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Doomstick

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Posts posted by Doomstick

  1. 5 hours ago, dannnnnnnnnnnnnnnnnnnex said:

    just vote for proposal 66 and that doesn’t matter anymore 

    retroactivity go brrr

    That’s not how things work, you can’t vote on a proposal if it is not legal, as it does not enter the proposal pool and does and does not gain a PR#.

    by definition a proposal cannot break rules, as if it does it cannot be a proposal.

  2. 10 hours ago, dannnnnnnnnnnnnnnnnnnex said:

    Proposal 66: Referendum: Any proposal (e.g. even one that breaks prior rules) immediately passes once it receives a number of Yeas greater than or equal to the number of Active Players multiplied by 2/3, added to the number of current Nays. This rule applies retroactively to itself as a proposal, but not to any proposals with a Proposal Number less than 66. 

    reasoning: you'll catch on. if you're confused by the math, its 66% of active players, with one aditional Yea needed for each Nay. So each Nay still has voting power and cancels out a Yea. 

    Proposal 67: The Abolition of Turns: The current concept of a "turn" is removed, (e.g., the idea that it is one player's "turn" at any given moment and that they must complete (or pass) an action before play may continue), and a "turn" shall be redefined as a "Post". A "Post" is a message sent in this thread consisting of any action, proposal, or otherwise game-state-altering declaration, with the exception of casting a vote. A player may make one Post every 24 hours, with no regard given to whether any specific player, or any number of players, has made a Post before them. If a player has not made a Post for 48 continuous hours, they are considered an Inactive Player, and all rules shall apply to them as thus. 

    reasoning: i got no fn clue whose turn it is, and this game is gonna die so fast if we keep waiting 24 hours for a player to pass. you'll notice this proposal breaks many rules, hence i need a different way to pass it, hence proposal 66. proposal 66 also breaks many rules, hence it applies retroactively to itself. 

    Proposal 68: You Thought It'd Be That Easy?: The complete abolition and deletion of ER#3.

    reasoning: i mean cmon, is it really nomic if we don't jump into the deep end?

    (It isnt your turn, so you can make at maximum 1 proposal of no greater than 50 words or 300 characters per other person’s turn)

    as we now have six active players, the threshold for a rule to pass or fail is 4 votes. I just checked the formatting for colouring things in and I think I set it to greater than or equal to, so don’t trust a Green or red highlight until I can fix it later today!

  3. 8 hours ago, xinoehp512 said:

    though it doesn't seem like it is very rock paper scissors at the moment- there would need to be a clause allowing, for instance, the Ring to beat the Bouquet and Card.

     

    ...I forgot to account for that didn't I? Someone fix this please!

    8 hours ago, xinoehp512 said:

    Nay to 63- I don't want people collapsing all of their proposals into four to get them all through.

    no please i can't keep up im starting school soon.

  4. Aye: 42, 51, Xino for moderator

    Nay:

    Spoiler

    34-36: I think the ideas are good, but need to be reworked a bit and some holes patched and I can't do that now.

    39-I think that if someone has all the TCs and the mosquito, if they can just give it away, then the mosquito has no effect, there should be some necessary action/quest to giving it away.

    40- similar reasoning to 39

    41 - dollar bucks!

    43- sometimes rules have brackets or parentheses that are not clarifications

    44,49

    50- one: this power is pretty weak (maybe the beehive could give AP? ("busy bee")), two: there is no longer a round counter proposal, and no text saying this rule automatically fails if that one does.

    I don't have time to do resolution stuff, can someone else?

    the big one:

    Spoiler

    52) Friendly Fire: On 
    Five Battle Cards are created and placed in the Store for 50 dollar bucks each, there are unlimited copies of each of these cards available in the store.
    The Battle Cards are as follows:
    Bouquet (1)
    Handwritten Card (2)
    Wad of Cash (3)
    Token of Eternal Friendship (4)
    Ring (5)
    When a player moves their game piece to a space containing another player’s piece or an improvement (farm, etc.) they have built, they may initiate a battle with a player who has a game piece or an improvement on that space if they own at least one Battle Card. Multiple battles may be initiated by the same move, but the attacker must decide which order for the battles to proceed in. The Moderator cannot attack or be attacked.
    When a battle is started, each player involved privately messages the Moderator (or an agreed upon third party, if there is no Moderator) one Battle Card that they own that they wish to give to the other player involved in the battle, then the Moderator (or third party) reveals each person’s card. Each card is majorly victorious over the card with number one greater than it and minorly victorious over the card with number 2 greater than it (e.g. the Bouquet is majorly victorious over the Handwritten Card and minorly victorious over the Wad of Cash). The battle is then resolved.
    After the battle is resolved, the card the victor played is given to the defeated player and vice versa

    During battle resolution,
    If a player is minorly victorious, the they may do one of the following:

    • Move the defeated player one space orthogonally.
    • Gain control of one of the defeated player’s farms, provided it is on the space the victor’s game piece is on.
    • Take 25 Dollar Bucks from the defeated player, if the defeated player has less than 25 Dollar Bucks, no Dollar Bucks can be taken.
    • Take one AP from the defeated player, if they have one.

    If a player is majorly victorious, they may do one of the following:

    • Choose two effects from the options for minor victories (as if they won two minor victories against the same player in a row).
    • Influence the vote of the defeated player by turning an Aye or Nay on one proposal into an Abstain, or vice versa, possibly causing a proposal to be accepted or rejected. (A lack of a vote counts as an Abstain for this action.) Votes influenced this way cannot be changed by the voting player without the victor agreeing to the change.
    • Give the Mosquito card to the defeated player, if they own it.

    I was thinking a rock paper scissors pvp would be nice because it won't disadvantage new players too much, also I think it's funny for the battle to be giving gifts to the other player and if your gift is better, then they owe you a favor to be cashed out immediately.

    more proposals!

    Spoiler

    53) Castles
    (Dependent on PR#52)
    A player may build a castle on a space that contains their game piece and nothing else by spending 12 APs, provided they have not spent any AP this turn. 
    If a non-castle improvement or game piece is within 1 space (including diagonals) of a friendly (owned by the same player) castle or within 2 spaces (including diagonals) of two friendly castles, it cannot be involved in a battle that its player does not initiate.
    If a castle is attacked, its player may play two Battle Cards, choosing one to be counted for the battle after all cards are revealed, keeping the card they do not choose. If the castle’s player is defeated when it is attacked, the castle is destroyed, and and major or minor victory actions are skipped.

    54) Roads
    (Dependent on PR#53)
    If two friendly castles can be connected by a vertical or horizontal straight line, any friendly game piece’s can move twice as far per AP spent when following that line, as long as the piece stays between the castles.

    55) Portals

    (Dependent on PR#53)

    A player may build a portal on a space occupied by a friendly castle and their game piece. A player whose game piece occupies a space with a friendly portal may move and perform actions as if it were in any space with a friendly portal.

    56) The Cosmetics Industry

    A piece of text in a rule that causes a change in terminology without adding new text is considered to be a cosmetic amendment. A cosmetic amendment can be its own proposal or part of another.

    57) The Fair Compensation Act

    (dependent on PR#56)

    If a proposal is passed via a proposal dependent to its passage, the number of AP gained by the proposer is reduced by 1, if both were proposed by the same player, the maximum AP gained by the proposer for those rules’ passage is 2.
    Proposals that are only cosmetic amendments do not provide AP to the proposer when they pass.

    58) The So People Can Do Stuff On Their Turn Rule
    If a player would have less than 2 AP at the beginning of their turn, they instead have 2 AP.

    59) Punishment for Rule Breaking
    If a player breaks a rule, they must choose between being losing 5% of their dollar bucks (rounded up), not being able to spend action points on their next turn, or returning one of their Trading Cards to its default position.

    60) Neutrality Act
    No player may build on I9 on the game board, or any space orthogonally or diagonally adjacent to it.

    61) We’re Gonna Need a Bigger Board
    The game board is mapped to the center of a 27x27 grid, with I9 being mapped to N14 and all other board features the same distance and direction from N14 as they were from I9 on the previous board. Any rule or proposal made before the passage time of this rule referencing I9 instead references N14. Any rule or proposal referencing a space that would be a corner on the original board instead references the corresponding corner on the new board. (the last two sentences are considered a cosmetic amendment if PR#56 passes)

    62) So Abstaining Does Something
    A player who abstains from a vote is not counted when determining the number of votes required for a proposal to pass or fail.

    63) The Rule of Slightly Fewer Limitations
    Players may submit at most four proposals on their turn.

    64) @xinoehp512 Are You Happy Now?

    (dependent on PR#56) Any non-cosmetic amendment is treated once passed as a new rule with the text of the original rule, amended in the proper way. The original rule is removed from the list of ERs and added to the list of RRAs. Cosmetic amendments do not gain a new ER# and instead change the text of the original rule, retaining its ER#, the original text of the modified rule is still put in RRA and given its proper RRA#.

    65) Stonks
    On their turn, a player may buy as many items they wish from the Store of Unimaginable Wealth (which may be refered to as "the Store"), so long as they have enough dollar bucks and the items they wish to buy are available.
    Additionally, whenever Black Clover is purchased, its price permanently rises by 1000 dollar bucks. When a player could buy an item from the Store, they may also buy Black Clover from another player, as long as they can pay its full price. The dollar bucks used in this purchase are given to the previous owner of Black Clover.

    explanations:

    Spoiler

    53: castles are cool, also I'm doing the time honored marketing strategy of creating a problem (they can attack my farms!) and providing a solution to it

    56: it's useful for later proposals I made

    57: encourages fully formed ideas and discourages AP inflation.

    59: there is no punishment right now

    60: being able to claim the start space is a bad idea

    61: read the rule title

    62: there is no rule saying that abstaining actually does something, and my Sheets code already follows this rule

    63: this is too much. I am part of the problem. people should be able to take a turn in less than an hour, especially if they've written their rules already.

    64:are you happy now?

    65: there is nothing actually allowing people to buy things, I believe. At least there is nothing saying when things can be bought. also buying thr card form others is good.

    I move to L11 (3 AP for 2 diagonal, 1AP for 1 horizontal)

    Edit: I pass the turn to @Ravenclawjedi42. Also you'll want to resubmit your proposal because it is not a legal interturn proposal (over 50 words and over 300 characters). Please number it too!

  5. some things pass, Xino gains 14 MP, Wizard gains 4

    10 hours ago, xinoehp512 said:

    Could you walk me through how the Organization rule causes that to happen? I'm not entirely sure how the text as written would lead to the effects you describe.

    each accepted proposal gets a new ER#, including amendments, and since the amendment changes the text of a specific rule, it coming into effect is with all that text, the old version is moved to RRA and gets an RRA number.

    @Experience, yes it is your turn, you should propose away.

  6. PR#20 and 23 have passed! Wizard and I gain 2 MP

    I vote Aye to PR#s 24-30 and 32.

    I vote Nay to PR#31

    will take time to consider the others, and I will exercise my rights under The Constant Action Rule:

    Quote

    37) Farming Simulator (amendment to PR#23): (If this rule passes, PR#23 automatically passes (regardless of status) if it has not already, and PR#31 automatically fails regardless of status) if it has not already.) The text of PR#23 reading "an empty space" is replaced by "a space whose sole resident is the building player's game piece."

    I plan to introduce other types of buildings later, and also people shouldn't be able to build farms when there are other players or monsters (if passed) in the same space.

    @Experience you should vote for A Better Way To Count, also it is your turn

    1 hour ago, xinoehp512 said:

    I would also like to suggest that we include the exact text of each rule passed in the "Existing Rules" spreadsheet as it is currently in effect, and hide the amendments rather than hiding the original rules. As it is, I feel that the spreadsheet is not accurately representing the game state as described by the Organizational Rule.

    the original rule is hidden because once an amendment is in effect, it gains a new ER#. 

  7. PR#s 7, 8, 12, 14, and 19 pass

    I change my vote on PR#4 form Aye to Nay, causing it to be rejected

    I vote Aye on PR# 20 and 21 and Nay on 22 (I don't think there should be a way to win the board, also I think that each card should be able to be taken from another player if certain things are done, otherwise once someone has a card, nobody else can win)

    MP: I get 4, Xino and Raven get 2

    I will exercise my rights under The Constant Action Rule:

    23) Farming Simulator: On a player's turn, if their game piece occupies an empty space and they haven't spent MPs this turn, they may spend 2 MPs to construct a farm on that space. At the beginning of a player's turn, they gain 1 dollar buck per farm they own.

  8. 1 hour ago, xinoehp512 said:

    As the first amendment to an active rule, I am curious: how will an amendment be represented on the sheet?

    The original row will be hidden, and it will get a new ER#, the original version will be put in the RRA subsheet with the correct RRA#.

    Quote

    I like the idea of amending proposals, however I am concerned that their text only refers to them failing as proposals. If one were to be passed before its dependent rule, it would be a rule and not a proposal- and in addition, the text would disappear, so it wouldn't be able to remove itself anyways!

    I assume that those who vote Nay on the independent proposal won’t vote Aye on the dependent proposal, but yeah a systemic solution would be good.

    Quote

    Funny :P, but oh boy would that be a headache. Nay, I'm afraid.

    :( but goofy. (Also we have to get some headachey stuff in here sometime; an easily understandable Nomic game is a bad Nomic game imo :P) also there’s a base change function on Google sheets, so it wouldn’t be that bad to input.

    I will change my abstain for PR#6 to an Aye, causing it to pass.

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