Geoffrey Spear on Sat, 14 Mar 2009 07:39:37 -0700 (MST) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
[s-b] voting results, nweek 156 |
http://b.nomic.net/index.php/Voting_Results/156 (awfully formatted dump from wiki follows for the archives): Quorum: > 4.5 Registered Voter 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 Score JamesB Wooble Murphy 0x44 ehird Marr965 c-walker Wooble Wooble 0x44 0x44 A F F F A A A F F F 10 Billy Pilgrim (VP 0) F F F F F F F F F F 10 c-walker F F F F A F F F F F 10 JamesB F A F F A A F A F A 10 Marr965 - - - - - - - - - - 0 Murphy F A F - A - A F F - 8 Warrigal A A F A A A F F A F 10 Wooble A F F F A A A F F F 10 Stamina 6 6 6 5 6 5 6 6 6 5 Strength 0 0 6 3 -6 -3 0 4 4 3 Score -3 -3 14 10 -3 -3 -3 12 12 10 [edit] Proposer Scores * JamesB: -3 * Wooble: 21 * Murphy: 14 * ehird: -3 * Marr965: -3 * c-walker: -3 * 0x44: 20 [edit] Passed Proposals [edit] Clean up the judicial system (again) Submitted by Murphy Amend Rule 2-5 (Judgment) as follows: Change the section title "the Oracle" to "The Oracle". Replace this text: {{{ Any player may as a Game Action submit a Consultation. }}} with this text: {{{ Any player may, as a Game Action, submit a Consultation. This player is the Supplicant for that Consultation. }}} Remove this text: {{{ That player submitting the consultation will be known as Supplicant regarding that consultation. }}} Replace "Ndays (or Ndelays if the clock is off)," with "rdays,". Replace the section "Automatic Reassignment" (except for its title) with this text: {{{ If a consultation remains Waiting for four full rdays after it is assigned, the Oracle shall assign a new Priest to it. }}} Replace the section "Overriding Consultations" (except for its title) with this text: {{{ While a Consultation is Answered, any player (except the Supplicant, the Unbeliever, and the Priest) may, as a Game Action, make a Claim declaring the Answer to be exactly one of Consistent or Inconsistent. When an Answered Consultation would otherwise become Pondered, if there exist more Claims of Inconsistency than Claims of Consistency regarding that Answer (counting only the last Claim submitted by each player regarding that Answer), it does not become Pondered; instead, the Consultation becomes Waiting, and the Oracle shall assign a new Priest to it. }}} [edit] GameBoard Submitted by 0x44 Create a New Rule with the title "The Game Board" consisting of the following { Squares are a type of Game Object which may contain a single Player and at most one Device, excluding any Devices owned by a Player. Squares have an Attribute Color, which is defined below. Squares have an Attribute Altitude, which is defined below. There is an Attribute Color with a Scope of all Squares, Devices, and Agreements, a Range of all hexadecimal colors and undefined, and a default value of undefined. There is an Attribute Altitude with a Scope of all Squares, a Range of the integers -5 through 5 inclusive and a default value of 0. Any Square with an altitude greater-than 3 or less-than negative 3 is said to be impassible, and cannot be entered by a Player without some Device or Attribute that permits it. Any Square with an altitude equal to five or negative five is completely impassible and may not be entered by a Player. Any Player Resident in a Square with an altitude lower than zero is said to be Swimming, and eir movement is halved, rounding down. Any Player Resident in a Square with an altitude greater than zero is said to be Climbing, and eir movement is halved, rounding down. A Player who runs out of movement for the nday in a Square with an Altitude lower than zero is Drowning and eir HP attribute is decreased by one for each nday they remain in a Square with a negative Altitude. The Game Board is a Game Object that is a two-dimensional array of Squares, 20 Squares on a side. As a game action, each Living Player may Travel along the Game Board, by specifying which adjacent Square they are entering. Upon entering the new Square, e ceases to be Resident in the previous Square and becomes Resident of the new Square. Each Living Player may move up to five times per nday, and cannot move while the Clock is Off. } Create the following non-unique Blueprint entitled "A Buckling Sword" { Device: A Rusty Scimitar Power: Slash Effect: Reduces a Target Player's Hit Points are reduced by 2 Conditions: Owner is living, target player is living. Target is in an adjacent square. Owner has not used this Rusty Scimitar to Slash or Parry during the current or previous nday. Trigger: Game Action by owner. Power: Parry Effect: Until device owner uses this Rusty Scimitar to slash, m2 is subtracted and 2 HP are added to device owner whenever he is stabbed. Conditions: Device owner has not used this Rusty Scimitar to Slash during the current or previous nday. Trigger: Game Action by owner. Cost: m25 } Create the following non-unique Blueprint entitled "Everyone's Fifteen Minutes" { Device: A Bucket of Paint Power: Paint Effect: Colors the Resident Square and any devices within it the specified Color. Trigger: Game Action by owner specifying the Color as a hexidecimal RGB color. Cost: m25 } Create the following non-unique Blueprint entitled "A Wall" { Device: Another Brick Wall Power: Build Effect: Places an impassible barrier in one of the Cardinal Squares adjacent to the Resident Square of the Owner. Any player who attempts to move into a Square containing a wall is rebuffed, unless they have a Rickety Ladder and use the Climb Power. Trigger: Game Action by the Owner specifying the Target Square. Cost: m50 } Create the following non-unique Blueprint entitled "A Ladder" { Device: A Rickety Ladder Power: Climb Effect: The Owner may move into and out of a Square containing a Wall. Trigger: Game Action by the Owner specifying the Target Wall. Cost: m50 } Create the following unique Blueprint entitled "A Mountain" { Device: Don't Matterhorn Power: Comes to Mohammed Effect: Places an impassible barrier on the Resident Square of the Owner, dislodges the Owner and moves em three Squares in the Cardinal Direction specified. The Squares surrounding the Resident Square become permanently impassible. The Squares surrounding those Squares become impassible, but may be climbed as though they contained Another Brick Wall. Don't Matterhorn is destroyed after this Power is Activated. Trigger: Game Action by the Owner. Cost: m250 } Create the following unique Blueprint entitled "A Castle" { Device: CAMELOT! Power: A Silly Place Effect: The Squares Surrounding the Owner's Resident Square become impassible as though they contained Don't Matterhorn. The Squares become Colored with the Color of the Owner's Resident Square, and change to match that Square whenever that Square is Colored. One Square becomes an Exit which may be Opened or Closed by Game Action. CAMELOT! is destroyed after this Power is activated. Trigger: Game Action by the Owner specifying which Cardinal Direction the Exit faces. Cost: m500 } Create the following unique Blueprint entitled "A Moat" { Device: Water Power: Hold Back the North Sea Little Hans. Effect: All Squares two Squares away from the Owner's Resident Square become Flooded and are impassible except over a Bridge. The Squares become Colored Blue. Water is destroyed after this Power is Activated. Trigger: Game Action by the Owner Cost: m500 } Create the following non-unique Blueprint entitled "A Drawbridge" { Device: Army Corps of Engineers. Power: Get me over there. Effect: Creates a permanent passage over a single Square made impassible by Water. The Army Corps of Engineers is destroyed after this Power is Activated. Trigger: Game Action by the Owner. Cost: m150 } Each Player is Squared upon the Game Board in a Randomly Determined Square. If a Player would be Squared where another Player is already Resident, that Player is Squared into another Randomly Determined Square until e is Squared. } [edit] Precedence System Submitted by Wooble Create a new rule entitled "Precedence": {{{ Sign is an attribute with a scope of all Rules, a Range of {Rock, Paper, Scissors, Lizard, Spock}, and a Default of Rock. In a conflict between two rules, the rule that takes precedence is determined by comparing the Signs of the rules, where Lizard beats Paper and Spock, Rock beats Lizard and Scissors, Paper beats Rock and Spock, Scissors beats Paper and Lizard, and Spock beats Rock and Scissors. When a new Rule is created, the Minister of Law can and becomes obligated to assign a random Sign to it. This rule defers to all other rules in choosing precedence between rules. When this Rule is enacted, the Minister of Law shall assign a random Sign to each existing Rule in a Jiffy, and then he can and shall amend this rule by deleting this sentence as a Game Action. }}} [edit] Emancipation and Stickiness Submitted by Wooble Create a new Rule with the title "More About Objects": {{{ Sentience is an Attribute with a scope of all objects, a range of {Sentient, Dumb} and a default of Dumb. All Players and Rules are Sentient. Stickiness is an Attribute with a scope of all objects, a range of {Tacky, Dry} and a default of Dry. The owner of a Tacky Object generally cannot cease to be its owner. Durability is an Attribute with a scope of all objects, a range of {Tough, Fragile} and a default of Fragile. It is impossible to destroy a Tough object, unless a Rule explicitly overrides this clause. The owner of a Fragile Object can generally destroy it by announcement. ===Emancipation Proclamation=== No object can own a Sentient Object. A Dumb Object can generally come to be owned by another Object if allowed by other Rules. }}} [edit] Remove the Faction Exploit. Submitted by 0x44 Amend Rule 2-7 to read: { All Players are Registered Voters with a Vote Power of 1. } Amend Rule 5-3 to read: { At most once per nweek, between the start of Breakday and the end of Rushnight, a Player who is a party to a Faction may as a Game Action declare he is Giving his Allegiance to that Faction. If at least 30% of Players party to a Faction rounded up give their Allegiance to that Faction, that Faction is a Registered Voter with a Vote Power of 1. Any Faction who does not receive at least 30% Allegiance from its Parties in any given Nweek ceases to be a Registered Voter and has a Vote Power of 0. Factions cannot become Players and cannot Apply for Playership. } Create a New Victory Condition entitled "An Historical Win By Tomfoolery" { Trigger: When this Victory Condition is Enacted. Victors: The Players of B Nomic known as 0x44, Codae, BillyPilgrim, Hose, and Charles as defined by the B Nomic game state on 15-Jan-2008. Prize: A Jester's Cap. Cleanup: This Victory Condition is destroyed } -- Wooble _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business