User:Xenon dichloride/Nomicoup
1 - Winning When a player or players win the game, the game is over.
1.1 - End of Viable Play If the rules are changed so that further play is impossible, the legality of a move is impossible to determine with finality, or if by the Judge's best reasoning (not overruled) a move appears equally legal and illegal, then the first player who is unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner.
1.2 - Rules The game begins with a tree of rules (the ruleset), which is modified by propositions made by the players. Every rule has a unique ID path, a title path, and content. The ID path and title path of a rule are used to identify and differentiate it. The content of a rule is what determines how this game of Nomic functions.
2 - Players A player is a person or group of people that must always abide by all the rules of Nomic currently in effect.
2.1 - TOS A player may not participate in Nomic in a way that violates rules, laws, terms of service, or other similar documents related to places or services being used to access Nomic.
2.2 - Entering A person or group of people, none of whom are currently acting as a player or a part of a player, may request to become a player at any time by posting so in #general.
2.2.1 - Placement If a player joins the game, then that person or group of people becomes a player and has their turn placed before that of the current turn at the time of their request. The player is given 2 credits from the Treasury and (secretly) 2 random cards from the Court Deck.
2.3 - Exiting A player always has the option of forfeiting the game. No penalty worse than losing, in the opinion of the player incurring the penalty, may be imposed. Any credits they had are returned to the Treasury and all influence and discarded influence are shuffled into the Court Deck.
2.3.1 - Player Groups In the case of a player consisting of multiple people, individual people may leave the player. A player only leaves the game when its last person does.
3 - Turns Players take turns according to the turn order. A player's turn begins when they have been notified it is their turn, and ends after they have performed an action, pass their turn or 48 hours have passed, whichever occurs first.
3.1 - Order The current turn order is as follows: 1: 2: 3: 4: 5:
3.1.1 - Changing order If the turn order is changed, the change comes into effect at the beginning of the next round. If a proposition or edit is made to change the turn order, it's content is instead added as a subrule of this rule titled "Upcoming Order". A line of text is added prefacing "This rule has no effect until the round ends, then the following changes are made." The rule is deleted after it has been applied correctly.
3.2 - Rounds After the last player in the turn order ends their turn, a new round begins, starting with the first person in the turn order.
3.3 - Passing At any point during their turn, a player may prematurely end it. This overrides anything that would normally be required to do before the end of their turn.
4 - Coup Players partake in a continuous game of Coup where players recieve new influence when being exiled.
4.1 - Court Deck The Court Deck is a virtual equivalent to a deck of cards face down. All terminology that would refer to an action performed on a deck of cards should be taken to mean an equivalent action on the Court Deck when necessary. The order of the Court Deck is kept secret from the players.
4.2 - Treasury There are a total of 50 credits in the game. If a player attempts to take credits from the Treasury when there is insufficient credits, they only take up to the quantity in the Treasury.
4.2.1 - Credits Credits exist only in whole number values. Any description involving positive real values is rounded when effected. If a non positive real or zero value is described it is instead zero.
4.3 - Starting When the game of nomic starts, the following occur:
- The Court Deck is shuffled then each player is dealt 2 cards secretly. - Each player is given 2 credits from the Treasury. If there are only 2 players, the starting player instead recieves 1 credit.
4.4 - Actions On a player's turn they may take one action. If an action is not challenged or countered, the action is successful. If a player starts their turn with 10 or more credits, they *must* perform the Coup action. Basic actions can be performed without specific character influence. Subrules of this define basic actions unless stated otherwise. Actions defined in subrules of 4.6 - Characters require a player to claim they are influencing that character.
4.4.1 - Income Take 1 credit from the Treasury.
4.4.2 - Foreign Aid Take 2 credits from the Treasury.
4.4.3 - Coup Pay 7 credits to the Treasury. Select a player to lose 1 influence.
4.5 - Counteractions A counteraction can be performed if the conditions specified are applicable. The player must state that they are performing a counteraction, specifying it and the influence they are claiming, before another action is taken. If a counteraction is not challenged or countered, the counteraction is successful. Counteractions defined in subrules of 4.6 - Characters require a player to claim they are influencing that character.
4.6 - Characters Subrules of this define the characters (cards) available within coup. Unless specified, there is 3 cards of each character initially in the Court Deck.
4.6.1 - Duke Action: Tax Take 3 credits from the Treasury.
Counteraction: Tarif If a player attempts to perform the Foreign Aid action, the player recieves no credits.
4.6.2 - Assassin Action: Assassinate Pay 3 credits to the Treasury. Then, select a player (target) to lose 1 influence.
4.6.3 - Captain Action: Steal Take up to 2 credits from another player.
Counteraction: Defend If a player attempts to perform the Steal action, nothing happens.
4.6.4 - Ambassador Action: Exchange Exchange 2 influence with the court deck. Add 2 random influence from the Court Deck to your cards and surrender 2 influence of your choice to the Court Deck.
Counteraction: Support If a player attempts to perform the Steal action, nothing happens.
4.6.5 - Contessa Counteraction: Acquittal If a player attempts to perform the Assassinate action, the target loses no influence.
4.7 - Challenging If a player claims to influence a character, another player may challenge them on this. This can be done up until another player performs an action. Challenges are resolved before counteractions.
4.7.1 - Deception If the player taking the action or counteraction does not have that card when challenged, or they do not wish to show it, they lose 1 influence. Their action/counteraction has no effect. Otherwise, the player performing the action must reveal the card they claimed to have and surrender it, replacing it with another from the Court Deck and the challenger must lose 1 influence. The action/counteraction is successful.
4.8 - Losing Influence When a player loses influence, they must select 1 of their cards, reveal it and discard it. It no longer provides influence. If a player is required to surrender influence, they reveal it and shuffle it into the Court Deck, then secretly draw a random card.
4.8.1 - Exile When a player has no influence, they are considered to have been exiled (the number of times each player is exiled is recorded). Their discarded cards are then shuffled into the Court Deck and they draw 2 new cards.
5 - Propositions A proposition consists of a set of modifications or additions to rules and/or the deletion of rules currently in effect, posted to #propositions. A player may submit a proposition at any time. When a proposition has been legally proposed it immediately becomes active.
5.1 - Paths All rules are defined as part of a tree of rules. Rules must refer to other rules using their ID paths or title paths.
5.1.1 - ID Path Each rule has a ID is used to form its unique "ID path" when combined with the ID path of its parent rule.
5.1.2 - Title Path Each rule has a title which is used to form its "title path" when combined with the title path of its parent rule.
5.1.3 - Conflicts No two rules may have the same path. If a proposition's rule has the same path as an existing rule, the new rule replaces the old rule if the proposition is adopted.
5.1.4 - Empty Rules If a rule is deleted or has no content, any rule in the same branch with a relative ID succeeding that of the rule, it instead replaces the rule.
5.2 - Types The proponent must specify the type of modification(s) being made, for which the options are: - Addition - Content Edit - ID Edit - Title Edit - Deletion - Content Appendication - Miscellaneous Change
5.2.1 - Rule Additions When propositing to add a rule, the proponent must supply the content for the rule. If a proposition does not supply an ID path, or a relative ID path, it is added as a new branch as the next available number. If a title is not supplied, another player may title it when the rule is added to the ruleset.
5.2.2 - Rule Modifications When propositing to edit a rule, the proponent must identify the rule by its ID path and/or title path and describe the modification, according to the syntax rules which are dependant on the type of edit.
5.2.3 - Retroactivity A proposition has no retroactive effects, unless explicitly stated within the proposition.
5.2.4 - Conflicts If multiple rules conflict with one another, the rule edited most recently takes precedence. If at least one of the rules explicitly states that it defers to another rule or takes precedence over another rule, such provisions must supersede the chronological method of determining precedence. If multiple rules claim to take precedence over one another or to defer to one another, the chronological method must again govern.
5.2.5 - Making Changes A proponent may make any changes to one of their active propositions while there are no votes cast on the proposition, and only spelling and grammar changes after votes have been cast.
5.3 - Voting A proposition that is active may be voted on by all eligible voters. An eligible voter may change their vote at any time while the proposition is active. When a majority of votes is reached the proposition immediately becomes inactive.
5.3.1 - Rightvoting A rightvote is to abstain from voting. Should a rightvote majority occur, the outcome (up or down) with the second greatest votes occurs instead.
5.3.2 - Eligibility Every player is an eligible voter - excluding the rules' proponent.
5.3.3 - Casting Votes Each eligible voter may cast exactly one vote per proposition, which they can cast as an up, down, or right vote.
5.4 - Adoption A proposition will be adopted if and when it receives majority of its possible votes as upvotes. The changes to the rules outlined in the proposition will then be applied. Voting instantly ends when any majority is reached, making the proposition inactive.
5.4.1 - Proposition Time Limit If a proposition has not reached a majority 72 hours after it is made, voting ends and the majority is decided out of the current votes on the proposition, making it inactive.
6 - Clarifications If a disagreement arises about how a rule and its effects are interpreted, the resolution is suggested by the Judge in #propositions. Subrules of this rule are not affected by rules outside of this branch.
6.1 - Choosing a Judge The Judge is randomly selected from the list of Judge candidates. A player cannot be chosen as the Judge two times in a row.
6.2 - Candidates At any time, players may choose to add or remove themselves to/from the list of Judge candidates.
6.3 - Suggestion Voting After the Judge has made a suggestion, all players may vote (up or down) on it. If an upvote majority is reached within 72 hours, the suggestion is adopted. After 72 hours, the remaining votes are ignored. If there are more upvotes than downvotes the suggestion is adopted. Otherwise, the Judge's suggestion is rejected and a new Judge is chosen to make a new suggestion.
6.4 - Deferring If a player chosen to be the Judge does not wish to make a suggestion or does not suggest a fix within 48 hours, a new Judge is chosen to make a suggestion.