Glotmorf on 5 Sep 2003 02:49:49 -0000 |
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[Spoon-business] The Underground Society charter |
This is the updated Underground Society charter for nweek 48. Tunnelers players, please note the following changes: - discarding cards (part 3.3) - standing orders (part 4) - expected reasonable player response time (part 4) Mr. A, please replace the Underground Society's charter in its entirety with the following: {{ _The Underground Society_ The member of longest duration in this society is known as the Moderator. The Moderator can direct this society to take any action e chooses, and can change this society's charter at will. Players of the game that contains this society ("The Main Game") can request to join this society, and will become members upon the approval of the Moderator. This society operates a game called Tunnelers. Members of this society are permitted to play in Tunnelers, subject to its rules. The Moderator will maintain a publicly viewable list of playing members. The Moderator welcomes suggestions for the rules to Tunnelers, and will implement them at eir choosing. The Moderator has the last word on the interpretation of any of Tunnelers' rules. The Moderator may maintain a most-current version of the rules to Tunnelers on a separate website, reconciling said version of the rules with this charter on a periodic basis. The current most-current version of the rules is maintained at http://www.nomic.net/~dwhytock/currenttrs.html. Rules for Tunnelers: 1. Objective The objective of the game is to be the last surviving mole. 2. Components The components of Tunnelers are a board, a deck of cards, and a mole for each player. 2.1. The Board The board is an 8x8 square grid of locations, labelled a-h horizontally and 1-8 vertically. Locations can be either tunneled or un-tunneled. If a tunneled square is not occupied for four turns, the square becomes un-tunneled. [[ The tunnels aren't terribly stable, and will collapse over time if they aren't shored up by whoever is passing through. ]] Locations on the board are considered adjacent if they share a horizontal or vertical side. 2.2 The Cards The deck of cards has 60 cards, each of which has one of the following symbols on its face: a circle (O), a triangle (T), a square (Q), a star (S) and an X (X). The deck contains twelve of each card. 2.3. Moles Each player in the game controls a mole. Each mole has the following initial stats: 1 maximum attack strength 0 maximum defense strength 2 maximum movement 5 maximum health Stats can change during the game as a result of combat or cards played. If a player temporarily changes eir own mole's stat, the change is removed at the beginning of eir next turn. If a player temporarily changes another player's mole's stat, the change is removed at the end of the other player's next turn. 3. Play The game is played in turns, rotating among players. During a player's turn, e can, depending on eir available stats and cards, do any combination of the following: move; play or discard cards; initiate combat. 3.1. Movement Moles move using their movement stat. It costs 1 movement point for a mole to enter a tunneled square, and 2 movement points to enter an un-tunneled square (tunneling it in the process). A mole cannot move off the edge of the board or enter a square occupied by another mole. A mole can be moved however many squares eir available movement points permit. If a mole does not have sufficient movement points to enter a square, e does not enter the square. A mole's movement points are set to eir movement stat at the beginning of the player's turn, plus or minus the effects of cards played on the mole. 3.2. Playing Cards At the beginning of eir turn, a player draws cards from the deck to bring eir hand total to 5. If there are insufficient cards in the deck for this, the deck and the set of discarded cards are randomized and form a new deck. During eir turn e can play certain combinations of cards, discarding them in the process, to generate certain effects: OO - temporarily raise own mole's health points by 1; or restore own mole's health points by 1, not to exceed maximum health OOOO - raise own mole's maximum health by 1 TT - temporarily raise own mole's attack by 1; or temporarily lower adjacent mole's attack by 1 TTTT - raise own mole's maximum attack by 1 QQ - temporarily raise own mole's defense by 1; or temporarily lower adjacent mole's defense by 1 QQQQ - raise own mole's maximum defense by 1 SS - temporarily raise own mole's movement by 1; or temporarily lower adjacent mole's movement by 1 SSSS - raise own mole's maximum movement by 1 XO - teleport to a location 2 squares away XOT - teleport to a location 3 squares away XOTQ - teleport to a location 4 squares away XOTQS - teleport to a location 5 squares away If a mole is teleported to an un-tunneled square, the square becomes tunneled and the mole loses one health point. If a mole attempts to teleport to a square occupied by another mole, both moles lose one health point and the teleport fails. 3.3 Discarding Cards During eir turn, a player may discard any or all of the cards in eir hand. 3.4. Combat If a mole is or becomes adjacent to another mole during its turn, the mole can attack the other mole if its player has at least one card. To attack the other mole, the player informs the Moderator what 1 or 2 cards e will use. The defending mole's player tells the Moderator what 1 card e will use. The cards are revealed and compared; if any of the attacker's cards match the defender's card, the attack is successful. If the defender has no cards to play, or chooses not to play a card, the attack is automatically successful. Cards used in attack and defense are discarded. A successful attack lowers the defender's health points by the attacker's attack stat minus the defender's defense stat. If the defender's defense stat is greater than or equal to the attacker's attack stat, the attack does no damage. If the defender's health points are reduced to zero or less, the mole is dead, and is removed from the board. 4. Turn Procedure Players take turns in order by the player list maintained by the Moderator. A player takes eir turn by privately telling the Moderator what sets of cards e wants to play and/or what squares e wants eir more to attempt to enter. The Moderator privately responds with the results of movement. If the mole encountered anything unexpected, its movement stops at that point and the player is asked what e wants to do. The Moderator and player continue dialogue until the player does not wish to take any more actions, the player is out of cards or movememt points, or the player's mole is dead. A player may give the Moderator Standing Orders, regarding what actions the player wishes to automatically take, barring any other circumstance. The Moderator can reject Standing Orders that are excessively complex or lengthy. If no unexpected events occur while executing Standing Orders, the player's turn will automatically end afterwards. If a player does not submit a needed action (moving, choosing a card to defend with, etc.) within a reasonable amount of time (determined by the Moderator, generally a checkpoint period), play will proceed as if the player had chosen to perform no action. At the end of a player's turn, the Moderator tells all players of generally-known events -- a player's mole is dead, sounds of fighting can be heard, etc. 5. Joining a Game Members of this society may pay four points to the society to become a player in a game of Tunnelers. If a game is running at that time, the player's mole is placed on the board at the Moderator's discretion, the player receives five cards from the deck, and the player's name is added to the player list just after the last player to have completed a turn. If a game is not running, the player's mole is placed randomly on the board, and the player's name is added to the end of the player list. The game cannot have more than 10 players at a time. 6. Leaving a Game If a player's mole is killed, eir cards are discarded, eir mole is removed from the board, two points are paid from the society to the player whose mole did the killing, and one point is paid from the society to the Moderator. If only one mole is left on the board after this, the society's points are paid to the remaining player. If the Moderator leaves the society, the game ends and the society's points are evenly distributed among the remaining members. 7. Starting a Game At the beginning of a game, the player list is randomized and each player receives five cards. Moles are placed randomly on the board, with no two moles initially adjacent to each other. }} __________________________________ Do you Yahoo!? Yahoo! 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