Sunday, January 27, 2008

Sticky Post: Story Post: Hand #3

Hand #3 is starting now.  I believe that all Players who are eligible to sit are Seated, and I believe that the $20 ante has already been placed in the pot.  Night has the button, so Iammars is the first to act.

Monday, January 14, 2008

Sticky Post: Story Post: Hand #2

Hand #2 will begin shortly.  Since we are now between hands, I will assume that all Unseated Players who are not Busted intend to become Seated.  Ante will be $10.  Button moves to Jack.  Like last time, post your hole card roles and your checksum as comments to this post.

Wednesday, January 30, 2008

Proposal: Don’t hold up the game!

Reached Quorum 6-0 - Enacted by Chivalrybean

Adminned at 30 Jan 2008 19:18:54 UTC

In the rule train robbery, change the sentence

A Player who is non-Wounded and non-Yellow may join a Gang by posting a comment to that effect to its Gang Post, however comments by any Player who is Wounded or Yellow at the time that the Train Robbery attempt commences will be disregarded and such Players are not deemed to be part of that Gang.

to read

An Unseated Player who is non-Wounded and non-Yellow may join a Gang by posting a comment to that effect to its Gang Post, however comments by any Player who is Wounded or Yellow or Seated at the time that the Train Robbery attempt commences will be disregarded and such Players are not deemed to be part of that Gang.

If this rule passes and a train robbery is in progress and seated players are included, they shall continue the robbery as if they were unseated. (this way it wont throw the robbery out of the loop by suddenly have the wrong number of players.)

Wednesday, January 30, 2008

Downtime on February 8-9

Hey, all. Got an e-mail from Dreamhost today. They’re relocating the server BlogNomic is hosted on on February 9. Downtime will be for some period within the span of 6:00 to 14:00 UTC (which begins in the evening of February 8 for western-US players).

I’ll be making backups of everything on the afternoon of the 8th in case anything catastrophic happens. I’m sure Dreamhost will do so as well.

Sorry for the inconvenience. Admins, feel free to unsticky this whenever you like.

Gang Post: Again, guys?

This is it. Sign up here to rob…that…TRAIN!

Story Post: Choo Choo #2: The Wrath of Zeke

A Train is scheduled to arrive in town on February 1, 2008 at 00:00:01.  There are six Guards on the Train (Amos, Billy, Chester, Duke, Eddie and Fred)—the railroad has learned its lesson from last time—and eight Safes. 
Let me point out that the ruleset currently permits Seated Players to form and join Gangs.

Proposal: I be no cheater

Failed with enough AGAINST votes that it could not be Enacted without one of those votes being changed. 1-6 - Failed by Chivalrybean

Adminned at 29 Jan 2008 23:17:21 UTC

Add a new Dynastic rule, entitled “Cheating”, as follows:

Any player may once during a hand, replace one of their cards with any other (even the same card).  This player shall be referred to as the ‘Cheater’.  If the Cheater exposes their cards and wins that hand, then any player may make a post to the main blog accusing the Cheater of Cheating, specifying which card the Cheater has replaced.  As soon as the Cheater has responded, or after 72 hours, whichever occurs first, these two players shall engage in a Shootout, according to the normal rules.  If the Cheater loses, then in addition to becoming Wounded, they shall run away and their Courage status shall be changed to Yellow, and the player with the next highest hand shall automatically win the pot.  If the Shootout is a draw, then the Cheater shall run away and their Courage status shall be changed to Yellow, and the player with the next highest hand shall automatically win the pot.  If the Cheater wins, then they shall win the pot as normal.  Only the first player to accuse the Cheater of Cheating shall engage in a Shootout.

If a player accuses another player of Cheating, but that player claims innocence, then the dealer shall resolve such a dispute.  If the player claiming innocence was naturally dealt the accused card, then the accusing player shall have their Courage status changed to Yellow.  If, however, the player claiming innocence was indeed a Cheater, then the player with the next highest hand shall automatically win the pot, the rest of the Cheater’s money shall be taken by Uncle Sam, their Courage status shall be changed to Yellow, and Uncle Sam shall engage in a Shootout with the Cheater, which Uncle Sam shall automatically win, causing the Cheater to be Wounded.

(Note that a) anyone has 72 hours to proclaim their innocence, and b) if someone cheats, but whoever accuses them points out the wrong card, they can get away with it.)

Tuesday, January 29, 2008

Proposal: There Be An Ace Up Me Sleev

shot down by Spikebrennen at Jack’s request (why not self killed? not that we mind the violence). Failed by Chivalrybean

Adminned at 29 Jan 2008 23:15:42 UTC

Add a new Dynastic rule, entitled “Cheating”, as follows:

Any player may once during a hand, replace one of eir cards with an Ace of Spades.  This player shall be referred to as the ‘Cheater’.  If the Cheater exposes their cards and wins that hand, then any player may make a post to the main blog accusing the Cheater of Cheating.  These two players shall then engage in a Shootout, according to the normal rules.  If the Cheater loses, then in addition to becoming Wounded, they shall run away and their Courage status shall be changed to Yellow, and the player with the next highest hand shall automatically win the pot.  If the Shootout is a draw, then the Cheater shall run away and their Courage status shall be changed to Yellow, and the player with the next highest hand shall automatically win the pot.  If the Cheater wins, then they shall win the pot as normal.  Only the first player to accuse the Cheater of Cheating shall engage in a Shootout. 

If a player accuses another player of Cheating, but that player claims innocence, then the dealer shall resolve such a dispute.  If the player claiming innocence was naturally dealt an Ace of Spades, then the accusing player shall have their Courage status changed to Yellow.  If, however, the player claiming innocence was indeed a Cheater, then the player with the next highest hand shall automatically win the pot, the rest of the Cheater’s money shall be taken by Uncle Sam, their Courage status shall be changed to Yellow, and Uncle Sam shall engage in a Shootout with the Cheater, which Uncle Sam shall automatically win, causing the Cheater to be Wounded.

Monday, January 28, 2008

Gang Post: Robbery, anyone?

I need a gang. Now.

Ready to rob that train?

New User: jmrdex

Howdy all,
My names jmrdex and I have traveled to this here town to partake in those epic poker games I’ve heard so much of.

Choo choo!

A train is scheduled to arrive in town on January 31, 2008 at 00:00:01.  The train carries three Guards (Hank, Beau and Zeke) who are guarding four Safes.

Proposal: Fuu Fuu Drinks

Passed 7-0 (reaching quorum) - Enacted by Chivalrybean

Adminned at 28 Jan 2008 15:48:30 UTC

Add the following text to the list of drinks

* Fruit Drink - $10
After purchasing a Fruit drink, the buyer shall make a FRUIT roll in the GNDT. The result is the kind of fruit drink the buyer has bought.

When drinking a fruit drink, the effects are dependent on the type of fruit drink it is as follows:
Cherry: Sets the drinker’s courage status to “-” if it is not already.
Grape: The drinker stains their shirt and must deduct $5 from their total money to have it cleaned.
Kiwi: Add $20 to the drinkers total money.
Lemon: Sets the drinker’s courage status to “Yellow” if it is not already.
Orange: If the drinker’s health status is not “healthy”, change it to “healthy”.
Tangelo: The drinker shall choose one card in their hand and make a roll in the GNDT to change it, rerolling if it is the new roll is the same as their old roll or the same as the the roll for the other card they hold.

Fruits drinks do not count when calculating the QD for a shootout.

 

Friday, January 25, 2008

New hand starting soon

A hand of Poker has just been resolved.  I’m waiting for someone to clean up the GNDT and properly allocate the money in the Pot to the Winner and Uncle Sam.  This would be a good time to re-join the table.  Ante will just be $20, per the comments to my earlier post.

Also, additional proposals are always welcome.  This isn’t just poker, it’s Nomic poker.

Proposal: The Great Train Robbery

Reached Quorum 6-0 - Enacted by Chivalrybean

Adminned at 26 Jan 2008 21:18:39 UTC

Add a new Dynastic rule, entitled “Train Robbery”, as follows:

The Dealer may, from time to time, make a post to the main blog (such post is referred to as a Train Post) that a Train is scheduled to stop in town at a particular date and time (such date and time is referred to as the Scheduled Arrival Time), and that the Train carries X Guards and Y Safes (where each of X and Y is a positive integer).  The names of the Guards will also be included in the Train Post for ease of reference when resolving the Shootout).

After the Dealer posts a Train Post, any non-Wounded, non-Yellow Player may make a post to the main blog stating that he is forming a Gang to attempt to rob the Train (such post is referred to as a Gang Post).  The Player who posts a Gang Post is deemed to become the Gang Leader and to join the Gang formed by virtue of that Gang Post.  A Player who is non-Wounded and non-Yellow may join a Gang by posting a comment to that effect to its Gang Post, however comments by any Player who is Wounded or Yellow at the time that the Train Robbery attempt commences will be disregarded and such Players are not deemed to be part of that Gang.  If, with respect to a particular Train, more than one Player posts Gang Posts, then only the first one to result in a Train Robbery attempt commencing will be given effect.

A Train Robbery attempt commences when a Gang Post results in a formation of a Gang including a number of non-Wounded, non-Yellow Players exactly equal to the number of Guards carried by that Train—once the Gang has this number of Players as members, no additional Players may be admitted as members to it.  Once a Train Robbery attempt commences, all other Gangs are disbanded and no further Gangs can be created until the next Train Post.

A Train Robbery attempt is resolved as follows: Each Player in the Gang that attempts the Train Robbery engages in a Shootout with one of the Guards (for example, if there are three Players in the Gang, then Player 1 engages in a Shootout with Guard 1, Player 2 with Guard 2, and Player 3 with Guard 3).  In any Shootout that is part of a Train Robbery, no participant can run away.  If a Player or Guard becomes Wounded, he ceases to participate in the Train Robbery.  If after a set of Shootouts in a Train Robbery attempt is resolved all Gang members are Wounded (even if all Guards are also wounded), then the Train Robbery attempt fails and the train returns to Chicago and does not stop in town.  If after a set of Shootouts in a Train Robbery attempt is resolved at least one Gang member is not Wounded but all Guards are wounded, then the Train Robbery attempt succeeds and (1) the amount of Money in the Train is determined by rolling a number of DICE50 in the GNDT equal to the number of Safes on the train, and (2) such amount of Money in the Train is divided equally (with fractions rounded down) among all unwounded Gang members who participated in the Train Robbery attempt.  If after a set of Shootouts in a Train Robbery attempt is resolved not all Gang members are wounded and not all Guards are wounded, then the unwounded Gang members must engage in subsequent Shootouts with unwounded Guards (with the Gang Leader deciding which Players and which Guards participate in each such shootout) until the Train Robbery attempt either succeeds or fails.  The Gang Leader shall resolve all Shootouts in a Train Robbery in accordance with the foregoing.

If no Train Robbery attempt is made on a particular Train then it arrives in town at the Scheduled Arrival Time and the amount of Money in the Train is divided equally among all Players (with fractions rounded down).

 

Thursday, January 24, 2008

Sorry guys

I need to idle.

Proposal: Amendments to Dealing and Play

Timed out and passed 7-0 Enacted by Chivalrybean - I did not change the commented upon Wiki page, so someone, feel free to do that.

Adminned at 26 Jan 2008 21:16:03 UTC

Make the following amendments to the rule “Dealing and Play”:

After the sentence that reads: “The Dealer then posts a comment to the story post for that Hand that identifies the first three Community Cards, which cards are collectively known as the Flop.” add:

If the Dealer fails to do so within 24 hours of becoming eligible to do so, any other Player may do so.  In either case, the determination of the Community Cards for the Flop, the Turn and the River shall be in accordance with the sub-rule “Choosing Cards”.

Also add the sentence:

If the Dealer fails to do so within 24 hours of becoming eligible to do so, any other Player may do so.

after the sentences: “The Dealer then posts a comment to the story post for that Hand that identifies the fourth Community Card, which card known as the Turn.” and “The Dealer then posts a comment to the story post for that Hand that identifies the fifth Community Card, which card known as the River.”

Add a new sub-rule, entitled “Choosing Cards”, as follows.

To choose cards for purposes of determining the three cards included in the Flop, or the Turn card, or the River card, the Dealer (or Player, as applicable) proceeds as follows.  The wiki page User:Spikebrennan/Deck-1 [which can be renamed and/or moved by an admin as appropriate] is a gamestate document.  To determine the Flop cards, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x FLOP DICE52 DICE 52 DICE52.  If all of the three dice rolls result in different numbers then the Flop cards are the cards identified by the numbers corresponding to those dice rolls in the list on that Wiki page.  To determine the Turn card, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x TURN DICE 52.  If the dice roll is different than any of the Flop rolls, then the Turn card is the card identified by the number corresponding to that dice roll in the list on that Wiki page.  To determine the River card, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x RIVER DICE 52.  If the dice roll is different than any of the Flop rolls or the Turn roll, then the River card is the card identified by the number corresponding to that dice roll in the list on that Wiki page.  If the Flop roll contains any duplicate dice results, the Flop roll is re-rolled until there are no duplicates.  If the Turn or the River roll duplicates any earlier roll during that hand, the Turn or River roll is re-rolled until there are no duplicates.

 

Wednesday, January 23, 2008

You shall die.  Or at least be wounded.

Hmph.  Mr. Bigshot, with all your money, prepare to be shot.

I challenge aaronwinborn to a shootout.

Make yer move ‘r I’ll shoot…

...or maybe I’ll shoot anyway.

I challenge Iammars to a shootout.

Yer time is tickin’...

Story Post: Achtung, Iammars!

It’s your action

Tuesday, January 22, 2008

Ante for next hand

(this is not a proposal, just a trial balloon)
I intend to set the ante for the next hand at something in the $50-$100 range.  Thoughts?

Story Post: Hand2 continued

To recap:
Flop is
* FIVE OF HEARTS
* SEVEN OF SPADES
* THREE OF HEARTS

22/01 12:55 (UTC) - spikebrennan
  Comment:
(HAND2 ROUND3 DICE52:27)

Turn card is:
* FIVE OF DIAMONDS

Iammars’ action.

Tuesday, January 22, 2008

Wiki admins needed

Can we sort out some new wiki admins? Of the current crop, none are active as players, which isn’t great when new players have to contact them to request an account.

Proposal: Drink It If You Can, Revisited

Timed out and passed 5-0 - Enacted by Chivalrybean

Adminned at 23 Jan 2008 17:09:30 UTC

Add the following text to the rule “List of Drinks”:

* Vodka - $15
This drink counts an extra -1 when calculating QD when drunk.  If a Yellow Player attempts to drink this drink, he instead rolls a DICE2 in the GNDT.  If the roll is 1, he drinks the drink normally and sets his Courage statistic to “-”.  If the roll is 2, he instead pours out the drink and becomes Unseated (if he was Seated prior to rolling).

Sunday, January 20, 2008

Proposal: Drink it if you can

Self-Killed - Gunned down by Chivalrybean

Adminned at 21 Jan 2008 05:41:05 UTC

In the rule List of Drinks, add the following text

Vodka

If a player drinks vodka with a courage status of “Yellow”, he shall roll a DICE2 is the GNDT. If the result is 1, he drinks it and may change his Courage status back to “-”. On a 2, he instead does not drink it and pours it out when no one is looking (in both cases setting his drink value to “none”). In all cases when vodka is drunk, it shall count as an extra -1 for 48 hours when determining the drinking players Quick Draw value for a gunfight.

Saturday, January 19, 2008

Proposal: Pour it in the plant, secretly.

reached a quorum, final vote 6-0—Yoda

Adminned at 20 Jan 2008 14:50:12 UTC

Reword the entire rule Drinking so it read

Any Player may, if his “Drink” statistic is not set at “none”, drink his drink by setting his “Drink” statistic to “none” and immediately applying any special effects of that drink as specified in the rule “List of Drinks”, or he may alternately set his drink to “none” with a GNDT comment “pouring it out” without the drink’s special effects activating, but he must also set his Courage status to “Yellow”.

No need to clutter up the blog.

Another Idle Gunman

Igthorn has not posted anything in 7 days, so e has gone idle.  Quorum drops to 6.

Friday, January 18, 2008

Proposal: Can’t Hold Their Liquor

reached a quorum, final vote 6-1—Yoda

Adminned at 19 Jan 2008 06:30:03 UTC

If the proposal “Make mine a black and tan, and I’m buying you a drink too.” passes, change the addition to the rule that would then read

No Player who has a Drink may set his own “Drink” statistic at “none” except by drinking the Drink.

to instead read

No Player who has a Drink may set his own “Drink” statistic at “none” except by drinking the Drink or by pouring it out and making a story comment to that effect.  A player who pours out their drink must change their Courage status to ‘Yellow’ in the GNDT.

Proposal: Make mine a black and tan, and I’m buying you a drink too.

reached a quorum, final vote 7-1—Yoda

Adminned at 19 Jan 2008 06:29:11 UTC

Part 1:

Add the following text to the rule “List of Drinks”

* Black and Tan - $10.  A Black and Tan may only be legally drunk by a Seated Player, during a Hand, if that Player has not Folded and if the River card for that Hand has not yet been dealt.  A Player who legally drinks a Black and Tan causes the suits of his two Hole Cards to be switched (such that if the Player’s Hole Cards were Ace of Spades, Seven of Hearts immediately before drinking the Black and Tan, then the Player’s Hole Cards become Ace of Hearts, Seven of Spades).

Part 2: 

Add the following to the rule “The Bar”:

Any Player (the “Buying Player”) may, if he has enough Money and the “Drink” statistic of a particular other Player is then set to “none”, purchase a Drink for that other Player by subtracting the cost of the drink from the Buying Player’s own “Money” statistic and entering the name of the drink in the other player’s “Drink” statistic.

Add the following to the rule “Drinking”.

No Player who has a Drink may set his own “Drink” statistic at “none” except by drinking the Drink.

Thursday, January 17, 2008

Proposal: Duking it Out With The Tax Man v3

reached a quorum, final vote 7-0—Yoda

Adminned at 18 Jan 2008 09:58:40 UTC

Add the following after the phrase: “Mixed Drink - $15” in rule 2.11:

If a player drinks a Mixed Drink during a hand, then instead of being taxed for the first time on that hand, he challenges Uncle Sam to a shootout. Uncle Sam will always accept. After the shootout, if the challenging player is Wounded, Uncle Sam takes money equal to double what the player would have been taxed. If both players are Healthy, then the challenging player is taxed for the original amount. If Uncle Sam is wounded, the challenging player isn’t taxed and Uncle Sam has his health changed to Healthy.

If this proposal is adopted, change Uncle Sam’s Quick Draw to 2.

Proposal: I need to go to the the outhouse

reached a quorum, final vote 8-0—Yoda

Adminned at 18 Jan 2008 09:56:00 UTC

Add the following paragraph to the end of the rule Poker Table:

At any time, a player may change their Poker Table status to - (getting up from the table) in the GNDT.

Just to be clear.

Thursday, January 17, 2008

An Idle Gunman

Cascadia has not posted anything in 9 days, so e has gone idle.  Quorum remains 7.

Proposal: Don’t miss the last stagecoach

reached a quorum, final vote 9-0—Yoda

Adminned at 17 Jan 2008 14:05:50 UTC

Part 1:

At the end of the second paragraph of the rule “Dealing and Play”, which currently reads:

Each Seated Player shall obtain a new Deck of Cards from the BlogNomic Poker Deck Trading Post for use in that Hand, and shall make a comment of “HAND#X DICE52 DICE52” (where X is the hand number) (such comment is called the player’s “Hole Card Draw”. If the results of both dice rolls in the Hole Card Draw are the same number, then the Seated Player shall make another Hole Card Draw comment to the GNDT, repeating as necessary until the results of both dice rolls are not identical to each other. The Seated Player shall then post a comment to the Story Post for the Hand that states the numeric results of the Hole Card Draw dice rolls and the “Cards printed by:” checksum for that Seated Player’s Deck of Cards (example: Spikebrennan cards 14, 26, Cards printed by: J. J. Grimes Printing, Elko”. The Seated Player’s “Hole Cards” for that Hand, then, shall be the cards corresponding to the number of the Deck of Cards (for example, if Spikebrennan’s Hole Card Draw were to be 1,2 and the first and second numbered cards in Spikebrennan’s Deck of Cards are 7 of hearts, 2 of spades, then Spikebrennan’s Hole Cards are 7 of hearts, 2 of spades).

add the following sentence:

If any Seated Player fails to make such a comment within 96 hours after the Dealer posts the story post that announces the commencement of the hand, then the Dealer may (but is not required to) cause such Seated Player to become Unseated.

Part 2:
Create a subrule to the rule “Dealing and Play”, entitled “Time Limit”, and reading as follows:

If during a Hand it becomes a particular Seated Player’s turn to act (i.e., Check, Call, Raise or Fold, as applicable) and that Seated Player fails to take one of those valid actions within 96 hours after it becaome his turn to act, then the Dealer may (but is not required to) cause such Seated Player to Fold.

Wednesday, January 16, 2008

Proposal: Duking it Out With The Tax Man v2

self-killed—Yoda

Adminned at 17 Jan 2008 14:00:14 UTC

Add the following after the phrase: “Mixed Drink - $15” in rule 2.11:

If a player drinks a Mixed Drink during a hand, then instead of being taxed for the first time on that hand, he challenges Uncle Sam to a shootout. Uncle Sam will always accept. After the shootout, if the challenging player is Wounded, Uncle Sam takes money equal to 1.5 times what the player would have been taxed. If Uncle Sam is wounded, the challenging player isn’t taxed and Uncle Sam has his health changed to Healthy. If both players are Healthy, then the challenging player is taxed for the original amount.

If this proposal is adopted, change Uncle Sam’s Quick Draw to 2.

 

Proposal: Duking it Out With The Tax Man

self-killed—Yoda

Adminned at 15 Jan 2008 18:52:35 UTC

Add the following after the phrase: “Mixed Drink - $15” in rule 2.11:

If a player drinks a Mixed Drink during a hand, then instead of being taxed on that hand, he challenges Uncle Sam to a shootout. Uncle Sam will always accept. After the shootout, if the challenging player is Wounded, Uncle Sam takes money equal to 1.5 times what the player would have been taxed. If Uncle Sam is wounded, the challenging layer isn’t taxed and Uncle Sam has his health changed to Healthy.

If this proposal is adopted, change Uncle Sam’s Quick Draw to 2.

Tuesday, January 15, 2008

Proposal: A Shootout Stalemate

reached quorum, final vote 9-0—Yoda

Adminned at 15 Jan 2008 14:21:19 UTC

Add the following text to the end of the rule “Gunslinging”:

If both Players involved in the Shootout have the same QD statistic, then one DICE5 is rolled for each Player involved.  Repeat this process until the dice rolls are different for each Player.  The Player with the higher dice roll acts first as described above.

Monday, January 14, 2008

Wiki Account

I don’t think I have a Wiki account.  Could an admin possibly set me up one?  Thankee!

Proposal: Some People Work For Their Money

reached a quorum, final vote 8-0—Yoda

Adminned at 15 Jan 2008 14:19:25 UTC

If the proposal “Will Work For Money” passes, then change the words in the rule “Working” from “a player” to “an unseated player”.

Proposal: Forced Hand

timed out, final vote 5-2—Yoda

Adminned at 15 Jan 2008 14:16:44 UTC

Add a sub-rule to the ‘Gunslinging’ rule, named ‘Forced Hand’, with the following text:

Each Player has a statistic tracked in the GNDT named Forced Hand, which may have a value of ‘-’ or the name of any active player. All players begin with a Forced Hand of ‘-’, and may change their Forced Hand at any time back to ‘-’.

As a Weekly action, a player may Force the Hand of another targeted player, by making a post to that effect in the main blog and changing their Forced Hand in the GNDT to the targeted player.

If another player challenges a player to a shootout who has him as the target of a Forced Hand, the shootout will be resolved immediately, without figuring the players’ Quick Draw, and with the challenged player automatically winning the draw.

 

Sunday, January 13, 2008

Proposal: Uncle Sam’s Wages (a.k.a. Down but not Out)

timed out, final vote 6-1—Yoda

Adminned at 14 Jan 2008 19:43:10 UTC

Add a dynastic rule called “Poverty” with the following text:

An Unseated Player who has less than $50 is called a Poor Player.  Poor Players may not become Seated.

There is an entity called “Uncle Sam” who has his own row in the GNDT.

Whenever a Seated Player wins a positive amount from the Pot or any Side Pots, 5% (rounded up) of their total winnings is transferred to Uncle Sam instead of the Seated Player.  This is called being “taxed”.

Any Player may at any time transfer a positive amount of money (not to exceed their current amount) to Uncle Sam.  This is called “giving generously”.

If Uncle Sam has at least $40, any Poor, Wounded Player who has not done so in the past 24 hours may use $40 of Uncle Sam’s money to go to the doctor (see rule “Doctor”) instead of using his own money.

As a daily action, any Poor Player may transfer a positive amount of money (not to exceed Uncle Sam’s current amount or $10 or the amount of money that would put the Player at exactly $50, whichever is the smallest) from Uncle Sam to himself.

Story Post: Hand #1 flop

(HAND1 FLOP DICE52:7 DICE52:38 DICE52:26)

So, based on http://blognomic.com/wiki/index.php?title=User:Spikebrennan/Deck-1 the flop is:

* queen of clubs
* ace of clubs
* jack of hearts

Turn goes to Night since he was first non-folded, seated player after the Button.

However, since all players still in the game are all-in, I will roll turn and river cards now as well.

TURN

(HAND1 TURN DICE52:31)

* jack of spades

RIVER

(HAND1 RIVER DICE52:12)

* 10 of diamonds

Okay, show us what you’ve got.

Whose turn is it now?

I took my turn, and everyone has called, so the pot is right, now we just need the flop. I didn’t move the turn marker to anyone because I didn’t know where it would go. Hope someone knows!

Proposal: Will Work For Money

passed 9-1, enacted by aaronwinborn

Adminned at 14 Jan 2008 12:21:28 UTC

Add a new rule titled “Working”. It shall contain the following text:

If a player has a profession listed in their section of the Wanted Posters, as a weekly action they may roll DICE5 and multiply the result by 10 and add the result the value listed in their money column in the GNDT.

Proposal: Don’t Shoot! (again?)

passed 4-3, enacted by aaronwinborn

Adminned at 14 Jan 2008 12:15:41 UTC

If the proposal “You yellow bastard…” passes, change the sentence in the rule “Gunslinging” that reads “As a Weekly action, any Player may challenge any other Player to a Shootout by making a post to the main blog to that effect.” to “As a Weekly action, any Healthy Player may challenge any other Healthy Player to a Shootout by making a post to the main blog to that effect.”

Saturday, January 12, 2008

New Player

Hello Everyone. Iammars here, ready for playing.

Unfortunately, it appears that I have missed the MafiaNomic game by a couple dynasties. Meh.
I’ll work on getting familiarized with everything later today after I do gov homework.

Story Post: A Costly Bluff

I challenge Amnistar to a shootout.

Proposal: A shot of whiskey kills the pain

Passed 9-0. Enacted by Chivalrybean

Adminned at 13 Jan 2008 09:52:55 UTC

Add the following text after “Shot of Whiskey - $10” in the rule “List of Drinks”:

If a Player drinks a Shot of Whiskey, then during the next 24 hours, if that Player participates in a Shootout and has a lower Quick Draw than his opponent in the Shootout and if his opponent in the Shootout Wounds him, then he may nonetheless return fire and attempt to Wound the opponent by rolling DICE2 per the rule Gunslinging as if he were not Wounded.  (The Shot of Whiskey does not protect the drinking Player from becoming Wounded, it simply prevents the Shootout from automatically ending before the drinking Player can return fire if the drinking Player becomes Wounded).

Story Post: Hand #1

Hand #1 (I think we can play now, someone please sticky this).

The ante is $5 per player.  (Dealer will take care of GNDTing the ante for this one).  Zephyr has the button, so Sixsidepentagon is the first to act.

Proposal: Bad Days, Sunshine, and Time

Timed out and Failed 6-2. Failed by Chivalrybean

Adminned at 13 Jan 2008 09:49:55 UTC

Change the first part of the rule entitled “Gunslinging” which currently says:

Each Player has Quick Draw statistic (which term may be abbreviated as “QD”), which is an integer determined as follows: (DICEROLL minus the number of Drinks that the Player has drunk within the past 48 hours). DICEROLL is DICE5, and is rolled exactly once the first time that the Player participates in a Shootout (which means that the Quick Draw statistic of a given Player cannot be determined until the Player is about to participate in his first Shootout, but the base value of his Quick Draw would then become fixed).

to instead read:

Each Player has a Quick Draw statistic (which term may be abbreviated as “QD”), which is an integer determined as follows: (DICEROLL minus the number of Drinks that the Player has drunk within the past 48 hours). DICEROLL is DICE5, and is rolled every time a player participates in a Shootout.

I figured this would be a good change that would allow people to have more leeway to account for good days, bad days, and plain dumb luck.  Under the old rule, if a person got a Diceroll of 1, they’d be SOL for the rest of the dynasty (not counting any special effects we might come up with later, of course).  This gives everyone just as good a chance of getting lucky as getting filled full of lead.

where’s the current round?

i see the post in the archives, but not on the main page. what’s up? also, rodlen’s taking eir sweet time trying to decide. maybe it’s time to consider time limits?

Proposal: Round Bets

Reached Quorum 7-0 - Enacted by Chivalrybean

Adminned at 12 Jan 2008 16:59:09 UTC

If the proposal “All In The Pot (The Water’s Fine)” passes, add the following text to the rule “Dealing and Play”:

There will also be a GNDT entry entitled “TBTR” for each player.  This column will track each player’s Total Bet This Round.  Every time a player calls or raises, the amount of their call or raise is added to the TBTR column.  At the end of each round, all player’s TBTR columns are reset back to 0.  For example, if a player bets $50, and then later in the round raises $25, their TBTR would be $75.

Proposal: You yellow bastard…

Reached Quorum 7-0 - Enacted by Chivalrybean

Adminned at 12 Jan 2008 16:55:35 UTC

Part 1:

Add a new dynastic rule, entitled “Courage”, as follows:

There is a statistic for each Player, tracked in the GNDT, called “Courage”.  The permitted values of “Courage” are “-” and “Yellow”.  All Players initially begin with a Courage of “-”.  A Player who has a Courage statistic of “Yellow” may be described as a “Yellow Player”, and any reference in the ruleset to a Player becoming Yellow or ceasing to be Yellow refer to appropriately setting the Player’s Courage statistic.
If a Player is Yellow, then he may not Raise in a Poker game unless the Player has drunk a drink per the rule “Drinking” within the last hour.  If a Player is Yellow, is for any reason unable to drink a drink, and is in a situation in a Poker game where the Player must either Raise or Fold, then the Player automatically folds.  A Yellow player is also automatically considered to have a lower Quick Draw in any Shootout in which he participates.
A Yellow Player ceases to be Yellow if: (1) he wins a hand of Poker (i.e., wins The Pot), or (2) Wounds another Player in a Shootout.

.

Part 2:

Rewrite the second paragraph of the rule “Gunslinging” (which currently reads):

As a Weekly action, any Player may challenge any other Player to a Shootout by making a post to the main blog to that effect. Upon making the challenge, the Shootout occurs. A Shootout proceeds as follows: The Quick Draw statistics of both Players participating in the Shootout are determined (which may include rolling their DICEROLL if that value has not been previously determined in connection with an earlier Shootout). The Player with the higher Quick Draw then acts first by rolling DICE2: if the result of the roll is 1 then the other Player becomes Wounded and the Shootout ends. If the result of the roll is 2 then the other Player rolls DICE2, whereupon if the result of the roll is 1 then the first Player becomes Wounded and the Shootout ends, but if the result of the roll is 2 then the Shootout ends without either Player becoming Wounded.

so that it reads:

As a Weekly action, any Player may challenge any other Player to a Shootout by making a post to the main blog to that effect. Upon making the challenge, the challenged Player must, within 72 hours, post a comment to that post that states either “I accept” or “I run away”.  The challenged Player may not take any Poker game action (Check, Call, Raise) other than “Fold” until the challenged Player either posts such a comment or the 72 hour period elapses.  If the challenged Player accepts then the Shootout occurs. A Shootout proceeds as follows: The Quick Draw statistics of both Players participating in the Shootout are determined (which may include rolling their DICEROLL if that value has not been previously determined in connection with an earlier Shootout). The Player with the higher Quick Draw then acts first by rolling DICE2: if the result of the roll is 1 then the other Player becomes Wounded and the Shootout ends. If the result of the roll is 2 then the other Player rolls DICE2, whereupon if the result of the roll is 1 then the first Player becomes Wounded and the Shootout ends, but if the result of the roll is 2 then the Shootout ends without either Player becoming Wounded.  If the challenged Player states that he runs away or if the challenged Player fails to post a comment to that post by that deadline, then the Shootout does not occur but the challenged Player becomes Yellow.

 

 

Thursday, January 10, 2008

Proposal: Don’t Shoot!

reached a quorum, final vote 8-1—Yoda

Adminned at 11 Jan 2008 16:34:48 UTC

Change the sentence in the rule “Gunslinging” that reads “As a Weekly action, any Player may challenge any other Player to a Shootout by making a post to the main blog to that effect.” to “As a Weekly action, any Healthy Player may challenge any other Healthy Player to a Shootout by making a post to the main blog to that effect.”

Proposal: All In The Pot (The Water’s Fine)

timed out, final vote 5-1-0—Yoda

Adminned at 11 Jan 2008 16:32:27 UTC

Part 1
Add the following to Rule 2.7 entitled “Dealing and Play”:

There will be a GNDT entry entitled “TBTH” for each player.  This column will track each player’s Total Bet This Hand.  Every time a player calls or raises, the amount of their call or raise is added to the TBTH column.  At the end of each hand, all player’s TBTH columns are reset back to 0.  For example, if a player bets $50, and then later in the hand raises $25, their TBTH would be $75.

Helpful for keeping track of who is eligible to win what, especially in terms of all-ins and side bets.

Part 2
Add a Rule to the Ruleset entitled “All In” with the following text:

If at any time a player bets all of his money on a single hand he is considered all in. Once having gone all in, a player may not make any more bets during that hand.  Any bet which would be considered a raise to the all-in bet would then be distributed into a Side Pot, in such a way so that the portion of the raise that calls the all-in bet is placed in the main pot (i.e. “ThePot”), and the remainder of the raise then placed into a separate GNDT row entry entitled “SidePotX”, where X is the number of the Side Pot (in cases where more than one side pot exists).  If there is a bet of all-in after an initial bet of all-in has been placed, another entry in the GNDT is created entitled “SidePot(X+1)” where X is the number of the previous SidePot GNDT entry.

If a player makes a bet of all-in that is not high enough to call any previous total bet (including another all-in bet), another side pot is created in accordance with the rules for creating side pots above.  The main pot will then be adjusted to reflect the maximum winnable by the player still invested in any pot with the smallest total bet, and any remaining balance will then be distributed into the remaining side pots in such a manner that each side pot, if added to the main pot, then reflects the total winnable by the player with the smallest total bet still invested in that side pot.

The players who are invested in the side pot with the fewest invested players determine the winner of that pot in accordance with the rules for determining winners of hands.  The winner of that pot then becomes invested in the side pot with the next fewest invested players (or the main pot if there are no other side pots), and winners for each side/main pot are determined as usual.  A player who makes an all-in bet is not eligible to win any of the money in a side pot they are not invested in.  A non-seated player may not be invested in any pot.

Tuesday, January 08, 2008

What if…

You might want to check out this page or make it a Gamestate document.  It is supposed to be the most complete set of rules for poker.

http://www.lasvegasvegas.com/poker/rules.php

Proposal: Formatting the GNDT

Butterfingers Irving gunned himself down. Self-Killed by Chivalrybean

Adminned at 09 Jan 2008 19:08:41 UTC

A a paragraph to the end of the Gamestate Tracking (1.7) rule in the Core Rules.

The new paragraph shall contain the text:

At any time, an admin may change the format of the GNDT rows or columns without changing their values (other than typos or obvious mistakes) if doing so is believed to make reading or accessing the data contained in the GNDT easier. A non-admin may request this with a story post and a proposal is not required.

Minimum Bets

Is there no current rule that states that the minimum bet is equal to the ante of the round? Just the rules I’m used to playing with.

Proposal: (accidental duplicate post deleted)

Adminned at 08 Jan 2008 06:45:42 UTC

(accidental duplicate post deleted)

Proposal: Turn Signals

Reached Quorum 7-0 Enacted (without effect) by Chivalrybean

Adminned at 09 Jan 2008 19:07:35 UTC

If this proposal is adopted, alter the GNDT so that the “Turn” column” is the leftmost GNDT column (other than Players’ Names).  The intent of this proposal is to make the “Turn” column more visible from the main page window.

Tuesday, January 08, 2008

Proposal: All In the side pot

Self-Killed - Enacted by Chivalrybean

Adminned at 09 Jan 2008 19:06:09 UTC

Create a new rule, called “All In”, with the following text:

If at any time a player bets all of his money on a single hand he is considered all in. At this time the Dealer then “flips” (IE tells the other players) the players hole cards face up for the rest of the hand. If the player loses the hand, his PokerTable status will become “-” and his turn status will become “o”.

Create a sub-rule for the rule “All In” called “Side pot” with the following text”

If, during an all in hand, theres at least two players in the hand that are not all in then they may keep betting (if anymore betting rounds are left) There is a statistic called “SidePot”, tracked on the GNDT, similar to the statistic called “ThePot but only bets by non all in players during an all in hand are added to it. If an all in player wins the hand, he only wins the money in the main pot (IE “ThePot). The non all in player with the either the side pot, if the all in player has a higher hand, or both pots if his hand is the best.

Thats how poker plays out. Bit shocked noone added this yet lol.

Proposal: Town Doctor

Passes 5-4 after timeout. Enacted by Chivalrybean

Adminned at 09 Jan 2008 19:04:29 UTC

If the Proposal titled “High Noon” failed, this Proposal does nothing.

Add a dynastic rule titled Doctor, with the following text:

Any player with a Health status of Wounded may spend $40 to visit the Doctor.
When that player does so, e rolls 1DICE10, and on a result of a 3 or more, e gains a health status of Healthy.  On a result of 2 or 1, there is no effect, but the money is lost anyway.

Proposal: High Noon

reached a quorum, final vote 9-0—Yoda

Adminned at 08 Jan 2008 16:04:52 UTC

Part 1:
Add a new dynastic rule, called “Health”, as follows:

Each Player has a Health statistic, tracked in the GNDT.  The permitted values are “Healthy” and “Wounded” (which may be abbreviated for all purposes, including the GNDT, as H and W, respectively).  All Players initially have the Health status of Healthy.  If a Player becomes Wounded, he automatically becomes Unseated, and no Player who is Unseated may become Seated if he is not Healthy.

Part 2: Add a new dynastic rule, called “Gunslinging”, as follows:

Each Player has Quick Draw statistic (which term may be abbreviated as “QD”), which is an integer determined as follows: (DICEROLL minus the number of Drinks that the Player has drunk within the past 48 hours).  DICEROLL is DICE5, and is rolled exactly once the first time that the Player participates in a Shootout (which means that the Quick Draw statistic of a given Player cannot be determined until the Player is about to participate in his first Shootout, but the base value of his Quick Draw would then become fixed).  Each Player’s QD is tracked in the GNDT as “-” until it is determined in accordance with the previous sentence, and as the appropriate integer afterwards.

As a Weekly action, any Player may challenge any other Player to a Shootout by making a post to the main blog to that effect.  Upon making the challenge, the Shootout occurs.  A Shootout proceeds as follows:  The Quick Draw statistics of both Players participating in the Shootout are determined (which may include rolling their DICEROLL if that value has not been previously determined in connection with an earlier Shootout).  The Player with the higher Quick Draw then acts first by rolling DICE2: if the result of the roll is 1 then the other Player becomes Wounded and the Shootout ends.  If the result of the roll is 2 then the other Player rolls DICE2, whereupon if the result of the roll is 1 then the first Player becomes Wounded and the Shootout ends, but if the result of the roll is 2 then the Shootout ends without either Player becoming Wounded.

(title of post changed again since poker seems to be moving along now)

Amnistar, Kevan idled so it’s your action now.

Deal me In

Please can I be deidled?

Monday, January 07, 2008

Proposal: Miked drink?

reached a quorum, final vote 7-0—Yoda

Someone else changed the GNDT.  I am just clearing the proposal out of the queue.

Adminned at 07 Jan 2008 16:08:24 UTC

Change the GNDT column Drink’s entry MikedDrink to MixedDrink.

Proposal: 108 minutes

Enacted by Kevan, 9 votes to 0. Clucky has the Button.

Adminned at 07 Jan 2008 05:46:09 UTC

Set Clucky’s GNDT PokerTable value to Button

So, who DOES get the button?

I know Clucky should get the button due to the recently enacted proposal, but the proposal came in after the fact.  Do we need another proposal to give Clucky the button or a CfJ or should we just give it to him since he would get it anyway?

Unidling

Jack is no longer idle.  I apologise for forgetting to announce my idling.  Merry Xmas and Happy New Year!

Saturday, January 05, 2008

Proposal: Who gets the Button?

reached quorum, final vote 8-0—Yoda

Adminned at 06 Jan 2008 11:09:23 UTC

Add a new paragraph at the end of the rule “Poker Table” with the following text:

If, at any time, the Button Player goes idle or otherwise leaves the table, the Button goes to the previous Seated Player listed in the GNDT.

Z

Im really sorry guys but ive suddenly been loaded with tons of projects from school and will not be able to play. Pls idle me.

Friday, January 04, 2008

I need to leave the game

Sorry for holding you guys up, but I have loads of work to do for the next month. So go ahead and remove me or however you do this. I might be back next month or something though.

Proposal: Where’d That Fifth Ace Come From?

timed out, final vote 4-4—Yoda

Adminned at 06 Jan 2008 11:05:29 UTC

Add to the Gamestate Document “Poker Hands” the winning hand type “Five of a Kind” below Straight Flush and above Four of a Kind in the rankings of winning hands.

Add the following description to the Gamestate Document “Poker Hands”:

Five of a Kind: Five of a Kind is a poker hand such as 9♣ 9â™  9♦ 9♥ 9♥, which contains five cards of one rank. It ranks above a four of a kind and below a straight flush. Higher ranking five of a kinds defeat lower ranking ones. In community-card games (such as Texas Hold ‘em or games with wildcards) it is possible for two or more players to obtain the same five of a kind; in this instance, these players split the pot in accordance with the rules for splitting pots.

How to deal cards (not a proposal, just a discussion)

I’ve been struggling with how to fairly deal community cards—the current ruleset doesn’t specify how I have to do this.

My suggestion is as follows: once play begins, I will use Kevan’s engine to get another deck of cards, and I will post the entire deck (cards 1-52) on the wiki so that everyone can see it.  Then, when I do the flop, I will roll DICE52 three times in the wiki (rerolling as necessary so that there are no duplicate results), then a fourth time for the turn when required, and a fifth time for the river when required, in each case rerolling as necessary so that there are no duplicate results.  I will then post the results (and identify the applicable cards) in the stickied post for the hand.  Sound fair?

Also, I am fairly sure that my poker play proposals that were adopted aren’t 100% correct, so people should consider how best to patch them.  For example, I’m not sure that the mechanism for raises works correctly as stated in the ruleset.  We can see what happens once we start to play, but this might be a good time to fix problems if they can be identified.

Proposal: Time’s Up

reached a quorum, final vote 1-6—Yoda

Adminned at 05 Jan 2008 21:10:00 UTC

Add a dynastic rule titled “Timing Out” with the following text:

If, during a hand, any Seated Player has gone idle during his turn or has been taking his turn for more than 36 hours, any other Player may make a comment to the GNDT announcing that this Player has folded (including the proper hand and round numbers) at which time he shall set the Seated Player’s “Turn” statistic to “o”, his “Poker Table” statistic to “-”, and the next Unfolded Seated Player’s “Turn” statistic to “x”.

Friday, January 04, 2008

Hello

New player here.  I’ll just be voting and watching the game- I don’t plan to win.

Proposal: Professions

Timed out and Passed 5-3. Enacted by Chivalrybean

Adminned at 05 Jan 2008 16:21:50 UTC

Enact a new dynastic rule titled “Professions”. It shall contain the following text:

A player may have a profession. This profession may be anything that could be considered a profession in wild west times. To choose a profession, a player may make an entry in their section of the Wanted Posters document titled “Profession” and states the name of their profession. This may be done one time. If the dealer decides that a profession does not fit the wild west theme, e may request that the player change their profession to something else.

 

So much for dealer’s choice…

Quoth the Dealer:

Use of the imperial (DEF) vote in this dynasty is discouraged.  We’re in the Wild West, people, so show some backbone.

Proposal: Barmaid! Give me a Whiskey!

reached quorum, final vote 9-0 - Yoda

Adminned at 04 Jan 2008 05:38:44 UTC

If proposal “Bartender! Drinks Please!” passes change “An Unseated Player” to “Any Player”.

Wiki account, please

Excuse me, but I would like an account on the Blognomic wiki, so I can add my WP picture.

My e-mail address is Uncyclopedian(at)yahoo.com.

5 of a Kinds?

Just for clarification purposes, have we come up yet with how we’re going to handle what happens when a player has in their hole the exact same card as one of the community cards?  As an example, say I have an Ace of Spades and an Ace of Clubs in my hole.  The Community Cards flop as 2 of Diamonds, Ace of Spades, Ace of Clubs, Ace of Hearts, and Ace of Diamonds.  Beyond being incredibly unlikely, would this result in a five of a kind, or would the Ace of Spades and Ace of Clubs in my hole be canceled out by the community cards?  Just a thought, seeing as how we’re all dealt cards out of our own decks, and then the dealer deals out of yet another deck.

One possible solution could be for the dealer to deal random numbers.  Another might be for the Dealer to pull out of their deck all of the cards that have already been drawn up by other players, though that could be quite the chore for the Dealer.

Or perhaps we should re-examine the idea of every player being dealt cards from one deck, via computer?

Proposal: Bartender! Drinks Please!

Passed 10-0 Enacted by Chivalrybean

Adminned at 03 Jan 2008 20:39:52 UTC

Add a dynastic rule titled “The Bar” with the following text:

Each Player has a statistic “Drink” to be tracked in the GNDT.  This statistic should be set to “none” for new Players.

An Unseated Player may, if he has enough money and his “Drink” statistic is currently set to “none”, purchase a drink by subtracting the cost of the drink from his “Money” statistic and entering the name of the drink in his “Drink” statistic.

The only available drinks and their costs are listed in the rule “List of Drinks”.

Add a dynastic rule titled “Drinking” with the following text:

Any Player may, if his “Drink” statistic is not set at “none”, drink his drink by setting his “Drink” statistic to “none” and immediately applying any special effects of that drink as specified in the rule “List of Drinks”.

Add a dynastic rule titled “List of Drinks” with the following text:

Pint of Beer - $5
Shot of Whiskey - $10
Mixed Drink - $15

Set the “Drink” statistic for each Player at “none”.

We can add special effects to the drinks later if we want.

Wednesday, January 02, 2008

Proposal: One Player Remaining

Reached Quorum 8-0. Enacted by Chivalrybean

Adminned at 03 Jan 2008 06:22:21 UTC

If proposal “Poker Part 2” passes, remove the text “either (i) there is only one Seated Player who has not Folded (in which case that Seated Player wins the Hand), or (ii)” from the “Dealing and Play” rule and add a paragraph before the last paragraph of the rule with the following text:

If, at any time during the Hand, there is only one Seated Player who has not Folded, that Player wins the Hand.

Proposal: Poker Part 2

Reached Quorum 7-0. Enacted by Chivalrybean

Adminned at 03 Jan 2008 06:16:35 UTC

Part 1:

Add a new dynastic rule, entitled “Dealing and Play”, as follows:

A Hand of Poker commences when the Dealer posts a story post (which will be stickied) that declares that the Hand has commenced.  The Story Post will state the Hand Number (hands will be numbered consecutively starting with Hand #1), the Ante for that Hand, and any other pertinent information.

Each Seated Player shall obtain a new Deck of Cards from the BlogNomic Poker Deck Trading Post for use in that Hand, and shall make a comment of “HAND#X DICE52 DICE52” (where X is the hand number) (such comment is called the player’s “Hole Card Draw”.  If the results of both dice rolls in the Hole Card Draw are the same number, then the Seated Player shall make another Hole Card Draw comment to the GNDT, repeating as necessary until the results of both dice rolls are not identical to each other.  The Seated Player shall then post a comment to the Story Post for the Hand that states the numeric results of the Hole Card Draw dice rolls and the “Cards printed by:” checksum for that Seated Player’s Deck of Cards (example: Spikebrennan cards 14, 26, Cards printed by: J. J. Grimes Printing, Elko”.  The Seated Player’s “Hole Cards” for that Hand, then, shall be the cards corresponding to the number of the Deck of Cards (for example, if Spikebrennan’s Hole Card Draw were to be 1,2 and the first and second numbered cards in Spikebrennan’s Deck of Cards are 7 of hearts, 2 of spades, then Spikebrennan’s Hole Cards are 7 of hearts, 2 of spades).

All Seated Players then Ante, which occurs only once per Hand.  This is accomplished by deducting, in the GNDT an amount from each Seated Player’s Money equal to the Ante and adding that amount to the Pot.  (The Dealer may do this at the commencement of the Hand, or any Player may do so).

The first Round of the Hand occurs before any Community Cards are dealt.  The First Round proceeds as follows.
Play begins with the Seated Player listed in the GNDT after the Button Player.  That Player may Raise or Fold.  To Raise, the Player deducts an amount from his Money (but not more than all of his Money) (provided that if the Player in question is not the first to act in that Round, then the amount of the Raise must be more than the amount needed to Call) and adds that amount to the Pot, and posts a comment to the GNDT in substantially the form “HANDx ROUNDy raise Z” where x is the Hand Number, y is the Round number, and Z is the amount of the Raise.  To Fold, the Player posts a comment to the GNDT in substantially the form “HANDx ROUNDy folds”, and thereafter that Player ceases to participate in that Hand.  Upon completing the action, the Player changes his own “Turn” entry in the GNDT to “-” and changes the “Turn” entry to the next succeeding Seated Player who has not yet folded to “X” to indicate that it is now that Seated Player’s turn to act.  The next Seated Player then acts.  That Player may Call, Raise or Fold.  To Call, the Player deducts from his Money (but not more than all of his Money) an amount equal to the last Raise by any Seated Player in that Round, less any amount already added to the Pot by that Player in that Round.  The Round then proceeds until the last act by each Seated Player in that Round was either a Call or a Fold.  No Player may Check before the Flop.

The Dealer then posts a comment to the story post for that Hand that identifies the first three Community Cards, which cards are collectively known as the Flop.

The second round of play for the Hand then commences.

Play begins with the Seated Player listed in the GNDT after the Button Player.  That Player may Check, Raise or Fold.  To Check, the Player makes a GNDT comment of “HANDx ROUNDy check” and does not deduct any amount from his Money or add any money to the Pot.  However, no player may Check if any player has Raised during that Round.  The Round then proceeds until the last act by each Seated Player in that Round was either a Check, a Call or a Fold.

The Dealer then posts a comment to the story post for that Hand that identifies the fourth Community Card, which card known as the Turn.

The third round of play for the Hand then commences.  Play proceeds as per the second round of play.

The Dealer then posts a comment to the story post for that Hand that identifies the fifth Community Card, which card known as the River.

The fourth and final round of play for the Hand then commences.  Play procees as per the second round of play until either (i) there is only one Seated Player who has not Folded (in which case that Seated Player wins the Hand), or (ii) all Seated Players who have not Folded have Checked or Called, in which case each such Seated Player must post a comment to the GNDT that reveals his Hole Cards for that Hand.  The winner of the Hand is then determined per the Poker Hands Page by comparing the best five-card Poker Hand held by any such Seated Player (including one or both of such Seated Player’s Hole Cards and the balance of the cards in the five-card hand from the Community Cards.  No Community Card may be used by a particular Seated Player during a particular Hand more than once.

Once the winner of the Hand is determined, the winner adds to his Money an amount equal to the amount of Money in the Pot, and sets the Pot at zero.  If two or more players who have not Folded have equally ranked hands per the Poker Hands Page, then they split the Pot equally with all fractions rounded down.

Part 2:
Add a new Dynastic rule entitled “Turn Indicator” as follows:

There is a GNDT statistic column entitled “Turn”.  Each Player’s entry in the “Turn” column shall be either “-”, “o” or “x”.  Any Player who is not a Seated Player, or who has Folded during a Hand in progress has an entry of “o”.  The one Seated Player whose turn it is to play shall have an entry of “x” and all other Seated Players shall have an entry of “-”.

Zypher, your deal.

I updated the GNDT with the Poker Table column. Zypher won the button. I used random.org to generate a random number then counted from top of GNDT list. I moved the poker hands document to it’s own page as well, and will be creating the link on the main page momentarily.

Wednesday, January 02, 2008

Proposal: Smith & Wesson Beats Four Aces

self-killed - yoda

Adminned at 02 Jan 2008 09:30:20 UTC

Add a sentence before the last sentence of the first paragraph of rule “The Cards” that says “Each deck also contains one of each special card listed in the rule “Special Cards” that do nothing unless specified somewhere in a gamestate document.”

Add a dynastic rule titled “Special Cards” with the following text:

—Smith
—Wesson

If the proposal “Poker, Part 1” passes, add the following paragraph before “The ranking of hands, from highest to lowest, is as follows” in the “Poker Hands Page”:

If a Player has both the cards “Smith” and “Wesson” as his Hole Cards, his hand beats all other hands.  If either “Smith” or “Wesson” appears in a Player’s hand or in the Community Cards, it can represent any of the 52 cards detailed in the first three paragraphs of this document that the Player chooses.

Proposal: Old News Already

Vetoed - Adminned by Chivalrybean

Adminned at 02 Jan 2008 09:18:34 UTC

If the proposal entitled “Move Along, Nothing to See Here” passes, this proposal does nothing.

If this proposal is enacted, add the following bulleted point to Rule 1.5 entitled “Enactment” after the second bullet point in the first bulleted list:

It has a number of FOR votes that exceed or equal 3/4 the total number of active players rounded down (i.e. Quorum times 1.5), and has not been vetoed or self-killed.

Second idea of mine for speeding things up in cases of well-received proposals. Unnecessary if the other proposal succeeds.

Proposal: Move it Along, Nothing to See Here

Failed 1-7 as well as vetoed with 5 bullet holes. Failed by Chivalrybean.

Adminned at 02 Jan 2008 09:12:06 UTC

If this proposal is enacted, Core Game Rule 1.5 entitled “Enactment” shall be modified so that

It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.

instead reads

It has a number of FOR votes that exceed or equal Quorum, and has not been vetoed or self-killed.

One of two thoughts I had to speed gameplay up slightly.  And to do away with the minor error we had earlier.

Hold the trigger fingers…

Kevan’s proposal was passed before it was offically allowed as 12 hours had not passed. It was clearly going to pass in an hour.

I recall this happening before, but I don’t recall what we actually did? Is there a way to unpass a proposal? Can we ignore it? Or do we need a CfJ to sort things out?

Deal Me In

Requesting De-Idling.  Poker is right up my alley (but not up my sleeve, I swear).  ;)

Proposal: Money and Gender Fixes

Passed 9-0 - Enacted by Chivalrybean

Adminned at 02 Jan 2008 08:54:36 UTC

Part 1:
Amend the ruleset by changing feminine pronouns to masculine pronouns.

(my bad, I cut and pasted from Hix’s ascension address without fixing this)
Part 2:
Create a new Dynastic rule entitled “Money”, as follows:

There is a statistic “Money” (which may be abbreviated as “$”), tracked with respect to each Player in a column in the GNDT.  Each Player’s Money statistic (and that of the Pot) must at all times be an integer value.  A Player whose Money statistic is not a positive integer value is “Busted”.  Game actions such as spending money, betting money, winning money from the Pot and so forth are taken by appropriately incrementing and/or decrementing the Money statistics of the appropriate Players and/or that of the Pot.

Part 3:
Create a new Dynastic rule entitled “The Pot”, as follows:

There is a row in the GNDT entitled “The Pot” which is used to track the amount of Money in the Pot at any given time.  The “The Pot” row in the GNDT shall be made distinct from the rows setting forth statistics for Players, so as to make it clear that The Pot is not a Player.

Part 4:
Set the Money statistics for all Players at $300.  Set the Pot at $0.

The Others have Jack

Jack is idle.
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December 15, 2007 05:09 PM
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December 23, 2007 04:24 PM

Quorum is now 6

Proposal: Poker, Part 1

Passed 8-0. Enacted by Chivalrybean.

Adminned at 01 Jan 2008 21:49:15 UTC

Part 1:

Enact a dynastic rule entitled “Poker Hands”, as follows:

The wiki page User:Spikebrennan/Poker Hands is a gamestate document that may be referred to as the “Poker Hands Page”.

  (thanks to Kevan for the fix to this page).
Part 2:

Enact a dynastic rule entitled “Poker Table” as follows:

There is a GNDT statistic column entitled “Poker Table”.  Each Player’s entry in the “Poker Table” column shall be exactly one of the following: “Button”, “Yes” or “-”.  Only one Seated Player can have an entry of “Button”, and that player may also be referred to as the “Button Player”.  An entry of “Button” or “Yes” indicates that the Player is seated at the Table and is playing Hold-Em Poker (and such a Player may be referred to as a “Seated Player”).  An entry of “-” indicates that the Player is idle or otherwise not seated at the table and playing Hold-Em Poker, and may be referred to as an “Unseated Player”).  An Unseated Player may not become a Seated Player except during the time period after the conclusion of a hand of Hold-Em Poker and the start of the next hand of Hold-Em Poker

During a hand of Hold-Em Poker, Seated Players play in turn in the order in which their names are listed in the GNDT, beginning with the first Seated Player whose name is listed immediately after the Seated Player who has the Button (wrapping around to the top of the list, if necessary).  After each hand of Hold-Em Poker, the status of Button Player changes to the next Seated Player listed in theGNDT after the Seated Player who had the Button for the completed hand.

Part 3:

The Admin who enacts this Rule shall randomly choose an Active Player and give that Active Player the status of Button in the GNDT.  All other Active Players shall be given the status of “Yes”.

Persona Absentee

oops. i was in the ozarks on holiday last week. no access to the internet. too bad i missed out on winning the last dynasty :) look forward to this one. unidling now.

aaron

Proposal: Draw

reached a quorum, final vote 7-1 - Yoda

Adminned at 01 Jan 2008 15:07:17 UTC

[ Attempting a system where each player gets their own secretly-randomised deck to draw from - I’ve written a script to generate a shuffled deck, along with a checksum so that we can verify the winner’s deck order at the end of the dynasty. It means trusting me not to abuse my position as scriptwriter, but I’ll happily pass it on to the Dealer if he wants to adjust the numbers and run his own copy of it somewhere else. ]

Enact a new Rule, “The Cards”:-

Each Player in Nuttal & Mann’s Saloon has their own battered deck of poker cards, consisting of four suits (Clubs, Diamonds, Hearts and Spades), each suit having nine number cards (two through ten), one Ace, one Jack, one Queen and one King. The decks have no Jokers.

If a Player has no deck, they should pick one up from the BlogNomic Poker Deck Trading Post. This sequence of cards should be noted privately by the Player, and the “Cards printed by:” checksum must be stated in a public comment and/or noted on the Player’s Wanted Poster. Until the checksum has been stated, the player is not considered to have a deck.

[ There’s some arguable abuse in being able to reload the generator dozens of times until you get four aces in a row; it seemed fiddly to legislate against it, though. Hits are logged, and if someone seems to have reloaded the page a hundred times before picking a deck, we can always round up a posse and force them to draw a fresh one. ]

Proposal: Poker of the Fruity kind

Failed 6-1 Cannot pass without change of AGAINST votes. Failed by Chivalrybean

Adminned at 01 Jan 2008 13:12:14 UTC

Create a rule entitled Fruit Poker with the following text.

The saloon runs a version of poker called Fruit Poker. Instead of the normal suits, a fruit poker decks suits are Apples, Strawberries, Lemons and Bananas. Royal Flushes are called Fruit Baskets, straights are called Bushes and flushes are called Salads. Other then said changes, Fruit Poker runs like normal poker.

Add a sub-rule called Poker Chips with the following text.

Fruit Poker uses chips in the following shapes: Apples, Berries, Lemons, Bananas and Melons.

If the rule Money passes, add to Poker Chips the following.

Apples are worth $1, Berries are worth $5, Lemons= $10, Bananas= $25 and Melons= $50