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1 - Time[edit | edit source]

1.1 - General[edit | edit source]

All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.

1.2 - Phases[edit | edit source]

Each week is divided into two phases:

  • Phase I: Sunday, Monday, Tuesday and Wednesday
  • Phase II: Thursday, Friday and Saturday

The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began.

2 - Players[edit | edit source]

Any person may become a player by posting a message setting forth their intent to do so in the channel ⁠#game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #⁠game-actions.

A player is 'reputable' if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting. If two reputable players publicly declare that an unreputable player (i.e. a player who has not yet become reputable) is reputable then that unreputable player becomes reputable immediately.

2.1 - Factions[edit | edit source]

Each player is always a member of a single faction. If they have not merged with another faction, they are apart of a faction with their own name.

2.1.1 - Merging[edit | edit source]

Two factions may merge if a merge request is accepted. This request may be voted upon only by players of the concerned factions. If it receives a greater number of affirmative votes than against votes, it is accepted. The request must include a name for this new faction. All flags owned by either of the previous factions are then owned by the new faction.

2.1.2 - Leaving[edit | edit source]

A player may leave a faction, creating a new faction with their own name. If there would be no members of the old faction, it is deleted and all of it's flags destroyed.

2.1.2 - Influence[edit | edit source]

A faction's influence is determined by the number of hexes occupied divided by it's number of members. A faction is influential if it's influence is positive.

3 - Rules[edit | edit source]

A rule is a body of text which governs the state of the game. Rules that are in effect apply continuously. When a player joins the game, they agree to abide by the rules in effect.

A subrule is a rule that claims another rule as its parent. The subrule is not part of the parent; instead this relationship is to be used for organizational purposes.

A rule that is not a subrule is a top-level rule.

3.1 - Proposals[edit | edit source]

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.

3.1.1 - Urgent Class Proposal[edit | edit source]

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.

3.1.2 - Standard Class Proposal[edit | edit source]

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.

3.2 - Judgement[edit | edit source]

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 in this manner 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 can and shall, as quickly as possible, issue a response to the request in ⁠#request-for-justice. 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 while still considering the expressed or clearly implied legislative intent.

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.

If no judge candidacies are put forward during a week, then the incumbent judge retains their position.

4 - Randomness[edit | edit source]

When randomisation is concerned in this ruleset, it must be resolved by a generally trusted and fair method accessible to all players in the game, and as soon as possible. When a rule would have a player determine something by random chance, that player should resolve the random chance as their next act, and must resolve it before other actions involving the result of the triggering event may take place - or by phase end. If the randomisation is not resolved, then the event either does not take place, or takes place with only the non-random, non-optional elements resolved.

For instance, if a player receives an item with an optional random chance of having a special trait, they must randomly determine that trait before they may perform actions involving that item, or else the gaining of that trait fails by default. If a player would receive an item with a random attribute that must be determined, they do not receive that item until the attribute is determined.

4.1 - Random Choices[edit | edit source]

A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.

If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.

4.2 - Dice Rolls[edit | edit source]

A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, is requiring the random selection of N rolls of a K-sided die.

  • If not otherwise specified, this produces the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.
  • If a rule requires an NdK dice roll with a target number x, this instead produces the number of N independent 1dK rolls that meet or exceed the target number and can be abbreviated as "x+". For example, if a rule requires a dice roll with a target number of 3, this can be abbreviated to "3+".

5 - World[edit | edit source]

All players exist on an infinite, procedurally generated hexagonal grid.

All players are initially on hex (0, 0, 0), "the origin", with the 'Meadow' biome and 'Barren' landmark.

5.1 - Hexes[edit | edit source]

A hex is a cell on the grid. Every hex has an associated coordinate (x, y, z) with integer ordinates, determined by taking the minimal number of steps from the origin along x, y and z in that order.

Additionally, each hex has the following data:

  • a biome (Meadow if unspecified)
  • a landmark (Barren if unspecified)
  • a set of features (empty if unspecified)

5.1.1 - Indeterminate Hexes[edit | edit source]

An indeterminate hex is yet to be generated and has it's data undefined. Unless specified, every hex is indeterminate until generation.

5.2 - Cardinal Directions[edit | edit source]

A cardinal direction is one radiating from the edges of a hex.

  • (0, 0, 1) -> North
  • (0, 1, 0) -> Ashe
  • (1, 0, 0) -> Mouth
  • (0, 0, -1) -> South
  • (0, -1, 0) -> Zest
  • (-1, 0, 0) -> Weast

5.3 - Generation[edit | edit source]

When a rule calls for the generation of a hex, a biome then a landmark then features are assigned according to the rules of each process.

5.3.1 - Biomes[edit | edit source]

When a hex is generated, each adjacent hex is added to a randomisation pool, where its weight in the pool is equal to B/M.

"Weight" refers to how many times it appears in the pool, and can be a fractional value.

"B" = The "bias" of a biome, equal to 10 unless otherwise specified.

"M" = The number of hexes in the mass to which the hex belongs. A mass is a connected group of hexes of the same biome type.

An additional "random" entry with weight 3 is added to the pool.

The biome of the new hex is then drawn from the pool. In case the "random" entry is chosen, a new randomisation pool is constructed with the weights of every possible biome (as listed within the relevant biome rules). The biome of the new hex is then drawn from this new pool.

Subrules of this rule define the available biomes (unless otherwise specified).

5.3.1.1 - Meadow[edit | edit source]

Weight: 7

Bias: 12

5.3.1.2 - Deceased Dunes[edit | edit source]

Weight: 4

When generating next to a swamp, the weight and bias of Deceased Dunes are 0.

When a player moves into a Deceased Dunes hex, there is a 20% chance that they are moved by the buffeting winds into a random adjacent hex (generating it if it is not already) for no additional action point cost.

5.3.1.3 - Forest[edit | edit source]

Weight: 5

5.3.1.4 - Perilous Pass[edit | edit source]

Weight: 3

Bias: 5

The traverse action costs 1 additional action point to use if the player is on a Perilous Pass hex.

5.3.1.5 - Swamp[edit | edit source]

Weight: 5

When generating next to a Deceased Dunes hex, the weight and bias of Swamp are 0.

If a player on a swamp hex attempts to move to a different mass, they have a 15% chance to move. The hex they attempted to move to is generated if indeterminate.

5.3.1.6 - Lake[edit | edit source]

Weight: 0

Bias: 0

If an indeterminate hex is not adjacent to a hex of the infinitely large mass of indeterminate hexes, it generates with a Lake biome and a Barren landmark.

If a player would move or be moved onto a Lake hex, they do not move.

5.3.2 - Landmarks[edit | edit source]

When a hex is generated, a landmark is randomly selected with appropriate weighting. Subrules of this rule define the available landmarks (unless otherwise specified).

5.3.2.1 - Barren[edit | edit source]

Weight: 20

5.3.2.2 - Town[edit | edit source]

Weight: 1

If the hex's biome is 'Meadow', weight 2.

5.3.3 - Features[edit | edit source]

When a hex is generated, features may be added to it. Subrules of this rule define the available features (unless otherwise specified).

5.3.3.1 - Corrupted[edit | edit source]

A hex is/becomes corrupt or corrupted when it gains the 'corrupted feature'. When a hex is generated, it has a 5% chance to be corrupt. When a hex is corrupted, the landmark of this hex is set to 'barren' and all features barring 'corrupted' are removed.

When a player moves to a corrupted hex, the hex they moved from is corrupted if not already.

5.3.3.2 - Flag[edit | edit source]

Can be constructed for 5 wood and 2 thread.

Each hex can have a maximum of one flag on it. When a flag is constructed, it is owned by the faction of the player who constructed it at the time. The hex the flag is on is then said to be occupied by that faction.

5.3.3.3 - Pylon of Purity[edit | edit source]

Can be constructed for 30 Wood, 5 Steel and 2 Gold.

Any adjacent hex and the hex of the pylon of purity cannot be corrupted. Attempts to do so fail. If an adjacent hex ever is corrupted, it is no longer corrupted.

5.3.3.4 - Stag Station[edit | edit source]

Can be constructed for 8 Stone, 5 Steel and 1 Hide

A player located on a hex with the stag station feature may travel the stagways (teleport) to any hex with a stag station on it. This does not act as moving into that hex. If they do so, they cannot perform any more actions for the phase.

5.3.3.5 - Boardwalk[edit | edit source]

Can be constructed on all biomes (including lake) for the cost of 10 wood. Any impacts on movement of the hex this feature is placed on do not occur.

5.3.4 - Construction[edit | edit source]

A player may construct a feature on or adjacent to their hex, requiring the relevant resource cost to be spent. The landmark is immediately constructed after this condition is met. Unless stated otherwise, features cannot be constructed on lake or corrupted hexes.

6 - Actions[edit | edit source]

Each player has 2 + ⌊∛(S)⌋ action points (AP) replenished at the start of each phase, which may be spent to perform actions. S represents that player's quality score.

Subrules of this rule define the actions that a player can perform (unless otherwise specified).

6.1 - Scout[edit | edit source]

AP Cost: 1

Select two hexes adjacent to your location and generate them if indeterminate.

6.2 - Traverse[edit | edit source]

AP Cost: 1

Move into an adjacent hex and generate it if indeterminate.

6.3 - Fish[edit | edit source]

AP Cost: 1

A player may only fish if they are adjacent to or on a lake biome hex. If they are adjacent to multiple lake hexes, they may select which one they fish in. When this occurs, the player has a base 70% chance of catching a fish. They may use any fishing rod in their inventory or none if unspecified.

6.4 - Forage[edit | edit source]

AP Cost: 1

A player may only forage if they are on a hex with the Barren landmark and no features. When a player forages, they roll a 1d6 and receive rewards depending on the biome of the hex they are on (as described in subrules of this rule), or from Meadow if there are no specified rewards.

6.4.1 - Meadow[edit | edit source]

  1. Nothing
  2. 1 Wood
  3. 1 Stone
  4. 1 Hide
  5. 2 Wood
  6. 3 Wood
6.4.2 - Deceased Dunes[edit | edit source]
  1. Nothing
  2. 1 Stone
  3. 1 Steel
  4. 1 Quartz
  5. 2 Stone
  6. 3 Stone
6.4.3 - Forest[edit | edit source]
  1. 1 Thread
  2. 1 Hide
  3. 2 Thread
  4. 2 Wood
  5. 3 Wood
  6. 3 Wood
6.4.4 - Perilous Pass[edit | edit source]
  1. 1 Steel
  2. 1 Copper
  3. 1 Gold
  4. 2 Steel
  5. 2 Stone
  6. 3 Stone
6.4.5 - Swamp[edit | edit source]
  1. 1 Wood
  2. 1 Wood
  3. 1 Thread
  4. 1 Resin
  5. 2 Wood
  6. 2 Thread

7 - Items[edit | edit source]

Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item's owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.

Items with similar properties may be grouped together into item classes.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

Reputable players may trade items from their inventories with the consent of all parties.

7.1 - Inventory[edit | edit source]

Each player has an inventory containing all of the items they possess.

7.1.1 - Trading[edit | edit source]

A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other.

When otherwise authorized, a trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

7.1.2 - Using items[edit | edit source]

If an item specifies an ability to be used, that item can be used by the player that owns it by posting to #⁠game-actions, specifying the item, and any other required details. When used, the item takes effect as specified in its description, then the item is destroyed. If an item's description references "you", it refers to the player who used the item. If it implies that a player does something, then the player who does it is the player who used the item.

7.2 - Resources[edit | edit source]

Resources are a class of item that cannot be directly used and is instead a component in crafting, construction, etc. The following are resource items:

  • Wood
  • Stone
  • Steel
  • Thread
  • Hide
  • Resin
  • Quartz
  • Copper
  • Gold
  • Morbium

7.3 - Fish[edit | edit source]

Fish are a class of items obtained from fishing. Subrules of this rule define subclasses of fish.

If a player catches a fish, it can either be a Standard Fish or a Medallion Fish. The chance of catching a Medallion Fish is 0% + 10% for every Medallion Fish that the player is currently eligible to catch, capping at 40%. If a fish is caught that is not a Medallion Fish, it is a Standard Fish.

7.3.1 - Standard Fish[edit | edit source]

When a standard fish is caught, a random entry from the list below is granted:

  • Eel
  • Salmon
  • Tilapia
  • Northern Pike
  • Trout

7.3.2 - Medallion Fish[edit | edit source]

Each type of medallion fish has a set of conditions required for it to be possible to be caught when fishing.

Medallion Fish
Type Conditions
Goldfish Lake of mass size 1.
Blue Whale Lake of mass size at least 5.
Megalodon Lake of mass size at least 19.
Pefisula Fishing from a hex adjacent to exactly 5 lake hexes.
Carcharias Fishing from a deceased dune biome.
Flying Fish Fishing from a perilous pass biome.
Gudgeon Fishing from a forest biome.
Mudskipper Fishing from a swamp biome.
Fishy Fish Fishing from a lake hex.
SvGCMkWr_zQ Fishing into a corrupt hex.
Civilised Fish Fishing from a hex with a town.
Napoleon Fish Fishing from a hex with a flag of another faction.
Student Fish In the same hex as another player.
Vanille Without a fishing rod.
Aligned Fish Fishing into a hex along a cardinal axis.
7.3.2.1 - Quality[edit | edit source]

When a player catches a medallion fish, its quality is calculated by repeatedly rolling d2 until the result is 1, with the number of rolls being the quality of the medallion fish.

Each natural number quality less than the highest quality medallion fish must be named. If someone catches a higher quality medallion fish than the one currently named, they must name all the unnamed qualities below the quality of fish they caught.

The list of currently named qualities is as follows:

1. Garbage

2. Bronze

3. Silver

4. Gold

5. Platinum

6. Morbium

7. Karkalicious

The sum of the qualities of all unique (including different qualities of the same fish as unique) Medallion Fish in a player's inventory is their quality score, S.

7.4 - Crafting[edit | edit source]

At any time, a player may craft items. Craftable items and their recipes are detailed in subrules of this rule (unless otherwise stated).

7.4.1 - Foraging Pouch[edit | edit source]

Crafted using 3 Thread and 1 Hide.

If you use the foraging action, roll 2d6 instead.

7.4.2 - Binoculars[edit | edit source]

Crafted using 3 Wood, 2 Hide and 1 Quartz.

If you use the scout action, you may target a hex within two hexes of your location.

7.4.3 - Fishing Rods[edit | edit source]

Subrules of this rule define fishing rod class items.

7.4.3.1 - Standard Rod[edit | edit source]

Crafted using 2 Wood and 1 Thread.

7.4.3.2 - Advanced Rod[edit | edit source]

Crafted using 3 Wood, 2 Thread and 1 Steel.

Increases the odds of catching a fish by 10% additively.

7.4.3.3 - Reinforced Rod[edit | edit source]

Crafted using 4 Steel and 3 Thread.

Increases the odds of catching a fish by 15% additively.

7.4.3.4 - Classic Rod[edit | edit source]

Crafted using 2 Wood, 1 Thread and 1 Hide.

The Classic Rod increases the odds of catching a fish by 25% additively, but cannot be used to catch Medallion Fish.

7.4.3.5 - Midas' Rod[edit | edit source]

Crafted using 2 Gold, 1 Quartz, 3 Thread, and 1 Copper.

Reduces the odds of catching a fish when fishing to 20%, but if a player successfully catches a fish with it, that fish will always be a Medallion Fish of quality 4 or higher if they are eligible to catch a Medallion Fish.

7.4.4 - Torch[edit | edit source]

Crafted using 2 wood and 1 resin.

A player with a torch in their inventory may destroy the following features:

  • Flag
  • Boardwalk

7.4.5 - Explosives[edit | edit source]

Crafted using 8 Wood, 3 Thread and 2 Resin.

A player may use 1 explosives to destroy every landmark and feature on or adjacent to their hex.

8 - Victory[edit | edit source]

The first faction to occupy at least 10 hexes and have at least twice the influence of any other influential faction wins the cycle. The cycle then ends.

Credits[edit | edit source]

This ruleset is closely based on the final state of Blue Sheep Nomic Season 3, with an alternate win condition and simplified features. It was made using the tree structure but has been adapted slightly to the infinite nomic style.

Thanks to Lime, Scarecrows, Fathom and other players (not members of infinite nomic) for making this fantastic nomic game happen.