Daniel Lepage on Thu, 7 Oct 2004 23:43:39 -0500 (CDT)


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[s-b] This nweek's props


And, as is becoming the custom, here's a list of all this nweek's props:
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 Proposal 1910/1: Respect Revisited: Renown
 A Standard Proposal by Araltaln
 Last modified on nweek 70, nday 2

 {
 __Respect Revisited: Renown__

 Add a rule:

 {
 __Renown__

Players may possess varying forms of Renown. Renown may not be given away, it must be earned.

A given point of Renown must be either Temporary or Permanent, and must belong to a category of Renown. If a player has 10 points of Temporary Renown in a given category, that player loses all points of Temporary Renown in that category and gains one point of Permanent Renown in that category. [[Note that conversion the other way is not automatic--if you have 2 Permanent Renown and 0 Temporary Renown and something causes you to lose 1 Temporary Renown, you won't then have 1 PR and 9 TR.]]

The categories of Renown are Glory [[intended for various forms of 'winning'--one normal 1000-point win = 1 Permanent Glory]], Honor [[intended for various forms of playing by the Rules, such as getting proposals passed]], and Wisdom [[intended for performing additional duties beyond those required, such as working in a Ministry or Judging CFIs]].

A point of [type] Renown in the [category] category may also be referred to as just [type] [category]. For instance, one could gain 1 Temporary Wisdom.
 }

Each player gains a number of points of Permanent Glory equal to the number of Franklins e possesses, then loses all Franklins e possesses.

Remove subsection A.3 from Rule 21. [[Respect is hardly a Capital Resource :P]]

 Modify the first sentence regarding General Props in Rule 19 to read:
 {
General Props are Proposals with a prop cost of 2BW, a passage bonus of 3d6 points and 1 Temporary Honor, and a failure penalty of 1d6 points.
 }

 Modify the first sentence of Rule 27 to read:

 {
If a player's score ever exceeds 1000 points, e is awarded a Win and 1 Permanent Glory, and all points are destroyed.
 }

 Modify the last two paragraphs of Rule 127 to read:

 {
When the Judge judges the CFI, e receives 10 tildex and 1 Temporary Wisdom, ceases to be the Judge of that CFI, and is moved to the Upper House.

If seven or more days have passed since a judge was assigned to a CFI, any player may Recuse that Judge. When this happens, the CFI is Remanded to the Upper House, the Recuser gains 5 tildex, and the Judge ceases to be Judge of that CFI, loses 20 tildex and 2 Temporary Wisdom.
 }

 Modify section E of Rule 625 to read:

 {
E. Ministerial Payment At the end of each nweek, each Minister who has held eir Ministry for that entire nweek and performed all Duties required shall receive 20 points and 1 Temporary Wisdom.
 }

 }
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 Proposal 1911/0: Welcome!
 A Standard Proposal by PlayerPersonman
 Last modified on nweek 70, nday 3


 Add a rule:

 {

 _Welome_

If a player would recieve X points, and e has never previously posessed a point, e instead recieves 3X points. If a player submits a proposal, and no proposal submitted by em has been accepted, two 'yes' votes are added to the vote tally for that proposal. These votes are not recorded as having been cast by anyone. If renown exists, and a player has never had renown, e gets 2 Temporary Glory. If renown exists, and a player's first proposal is accepted, e gets 4 Temporary Wisdom.

 }


[[While I do stand to benefit from this prop, if it passes, it's really not completely selfish at all. Not only does one part not apply to me and one to everyone, i just think that it'll be more fun for new players if they have an incentive to start writing props, and if they get a little something just for joining. I know I would've liked that anyway.]]
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 Proposal 1913/1: A New Game
 A Standard Proposal by Wonko
 Last modified on nweek 70, nday 4

 Create a new rule:
 {{
 __The Board Game__

 A. Board Stiff

The Board is a Game Object. The Board consists of 110 squares arranged in a 10-by-11 grid. The rows are labeled in order with the numbers 0-9, with 0 being the uppermost row. The columns are labeled with the letters A-K, with A being the leftmost column. Each square may be uniquely identified by its row-number and column-letter (as in, A-5 or J-9).

Two rows are adjacent if their numbers differ by at most 1. Two columns are adjacent if their letters are the same or are one after the other in the alphabet. Two squares are adjacent if their rows and columns are both adjacent.

A path between a square A and another square B is a sequence of squares starting with A and ending with B such that every square in the sequence is adjacent to its predecessor and successor.

The distance between two squares is the number of squares in the shortest path between them, minus 1.

 B. Piece on Earth

Pieces are Game Objects that exist on the Board. Each piece occupies a single square; no more than one piece may occupy a square unless a rule specifies otherwise. Each piece has a type; the types of pieces and their properties are described in the Book of Piece. Each piece has a unique character associated with it, also specified in the Book.

The Book of Piece is a Rulebook; rules in the Book of Piece may be referred to as Piece Specifications, or P-Specs. P-Specs are assigned serial numbers independently of rules in other Rulebooks. Each P-Spec, upon creation, receives an id number equal to one higher than the highest id number of any current P-Spec.

P-Specs describe the existing types of pieces and their properties. In the event of a conflict between a P-Spec and rule in a different rulebook, the P-Spec will take precedence.

 C. And It's a Draw

Each entity that can own pieces must have a unique character identifying it. For unowned pieces, the character used is a dash: '-'. When an Outsider becomes the owner of a Piece, e may choose any unused character (it must be a single printable ASCII character) to represent em.

An owned piece is thus represented by two characters, the first denoting the owner, the second denoting the type of piece.

A textual representation of the board thus is a grid drawn in ascii characters, with each piece properly represented at the correct location. [[ Much like the way a Political Go board is drawn]]

 D. One Good Turn

 Each Checking Period, each player may perform one move on The Board.

Legal moves are defined in the Book of Piece; only moves defined by the rules may be performed in this manner.

In general, each Piece has a move associated with it; it is implicit that only the owner of a piece may move it in this way unless the rules specify otherwise.

In order to perform a Move, a player must include with it an accurate textual representation of the board.
 }}

 Add a new section to r625 [[Ministries]]:
 {{
 D.9 The Ministry of the Board

The Ministry of the Board is a Ministry. Its Minister may be referred to as the GameKeeper. The GameKeeper is responsible for maintaining a public display of the Book of Piece. E is responsible for assigning id numbers to P-Specs and amending typos in them as well. E is also responsible for maintaining a publicly accessible textual representation of the board. [[Note that posting it to the mailing list periodically counts for this, as does relying on others' posts; nonetheless, it'd be nice of the Ministry of the Board put it on the wiki or something]]

Finally, e is responsible for posting correct boards after changes to the board that are not players' moves. [[ For example, if a proposal puts a new piece on the Board ]]

At the beginning of each nweek, if two or more nweeks have passed since the last time an election was called for the Ministry of the Board, the Ministry becomes open; however, the player who was Minister at the time it became open is expected to continue eir duties until the end of the election, and may give emself 20 points at the end of that nweek if e does. [[So the Ministry cycles often]]
 }}

 Create the following rules in the Book of Piece:
 {{
 __Starting Off__

 Initially there are no pieces on the Board.

If a player has no pieces on the Board, then it is a legal move for em to create one piece of any type under their control on any square that is on the edge of the board (i.e., row 0, row 9, column A, or column K).

Otherwise, it is a legal move for a player to create one piece of any type under their control on any square that is on the edge of the board and is adjacent to a piece e controls.

 Both of the above paragraphs defer to other rules in the Book of Piece.
 }}

 {{
 __The Checker__

 Checker is a type of Piece, denoted by 'O'.

 The following are legal moves:
* Moving a Checker diagonally two spaces, provided that the destination square is empty and the intervening square is occupied by a piece. * Performing the above move an arbitrary number of times without the Checker ever landing on the same space twice.
 }}

 {{
 __The Penny__

 Penny is a type of Piece, denoted by 'c'.

 The following are legal moves:
* Moving a penny one space horizontally or vertically to an unoccupied square. * Moving a penny one space horizontally or vertically onto another penny (not necessarily one you own); this causes both pieces to be replaced by a Checker that you own.
 }}

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 Proposal 1914/1: Maintenance Tax
 A New Rule by Wonko
 Last modified on nweek 70, nday 7

During the first checking period of each nweek, each player must pay to the Basin a number of Tildex equal to the number of research points they have divided by 10, rounded down. This is called paying the Maintenance Tax. During the second period of each nweek, any player may Audit any other player who did not pay the Maintenance Tax during the preceding Checking Period. To Audit another player, a player must include in the Action the number of Tildex that the player in question should have paid. If X is the number of Tildex that should have been paid, the Audited player loses 2X/3 Tildex (rounded down) and 2*X Research Points, and the auditing player gains X Research Points.

 [[
Basically, if you don't pay your taxes, any other player can do a vigilante raid on your workspace, confiscating your work and plans. Their reward is that they get to keep some of your research papers, design schematics, or what have you.
 ]]
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 Proposal 1915/0: Tomatoes
 A Standard Proposal by PlayerPersonman
 Last modified on nweek 70, nday 7

 Add a rule:

 {{
 _Tomatoes_

Tomatoes are Game Objects. Vines are Game Objects. Any player may posess up to 5 Tomatoes and/or Vines at one time. Players may pick any ripe Tomato from any Vine at any time. If a player owns a Tomato for more than one nweek, that Tomato gains the attribute 'Rotten'. Any player may plant a Rotten Tomato e owns, thus creating a Vine. Vines owned by players have the attribute 'In X's Garden' where X is the name of the player they are owned by. If e does not pay 5 Tildex to the Basin per checking period per Vine in eir Garden [[to cover watering and weeding costs]] all Vines in eir Garden die and cease to exist. In the second nweek of any Vine's existence, and every nweek thereafter, that Vine produces 1 ripe Tomato. If a player picks a Tomato on a Vine in another player's Garden without that player's express permission, the player whose Garden the Vine is in gets one Free Throw against the player who picked the Tomato. If a Tomato stays on a Vine for 1 nweek, that Tomato falls off, gains the attribute 'Rotten', and plants itself in the Garden of the Vine it fell off of was in.

At the beginning of each nweek, if a player owns no Vines or Tomatoes, that player owns one Vine.

There exists a Communal Vine, which has the attribute "In the Town Square". This Vine is considered to have been planted at the beginning of nweek 71. No player owns this Vine, nor may any player claim a Free Throw against any other player picking a Tomato from it. If a Tomato falls off a Communal Vine, it plants itself in the Town Square. Any and all Vines in the Town Square are Communal Vines.

Players may at any time declare their intent to throw a Tomato at any other player. This attempt succeeds with a probability of 1/4. If a player is hit with a Tomato, that player and all cards in eir become Stained With Tomato Juice.

If Renown exists, Players who are Stained With Tomato Juice are considered to have 1 less Permanent Honor than their current total for all purposes other than calculation of Honor. Cards which are Stained With Tomato Juice do nothing upon being played. Any player may return a card in their hand which is Stained With Tomato Juice to the deck and draw a new card. If a card in the Deck is Stained With Tomato Juice, that card is not Stained With Tomato Juice.

Free Throws: Under certain circumstances, a player may be entitled to a Free Throw. If a player announces along with an intent to throw that they are claiming a Free Throw, and e is entitled to a free throw against the intended target, the Tomato thrown hits with an accuracy of 19/20.
 }}


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 Proposal 1916/0: There is a rainbow
 A Standard Proposal by PlayerAquarion
 Last modified on nweek 70, nday 7

There exist in the deck of cards 14 new cards. Two of each of the following:

 * Red
 * Orange
 * Yellow
 * Green
 * Blue
 * Indigo

 One of each of the following:

 * Violet
 * Apple White.

The sequence of these cares is as follows: "Red, Orange, Yellow, Green, Blue, Indigo, Violet" and does not wrap around. Any player may lay down a set of three or more cards in sequence for the following:

 Any three in sequence: ~30.
 Any four in sequence: ~80
 any five in sequence: ~100
 any six in sequence: ~120
 The seven in sequence: ~160 and a point of Renown (if renown exists).

The "Apple White" card may be used as a "wild card" to make any sequence, but using it means the sequence is worth ~30 less (Thus a sequence of Orange, Yellow, Apple White, Blue would only score ~50). If the Apple White card has been stained in any way, it is can only acceptably be substituted for the colour it has been stained.
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--
Wonko
There's a fine line between fishing and just standing on the shore like an idiot.
      -Steven Wright

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