Cycle 16/Ruleset Draft

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Revision as of 17:58, 23 May 2024 by Nyhilo (talk | contribs) (Add Proposal and Judgement boilerplate)

The Gilded Hall stands abandoned, once the beacon of a now forgotten city, in a time before. In contrast to the decrepit buildings surrounding it, the casino's interior remains untouched. Warm lights cast the room in a pleasant tranquility. But this farce barely suppresses the uncanny silence in the air.

Inventory

Each player has an inventory containing all of the items they possess. Two players may trade items from their inventories.

Each player has a 'deck' of cards as a subset of their inventory, initially empty.

Cards

Every card has a holographic variant. When a random card is obtained, unless otherwise stated it has a 5% chance to be holographic. If a player neglects to perform this randomisation before the phase ends, the obtained card is not holographic.

The table below describes the obtainable cards.
Name Value Suit Colour
Ace of Hearts 1 Hearts Red
2 of Hearts 2 Hearts Red
3 of Hearts 3 Hearts Red
4 of Hearts 4 Hearts Red
5 of Hearts 5 Hearts Red
6 of Hearts 6 Hearts Red
7 of Hearts 7 Hearts Red
8 of Hearts 8 Hearts Red
9 of Hearts 9 Hearts Red
10 of Hearts 10 Hearts Red
Jack of Hearts 11 Hearts Red
Queen of Hearts 12 Hearts Red
King of Hearts 12 Hearts Red
Ace of Diamonds 1 Diamonds Red
2 of Diamonds 2 Diamonds Red
3 of Diamonds 3 Diamonds Red
4 of Diamonds 4 Diamonds Red
5 of Diamonds 5 Diamonds Red
6 of Diamonds 6 Diamonds Red
7 of Diamonds 7 Diamonds Red
8 of Diamonds 8 Diamonds Red
9 of Diamonds 9 Diamonds Red
10 of Diamonds 10 Diamonds Red
Jack of Diamonds 11 Diamonds Red
Queen of Diamonds 12 Diamonds Red
King of Diamonds 12 Diamonds Red
Ace of Spades 1 Spades Black
2 of Spades 2 Spades Black
3 of Spades 3 Spades Black
4 of Spades 4 Spades Black
5 of Spades 5 Spades Black
6 of Spades 6 Spades Black
7 of Spades 7 Spades Black
8 of Spades 8 Spades Black
9 of Spades 9 Spades Black
10 of Spades 10 Spades Black
Jack of Spades 11 Spades Black
Queen of Spades 12 Spades Black
King of Spades 12 Spades Black
Ace of Clubs 1 Clubs Black
2 of Clubs 2 Clubs Black
3 of Clubs 3 Clubs Black
4 of Clubs 4 Clubs Black
5 of Clubs 5 Clubs Black
6 of Clubs 6 Clubs Black
7 of Clubs 7 Clubs Black
8 of Clubs 8 Clubs Black
9 of Clubs 9 Clubs Black
10 of Clubs 10 Clubs Black
Jack of Clubs 11 Clubs Black
Queen of Clubs 12 Clubs Black
King of Clubs 12 Clubs Black
Red Joker - - Red
Black Joker - - Black

Red and Black are opposite colours.

Inactivity

A player is considered to be 'inactive' if they performed no actions in the previous phase. All players are active in the phase they join the game.

Actions

Players may perform actions by posting a message to #game-actions that signifies their intent to perform a specific action.

Card gifting

Once per phase, each player (the giver) may select one other player (not themselves) to receive a random card. The following also occur:

  • If that player is inactive, they are granted 2 additional random cards. If they perform an action in that phase, the giver is then granted 1 random card.
  • If that player has less than 5 cards, they are granted an additional random card.

Exoptotic Battle

A player may state their intention to engage in battle by posting a signifying message to #game-actions. In each phase, all players who engaged in battle in the previous phase play a collective game of Exoptosis. If a player has less than 4 cards they cannot engage in battle.

In this game, if 24h elapses from the commencement of a player's turn without them acting, their turn is skipped.

The winner of this game receives a random reward from the list below:

  • 3 Random Cards
  • 5 - 16 Vertebrae
  • 2 Chips

Exoptotic Duel

A player may request a duel with a group of players by posting a message stating as such to #game-actions. These players may then reply to accept or decline this offer. If all accepted, the players play a game of Exoptosis together immediately.

Shop

Players can purchase items from the shop tabulated below.

Item Cost
Random Card (10% holographic chance) 5 Vertebrae
Handy Pack (3 random cards) 12 Vertebrae
Deck Pack (5 random cards) 18 Vertebrae
Legendary Pack (5 random cards + 2 random holographic cards) 50 Vertebrae
1 Chip 25 Vertebrae

Exoptosis

Setup Rules

Before a game of Exoptosis commences, all participants select a minimum of 4 playing cards from their inventory, revealing these to the other players simultaneously. These cards form their hand and are visible to all players. All cards are returned to their respective owners after the game ends.

The first participant to have zero cards in their hand wins the game of Exoptosis.

Turn Order

The turn order in a game of Exoptosis is determined by the number of cards in participants' hands, in descending order. Participants with equal number of cards have their order decided using randomness.

Betting

Before the commencement of any game of Exoptosis, a player may raise the stakes by betting Chips. If at least one other player matches this bet, all players must either match or further raise the bet (then all players must match this new bet). If a player does not wish to or cannot meet a bet, they must forfeit the game (but lose no Chips).

The winner of the game gains all Chips betted.

Playing Cards

On a participant's Exoptwosis turn, they must play a card from their hand. In any game, the first card played must be a non-special card. If they cannot play a card, they must add one to their hand from their inventory (that is not already in the game). If the participant does not have enough cards in their inventory, they choose another participant who then gives the drawing person 1 card from their hand.

Unless special cases occur, a participant may play a card if it has a value equal to, one (1) above, or one (1) below that of the previous played card, or of opposite colour - only if the played card is non-special.

Special Cards

Any card that is not listed below is considered to be non-special.

Card Value Effect(s)
Ace 1 Select another participant. They draw 2 cards from their inventory.
Joker - Can be played upon anything but only cards of their colour can be played upon them.
Jack 11 The next participant in the turn order must draw 1 card from their inventory.
Queen 12 Select a participant and a card in their hand. This card is returned to their inventory and they must draw a different card.
King 12 Select two participants. Each must draw 1 card from their inventory.

Victory

If a player possesses at least 25 Chips in their inventory, they win. The cycle then ends.

Proposals

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

A 👍 or 👎 reaction from a player on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person's vote is unclear (excluding abstentions), it is considered to be against.

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.

Rules to the contrary notwithstanding, only a reputable player can submit an urgent 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.

Judgement

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 submission of a request for justice by a person other than themself in #request-for-justice, 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.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

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.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.