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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16377 times)

Elephant Parade

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Re: A Game of Nomic: Turn 14: He goes
« Reply #300 on: January 15, 2016, 11:16:51 am »

Proposal # - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.



Buy three land.
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Person

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Re: A Game of Nomic: Turn 14: He goes
« Reply #301 on: January 15, 2016, 11:23:05 am »

You forgot to number your proposal Elephant Parade. A bit hasty were you?

Proposal 70-The removal of money: Remove rules 25, 28, 32, 34, 42, 44, 48, 51, and 52. In addition remove the following sentences from rule 43. (", along with an " "Being removed or added to an alliance happens at the end of the turn, before Alliance Account-related steps happen."
"Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance, instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.")

I wanted to keep alliances a thing. I also wanted people to actually vote on this.
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The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

MonkeyMarkMario

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Re: A Game of Nomic: Turn 14: He goes
« Reply #302 on: January 15, 2016, 12:28:24 pm »

Will this remove the land as well or just the money?
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My Forum game(s):
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Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

Person

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Re: A Game of Nomic: Turn 14: He goes
« Reply #303 on: January 15, 2016, 02:05:08 pm »

Land too.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

FallacyofUrist

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Re: A Game of Nomic: Turn 14: He goes
« Reply #304 on: January 15, 2016, 06:54:59 pm »

Proposal 70a - The removal of money, with compensation for land:
Remove rules 25, 28, 32, 34, 42, 44, 48, 51, and 52. In addition remove the following sentences from rule 43. (", along with an " "Being removed or added to an alliance happens at the end of the turn, before Alliance Account-related steps happen."
"Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance, instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.")
When this proposal is passed, each player that possessed land will gain 1 Free Proposal Token for every 5 land he/she lost because of this Proposal's passing. This cannot generate fractional Free Proposal Tokens. A Free Proposal Token can be spent by a player that possesses one at any time, removing it from existence, but allowing said player to make an extra proposal the turn this is done. This supersedes all rules that restrict the making of proposals.
~~~

While money still exists, I'll spend a 1000$ of it to make an extra proposal this turn.

Proposal 71 - To Prevent Victory Shenanigans: When a player wins, all players that did not win at the same time as that player lose.

Proposal 72 - A Game of Cards: At the start of every turn evenly divisible by four(the turn number divided by four produces an integer), the Judge rolls d7 once each for all Active Players, and sends a PM to each player that had a roll to tell him/her his/her result. Then each player receives a Card based on what his/her roll was. What this is is also PM'd to the player that received said Card instance.
On a roll of:
Quote from: Cards
1: Red Card: Choose a player. Any Proposals that player makes this turn cannot be supported by any players.
2: Yellow Card: Choose a player. Any Proposals that player makes this turn need at least 4 players supporting them in order to pass.
3: Green Card: Choose a player. That player may make an additional Proposal this turn.
4: Blue Card: Choose a player. That player's vote on a Proposal counts twice for this turn(it is still a single vote, it counts as two, though).
5: Orange Card: Choose a player. The Judge sends you a PM with a list of the cards that that player has in his/her possession.
6: Cyan Card: Choose a player. If you are Town, the mod sends a PM to you containing the information of what that player's alignment(Town or Mafia) is. If you are Mafia, henceforth Cyan Cards cannot target that player for the remainder of the game.
7: Purple Card: Choose a player, and name a Card. If that Player has any instances of that Card in his/her possession, they are transferred to your possession immediately.
Any instance of any given card can only be used once before it is removed from play. At any time, a Player with Card(s) in his/her possession may use any Card he/she has in his/her possession freely, activating the chosen Card's effect, then removing that Card instance from play.
In the statuses, the number of Cards any given player has is shown in that player's status, but not what Cards they are.
Whenever a player wishes to play a Card, that player must PM the mod stating that he/she wishes to use said Card.
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Elephant Parade

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Re: A Game of Nomic: Turn 14: He goes
« Reply #305 on: January 15, 2016, 07:04:35 pm »

Oppose 72. Red and Yellow cards are both insane. Support 70. Oppose 70a; it gives out too many Free Proposal Tokens.



a
a a a a a
a a a a a a a
a a a a a



Proposal 73 - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.
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crazyabe

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Re: A Game of Nomic: Turn 14: He goes
« Reply #306 on: January 15, 2016, 07:20:29 pm »

I support proposal 72.

Proposal 73A - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time to begin with, every player that joins after this passes adds 5 tokens to this amount.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.



I support Proposal 73A.
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Elephant Parade

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Re: A Game of Nomic: Turn 14: He goes
« Reply #307 on: January 15, 2016, 07:36:05 pm »

I support proposal 72.

Proposal 73A - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time to begin with, every player that joins after this passes adds 5 tokens to this amount.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.



I support Proposal 73A.
Oppose 73A. How the token cap scales—if it does at all—will depend on how future token-related proposals are balanced. You're jumping the gun, here.
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TopHat

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Re: A Game of Nomic: Turn 14: He goes
« Reply #308 on: January 16, 2016, 06:37:19 am »

Support Proposal 70, Oppose Proposal 70a. Let's have a clean slate for the new system.
Support Proposal 71, Oppose Proposal 72. I don't like the idea of preventing people form voting as they wish.

Proposal 73b - Creating a basic token system II
Proposal 73 - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens present in their status. These tokens are removed from their status once spent.
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Person

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #309 on: January 16, 2016, 10:15:24 am »

Proposal 70-The removal of money: Remove rules 25, 28, 32, 34, 42, 44, 48, 51, and 52. In addition remove the following sentences from rule 43. (", along with an " "Being removed or added to an alliance happens at the end of the turn, before Alliance Account-related steps happen."
"Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance, instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.")

Proposer: Person
Supporting: Person, Elephant Parade, TopHat, FallacyofUrist
Opposing:
Total: Passes 4 to 0

Proposal 70a - The removal of money, with compensation for land:
Remove rules 25, 28, 32, 34, 42, 44, 48, 51, and 52. In addition remove the following sentences from rule 43. (", along with an " "Being removed or added to an alliance happens at the end of the turn, before Alliance Account-related steps happen."
"Whenever a player in an Alliance earns money(also referred to as $) by means of start-of-turn income, an amount of $ equal to 10% of the amount earned, rounded down, will be added to Alliance Account of that player's Alliance, instead of that player's account. An Alliance's Alliance Account is created, with a balance of $0, when that Alliance is created
If at any time a majority of the players that are members of a given alliance state their desire for some or all of the money/$ in their Alliance's Alliance Account to be relocated to a given player's own bank account, it will be done immediately.")
When this proposal is passed, each player that possessed land will gain 1 Free Proposal Token for every 5 land he/she lost because of this Proposal's passing. This cannot generate fractional Free Proposal Tokens. A Free Proposal Token can be spent by a player that possesses one at any time, removing it from existence, but allowing said player to make an extra proposal the turn this is done. This supersedes all rules that restrict the making of proposals.

Due to variant rules, Person counts as this Proposal's proposer.
Supporting: FallacyofUrist
Opposing: Elephant Parade, TopHat
Total: Fails 1 to 2

Proposal 71 - To Prevent Victory Shenanigans: When a player wins, all players that did not win at the same time as that player lose.

Proposer: FallacyofUrist
Supporting: FallacyofUrist, TopHat
Opposing:
Total: Passes 2 to 0

Proposal 72 - A Game of Cards: At the start of every turn evenly divisible by four(the turn number divided by four produces an integer), the Judge rolls d7 once each for all Active Players, and sends a PM to each player that had a roll to tell him/her his/her result. Then each player receives a Card based on what his/her roll was. What this is is also PM'd to the player that received said Card instance.
On a roll of:
Quote from: Cards
1: Red Card: Choose a player. Any Proposals that player makes this turn cannot be supported by any players.
2: Yellow Card: Choose a player. Any Proposals that player makes this turn need at least 4 players supporting them in order to pass.
3: Green Card: Choose a player. That player may make an additional Proposal this turn.
4: Blue Card: Choose a player. That player's vote on a Proposal counts twice for this turn(it is still a single vote, it counts as two, though).
5: Orange Card: Choose a player. The Judge sends you a PM with a list of the cards that that player has in his/her possession.
6: Cyan Card: Choose a player. If you are Town, the mod sends a PM to you containing the information of what that player's alignment(Town or Mafia) is. If you are Mafia, henceforth Cyan Cards cannot target that player for the remainder of the game.
7: Purple Card: Choose a player, and name a Card. If that Player has any instances of that Card in his/her possession, they are transferred to your possession immediately.
Any instance of any given card can only be used once before it is removed from play. At any time, a Player with Card(s) in his/her possession may use any Card he/she has in his/her possession freely, activating the chosen Card's effect, then removing that Card instance from play.
In the statuses, the number of Cards any given player has is shown in that player's status, but not what Cards they are.
Whenever a player wishes to play a Card, that player must PM the mod stating that he/she wishes to use said Card.

Proposer: FallacyofUrist
Supporting: FallacyofUrist, "Lord Uln 'Proposes Uselessness' the eighteenth"
Opposing: Elephant Parade, TopHat
Total: Fails 2 to 2

Proposal 73 - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.
Proposer: Elephant Parade
Supporting: Elephant Parade, TopHat
Opposing:
Total: Passes 2 to 0

Proposal 73A - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time to begin with, every player that joins after this passes adds 5 tokens to this amount.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.

Due to variant rules, Elephant Parade counts as this proposal's proposer.
Supporting: "Lord Uln 'Proposes Uselessness' the eighteenth"
Opposing: Elephant Parade
Total: Fails 1 to 1

Proposal 73b - Creating a basic token system II Proposal 73 - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens present in their status. These tokens are removed from their status once spent.

Due to variant rules, Elephant Parade counts as this proposal's proposer.
Supporting: TopHat, Person
Opposing:
Total: Passes 2 to 0

Looks like we need to flip a coin... 

73b passes, and 73 is ignored. Close call there.
« Last Edit: January 16, 2016, 10:28:29 am by Person »
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The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

crazyabe

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #310 on: January 16, 2016, 11:43:13 am »

Proposal 74 - The Big Bang: If this proposal passes: All other proposals are rendered invalid; all rules not created by this proposal are unmade, then reset to the game's defaultm after which this proposal and all rules made by it become 'Deactivated'; and all proposals made before this point in time are 'Forgotten' by the Judge. This proposal can be 'reactivated' if 3/4 of the players support reactivating at any point in time, Re resetting the game. this proposal, and any rules directly pertaining to it, are valid in any circumstances; can't be changed by any proposal other then proposal 72, which will always be this proposal; and can not be removed.

I support proposal 74.
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Elephant Parade

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #311 on: January 16, 2016, 11:45:33 am »

Proposal 74 - The Big Bang: If this proposal passes: All other proposals are rendered invalid; all rules not created by this proposal are unmade, then reset to the game's defaultm after which this proposal and all rules made by it become 'Deactivated'; and all proposals made before this point in time are 'Forgotten' by the Judge. This proposal can be 'reactivated' if 3/4 of the players support reactivating at any point in time, Re resetting the game. this proposal, and any rules directly pertaining to it, are valid in any circumstances; can't be changed by any proposal other then proposal 72, which will always be this proposal; and can not be removed.

I support proposal 74.
Oppose 74; we shouldn't throw the baby out with the bathwater.
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FallacyofUrist

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #312 on: January 16, 2016, 02:16:48 pm »

Oppose Proposal 74. Why I do this should be obvious.

Proposal 75: Death Loves This One:
Players that are Town or Mafia may freely place Lynch Votes on other Town or Mafia players, by stating the target player's name(or a close approximation, defined by the Judge) in red text. Each player may only place one Lynch Vote, but it may be moved freely. At the end of a turn with a number evenly divisible by four(the turn number divided by four equals an integer), the player with the most Lynch Votes on him/her is killed. In the event of a tie for the player with the most Lynch votes, no players are killed by this method.

At any time, if all the Mafia players state a desire to kill a Town player, to the Judge, via PM, and the turn number is evenly divisible by four, that player will be killed. This may only be done once per turn.

The Judge cannot be killed.

Whenever a player is killed, he/she is not removed from the game. Rather, he/she is no longer Town or Mafia, and may not become Town or Mafia again in any way. Then the Judge posts what his/her(referring to the killed player) alignment(Town or Mafia) was.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Person

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #313 on: January 16, 2016, 03:11:51 pm »

I Oppose Proposal 74, and Support Proposal 75. By the way, I appreciate that everyone bolds their votes and such. It really helps, even if it isn't mandatory. Don't bother making it mandatory though. It would be a bad idea to impose more syntax on voting/making proposals.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Elephant Parade

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Re: A Game of Nomic: Turn 15: A new hope
« Reply #314 on: January 16, 2016, 03:16:59 pm »

Proposal 75a - Death Loves This One, Nitpicked: Players that are Town or Mafia may freely place Lynch Votes on other Town or Mafia players, by stating the target player's name(or a close approximation, defined by the Judge) in red text. Each player may only place one Lynch Vote, but it may be moved freely. At the end of a turn with a number evenly divisible by four(the turn number divided by four equals an integer), the player with the most Lynch Votes on him/her is killed. In the event of a tie for the player with the most Lynch votes, no players are killed by this method.

At any time, if all the Mafia players state a desire to kill a Town player, to the Judge, via PM, and the turn number is evenly divisible by four, that player will be killed. This may only be done once per turn.

The Judge cannot be killed.

Whenever a player is killed, he/she is not removed from the game. Rather, he/she is no longer Town or Mafia, and may not become Town or Mafia again in any way except the initiation of another Mafia game. Then the Judge posts what his/her(referring to the killed player) alignment(Town or Mafia) was.
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