards
Whenever a standard proposal is adopted, the player that proposed it can Generate Coins an additional time this phase.
Unicorns
Once per phase, any player may have any player randomly selected as the chosen one.
The chosen one may use :trungStonkUp: and :trungStonkDown: to vote in favor or against, respectively, on standard proposals that are in their voting period.
Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and it is granted to them, by posting to #game-actions.
Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and each player is granted one of it, by posting to #game-actions.
Once per phase in which the chosen one has been randomly selected, the chosen one may choose to not obey an ephemeral rule by saying so in #game-actions. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond the time frame they are disobeying that rule, those changes begin affecting that player normally when the time frame expires.
Once per phase in which the chosen one has been randomly selected, the chosen one must submit a standard proposal. If they don't, everyone is cursed, and all standard proposals for that phase are invalid.
Graphnomic Loop basis? (skinned to be Magical)
Mana
Mana (singular and plural Mana) is an ephemeral, fungible, non-transferrable item.
Each phase, each player is granted 1 Mana.
Aether
Each player is a row and a column on a matrix (called the Aether) that contains integers from -10 to 10. Initially, all values in the Aether are 0.
Each row represents a starting point, and each column represents a destination. Each cell represents a directed, weighted edge from the starting point, to the destination, defined by the row and column that cell is in.
A path exists between a starting point and a destination if there is some set of edges with non-zero weight where every starting point in that set, other than the first starting point, is also a destination. Each edge in a path must be unique.
Masterwork Spell: Runic Circles
Any player can Cast Runic Circles by posting their intent to do so to #game-actions and indicating one or more paths which have the starting point and the destination as the same thing. Using N as the total edge weight of a path, if N is positive, grant all players in that path N coins, and if N is negative, instead revoke negative N coins from all players in that path. If more than one path is indicated, grant and revoke coins for all such paths. Then, set all edges in the indicated paths to 0.
Spell: Charm
A player may Cast Charm by posting their intent to do so and revoking any number of Mana in their possession to #game-actions and specifying another player. When they do so, update the Aether at the row of the player who posted and the column of the specified player, to its current amount plus the amount of Mana revoked.
Spell: Chain Lightning
A player may Cast Chain Lightning by posting their intent to do so to #game-actions. When they do so, for each path to a player (called destination player) from the player who discharged (called the starting player), calculate the total edge weight of each path to the destination player from the starting player, and call it N. For each N, if N is positive, grant the destination player N coins. For each N, if N is negative, revoke negative N coins from that player's possession. Then, after granting and revoking these coins, set all edges in these paths to 0.
Spell: Absorb
A player may Cast Absorb by posting their intent to do so to #game-actions. When they do so, for each path to the player who absorbed (called destination player) from any other player (called the starting player), if N is positive, grant that starting player N coins, where N is the total edge weight of each path from the starting player to the destination player. If N is negative, revoke negative N coins from that starting player. Then, after granting and revoking these coins, set all edges in these paths to 0.
Spell: Fireball
A player may Cast Fireball by posting their intent to do so to #game-actions, revoking any number of Mana, and specifying any player as the primary target and any player as the secondary target. When they do so, update the Aether at the row of the primary target and the column of the secondary target, to its current amount minus the amount of Mana revoked.
Spell: Blood Magic
A player may, once per phase, Cast Blood Magic by posting their intent to do so and specifying another player. When they do so, update the Graph at the row of the player who posted and the column of the specified player, to its current amount minus one. If the Aether changes from casting this spell, grant the player who posted 1 Mana.
Spell: Wild Magic
A player may, once per phase, Cast Wild Magic by posting their intent to do so to #game-actions, and randomly selecting any player as the primary target and any player as the secondary target. When they do so, update the Aether at the row of the primary target and the column of the secondary target, to its current amount plus 2. Grant the player who posted 1 Mana.