Roger Hicks on Sun, 21 Dec 2008 02:37:51 -0700 (MST)


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Re: [s-b] [s-d] Consultation


On Sat, Dec 20, 2008 at 10:39, Charles Schaefer <chuckles11489@xxxxxxxxx> wrote:
> If you want to make it relevant to the game (and thus harder to just
> ignore), I suggest:
> {{The amount of wood a player named woodchuck could chuck if the rules
> defined an action called chucking wood and a weapon called a woodchucker
> which a player named woodchuck could use is odd.}}
>
> This too, is irrelevant though since everyone knows you can only chuck wood
> that is on the same grid square. And dead bum prisoners aren't allowed to
> chuck wood at all.
> --

I submit the following proposal:

Title: Woodchucks!
{
Create a new rule "Trees & Woodchucks" with the text:
{{
At the beginning of each nweek a tree grows on each square where Z
modulo (abs(X) + abs(Y)) = 0 and (X = P or Y = R) (where Z is the
number of the nweek, X and Y are the corresponding axes in the
coordinate pair of that square, P is the number of proposals on the
previous nweek's ballot, and R is the number of players with the
active property).

If at the start of any nday a Woodchuck is present in the same square
as one or more trees it "chucks wood": Each tree in that square is
destroyed. For each tree destroyed this way one Well Sharpened Pencil
is created in that square and can be picked up by any player in that
square as a Game Action.
}}

Add the following tricks to the beast:
{{
Name: Move About
Effect: The beast moves in a random direction on the Grid, or
alternately if the beast is not on the Grid it chooses a random valid
square to be it's resident square.
Timing: Anytime
}}
{{
Name: Spawn Woodchuck
Effect: A Woodchuck is created at the Beast's current resident square
(if there is one)
Timing: Anytime
}}
}

More stuff can be done with trees/woodchucks later. This is just a
starting point.

BobTHJ
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