Geoffrey Spear on Sat, 14 Mar 2009 07:39:37 -0700 (MST)


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[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
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