Monday, July 25, 2011

Sticky Post: Story Post: (Bomb) Exact Change Only

I dispense a new Stickybomb from the vending machine.

Monday, August 01, 2011

Run away!

Eh, I’m not going to hold on to this thing anyway. I idle.

Refreshing

Question:

“A Gladiator may not Refresh first two Turns in a row, unless he’s the only Fighting Gladiator.”

What does “Refresh first” mean here? “First” before what? (Forgive me if I’m missing something obvious).

I smell blood…

With a roar from the crowd, famed warrior Ienpw “Jackalhead” III announces his return from retirement.

Quorum’s six.

Proposal: Bloody sunday.

Quorums 7-0 and is enacted. -coppro

Adminned at 31 Jul 2011 15:57:57 UTC

In the subrule “Blood!” to rule “Fittings and Fixtures”, change “If no such square exists” to

If no such square exists or it is Blocked

Saturday, July 30, 2011

Proposal: The Buzzer

Can’t reach quorum with 3 votes for to 5 against, without a change of vote. Failed by Kevan.

Adminned at 31 Jul 2011 05:20:50 UTC

Add a new subrule to the rule “Death and Scorekeeping”.  Call it “End of Regulation” and give it the following text:

At noon on August 11th, and on each Turn Boundary thereafter, if one Gladiator has more Frags than each other Gladiator, that Gladiator achieves victory.

Proposal: ClingBoom

Quorums 7-0 and is enacted. -copproThat was done illegally. Now I do it right -coppro

Adminned at 31 Jul 2011 04:30:28 UTC

In the rule “Victory and Glory”, replace each instance of the text “The Cup” (case sensitive) with “The ClingBoom Cup”

Clarifications since “The Cup” is sort of ambiguous.

Friday, July 29, 2011

Proposal: Post Peak Acid

Quorum 7-1 and is enacted. That was done illegally. Now I do it right -coppro

Adminned at 31 Jul 2011 04:30:12 UTC

To the “Acid Barrel” weapon description, add:-

Whenever a Gladiator dies in an Acid Pool, the Gladiator who created that pool using an Acid Barrel gains 1 Frag.

Hello Kitty’s proposal to add the Cup quietly removed this clause, by accident or by design.

Proposal: Bloody fix

Self-killed. -coppro

Adminned at 31 Jul 2011 04:29:39 UTC

In the subrule “Blood!” to rule “Fittings and Fixtures”, change “If no such square exists” to

If that square is Blocked,

Proposal: Benching Fix

Times out 9-0 and is enacted -coppro

Adminned at 31 Jul 2011 04:29:25 UTC

In the rule “Species”, replace “Unidling Gladiators become Resting.” with:-

When a Gladiator becomes idle, he also becomes Resting.

Set the Status of all idle Gladiators to “Resting”, remove them from the Arena Square they occupy (if any), and remove any Weapons they may be carrying.

Turning it around so that Gladiators idle when they leave, which is even more important now that an idling player will (under the current rules) take the Clingboom Cup with them. Coppro tried to fix this a couple of times recently, but the fixes didn’t quite work.

Proposal: Stupid Timing is stupid.

Quorum 7-2 and is enacted. -coppro

Adminned at 30 Jul 2011 18:53:24 UTC

Add after the second paragraph of rule “Turn-based Actions”:

A Gladiator may not Refresh first two Turns in a row, unless he’s the only Fighting Gladiator.

I’m guilty of using Stupid Timing to get the Cup. This might be a fix to avoid having a too big advantage (I’m on holiday, while not all of you are, I guess).

Thursday, July 28, 2011

Back into the action!

I’m back. Request to be unidled!

Tuesday, July 26, 2011

Proposal: Technically Fowl

Enacted 5-0. Josh

Adminned at 28 Jul 2011 10:39:07 UTC

In the rule “Log Entries”, replace “must” with “should”.

Replace the second paragraph of the rule “Fouls” with the following:

Certain behaviours merit the awarding of Fouls. If a Gladiator can demonstrate that another Gladiator has performed a behaviour within the preceding 24 hours that would merit the awarding of a Foul, then they may make a Foul Post (which must include the word “Fweep” in its title, and must detail which Gladiator committed the foul and the nature of the foul allegedly committed) and increment that Gladiator’s Fouls by 1. If, after 24 hours, a quorum of Gladiators have voted AGAINST the Foul Post, then the awarded Foul is transferred from the Gladiator who was initially accused to the Gladiator who made the Foul Post.

Below is a list of behaviours that may be considered to merit the awarding of a Foul:

* Attempting to make an illegal modification to the Arena wiki page or the GNDT stats, which did not build upon an earlier, illegal attempted modification by another Gladiator, and where the Gladiator did not correct himself.
* Persistent failure to follow the edit summary guidelines in the rule “Log Entries” - 3 or more examples, one of which must have occurred within the preceding 24 hours and none of which may have been previously used to support the awarding of a Foul to a Gladiator, must be cited to determine “persistent failure”.

A Gladiator may not gain more than one Foul per day.

Removing the onus from the Announcer, including a penalty for false accusations, and slightly de-toothing penalties for edit line summaries. Based on a previous proposal by Kevan.

Proposal: Technical Foul

Self-killed. Josh

Adminned at 28 Jul 2011 10:38:30 UTC

In the rule “Log Entries”, replace “may” with “should”.

Replace the second paragraph of the rule “Fouls” with:-

Certain behaviours merit the awarding of Fouls. If the Announcer decides that a Gladiator has performed any of the following instances of behaviour in the previous 24 hours, the Announcer may award him one Foul:-

  • Attempting to make an illegal modification to the Arena wiki page or the GNDT stats, which did not build upon an earlier, illegal attempted modification by another Gladiator, and where the Gladiator did not correct himself.
  • Failing to follow the edit summary guidelines in the rule “Log Entries”.

A Gladiator may not gain more than one Foul per day.

Upon enactment of this proposal, the Gladiator known as Josh gains one Foul, and this Arena edit shall be considered legal.

Making the edit summaries optional but foulable.

Unsporting injuries

Aguydude and SingularByte both face long spells on the bench after a particularly vicious incident with the StickyBomb dispenser.

Quorum drops to 5.

Monday, July 25, 2011

Call for Judgment: YARGH

Reached quorum 5 votes to 2. Enacted by Kevan. The gamestate shimmers such that Josh’s illegal wiki update is now legal with no penalty.

Adminned at 26 Jul 2011 14:30:32 UTC

Append the following sentence to the end of “Log Entries”

This rule does not affect the validity of the action, but may cause an offender to suffer a penalty as defined elsewhere.

Make the gamestate what it would be if this change had been in effect since the previous time that rule was amended.

Josh’s recent claiming of a crate did not include ‘step’. I don’t want to rewind his and PrinceAnduril’s actions. Really. So instead I will suggest this.

Proposal: Fixed fix

Failed 1-6. Josh

Adminned at 28 Jul 2011 10:38:00 UTC

In the rule “species”, replace

Unidling Gladiators become Resting.

with

Unidling Gladiators are always considered to have been Resting when they became idle and will so be Resting when they unidle.

I realized that the previous fix would actually have exacerbated the problem. This one solves both issues cleanly.

Proposal: Cleaning In Progress

Enacted, 6-0. Josh

Adminned at 28 Jul 2011 10:36:11 UTC

If the proposal “Slippery floor” failed, this proposal has no effect.

In the rule “Blood!”, replace “If no such square exist, or it is blocked, he moves to the Blood Pool square instead, and then Die. The Blood Pool is then removed from the game.” with:-

If no such square exists, the Gladiator dies instead of moving.

And replace “if the square where he met his last death is empty, a Blood Pool is created there instead” with:-

if the square where this death occurred is Empty, a Blood Pool is created there

In “Victory and Glory”, replace “where he met his last death, if only one exists and it is Empty or contains a Blood Pool.” with:-

where that death occurred, if it is Empty.

Clearing up a couple of cases in the Blood rule where a Square can contain both a Blood Pool and another game entity. (Which is illegal: “Each Arena Square may contain either one or zero Entities.” yet “A Blood Pool is an Entity.”)

Sunday, July 24, 2011

Proposal: Minor fix

Self-killed. Josh

Adminned at 28 Jul 2011 10:35:50 UTC

In the rule “species”, replace

Unidling Gladiators become Resting.

with

When a Gladiator idles, he becomes Resting.

We’ve treated the gamestate change as happening right on the idle, not on the deidle. I’m not actually sure it makes any difference, but it’s best to be safe.

Proposal: Slippery floor

Enacted, 6-2. Josh

Adminned at 28 Jul 2011 10:34:14 UTC

Create a new subrule to rule “Fittings and Fixtures” called “Blood!” and reading as follows:

A Blood Pool is an Entity with IconBlood.png as Icon. Whenever a Gladiator would move into a blood pool by Stepping, being Shoved, being Charged or Slipping, he moves to the square adjacent to the Blood Pool in the same direction he would have moved into the Blood Pool. This Event is known as Slipping. If no such square exist, or it is blocked, he moves to the Blood Pool square instead, and then Die. The Blood Pool is then removed from the game.
Immediately after a Gladiator Dies, if the square where he met his last death is empty, a Blood Pool is created there instead.

If Proposal “My Cup of tea” passes, change the second to last Paragraph in rule “Victory and Glory” to:

When the Gladiator holding The Cup Dies, an Instance of CUP is placed on the square where he met his last death, if only one exists and it is Empty or contains a Blood Pool.

If half of the EVC’s to this Proposal contain the word “Bloodthirsty”:
1.  Add to “Fittings and Fixtures”:

If he died Explosively, Blood Pools are created also in all the squares that are adjacent to said square and are empty immediately after the death.

2.  And add to rule “Death and Scorekeeping”:

Explosive Death is death caused by:
* StickyBombs exploding
* StickyBomb Fountains

This is a way to move faster, kill people in new and interesting ways and to feel some more sadistic satisfaction after you have killed your enemy.
The Slippery Blood idea is not mine, but from a boardgame called Fearsome Floors.

Proposal: My Cup of tea.

Timed out/reached quorum, at 7 votes to 0. Enacted by Kevan.

Adminned at 26 Jul 2011 07:42:39 UTC

Add a new Dynastic Rule, called “Victory and Glory”:

The Crazy Unbelievable Possibility (also CUP) is an Entity with IconCup.png as Icon.
Whenever no Gladiator has the Weapon called “The ClingBoom Cup” and no CUP is in the Arena, a CUP may be created at E5 by any Gladiator, replacing everything placed there. If a Gladiator has been replaced in the process, he is considered to have Died, and any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.
Whenever a Gladiator would move into an Arena Square containing a CUP, said CUP is first removed, the Gladiator is moved to its former Square and gains an Instance of The Cup.
Only one Gladiator may hold The Cup at any time, and only one instance of CUP may be present in the Arena at any time. A CUP and The Cup may not exist at the same time.
When the Gladiator holding The Cup Dies, an Instance of CUP is placed on the square where he met his last death, if only one exists and it is Empty.
If a Gladiator has been holding The Cup uninterruptedly through three consecutive Turn Boundaries, he achieves victory.

If any Gladiator has IconDispnsr.png as their Icon, they Die and then cease to have it as their Icon.
Change Rule “Weapons” to:

Each Gladiator may carry zero or more Weapons from the following lists - these are tracked next to the Gladiator’s name, in the Key on the Arena wiki page. New Gladiators start with no Weapons. When a Gladiator stops Fighting and begins Resting, they lose any Weapons they were carrying.
  1. Harpoon. Can be used to Attack any Gladiator who shares a row or column with the Attacker. The Attacked Gladiator dies, and the Harpoon is removed from the Attacker’s possession.
  2. Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator’s AP are set to zero.
  3. Acid Barrel. Can be used to Attack any Empty Arena Square which is adjacent to the Attacker. An Acid Pool is created in the Attacked square, and the Acid Barrel is removed from the Attacker’s possession.
These are some other Weapons:
  a. The ClingBoom Cup (also The Cup). Can be used once per turn to set the Attacker’s AP to 2. The use of this weapon costs 0 AP.

If the proposal “to aid an announcer” passes, change every tazer owned by a player to a mortar, and change the list entry number 2 in rule “Weapons” to:

2.  Mortar. Can be used to attack any square in the Arena.  Choose a random square in the Arena that is either the attacked square or adjacent to it.  Any Gladiator in the chosen square Dies.

If it exists, change any instance of “E5” in rule “Altar of Mayhem” to “G3”. Any Gladiator located at G3 when this proposal passes is crushed under the (re)falling Dispenser and Dies. Any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.

I think I wrote enough against a Frag based system, if you want me to write some more, just vote against. :P
Changes from the previous version:
* The Cup owner gets only 5 AP’s per turn
* It might implement the Mortar (while “to aid an announcer” doesn’t)
* better wording here and there.
* the Cup gives Victory to the Gladiator who is able to keep it for trhee Turn Boundaries.

Saturday, July 23, 2011

Proposal: Scam blocking

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 25 Jul 2011 08:27:34 UTC

In the subrule entitled “Acid Pools”, change the first line of the last paragraph to read as follows:

If a Gladiator moves or is moved to a Square containing an Acid Pool, he dies.

In the subrule entitled “Turn-based Actions,” change the first line of the description of Follow-Through to read as follows:

If a Gladiator has been shoved since the last Turn Boundary, and has not died or taken a Main Action since the shove took place, then he may Follow Through as his next Main Action.

I wanted to do scams based on both of these but couldn’t get any support for them. Next best thing is to close them off.

Aside: this dynasty will almost certainly end via scam (I really hope it does, anyway).

Meaow

Please unidle me. I actually didn’t want to come back this Dynasty, but I consider myself trying to save it from the Black Grinding.
If my proposal fails, I’ll probably idle back.
Hello everyone!

Proposal: to aid an announcer

Reaches quorum 6 votes to 1, and enacts with no effect: there is no list entry beginning with “Tazer”. Processed by Kevan.

Adminned at 25 Jul 2011 08:27:03 UTC

In the Rule “Weapons”, replace the list entry beginning with “Tazer” to:

2.  Mortar. Can be used to attack any square in the Arena.  Choose a random square in the Arena that is either the attacked square or adjacent to it.  Any Gladiator in the chosen square Dies.

Change every tazer owned by a player to a mortar.

Proposal: Weapon Revamp

3rd pending proposal

Adminned at 23 Jul 2011 12:18:47 UTC

In the Rule “Weapons”, replace the list entry beginning with “Tazer” to:

2.  Mortar. Can be used to attack any square in the Arena.  Choose a random square in the Arena that is either the attacked square or adjacent to it.  Any Gladiator in the chosen square Dies.

Proposal: Kill the Leader

Quorums 6-2 and is enacted. -coppro

Adminned at 24 Jul 2011 14:38:20 UTC

Add a new subrule to the rule “Death and Scorekeeping”.  Call it “Food Chain” and give it the following text:

A Gladiator cannot receive a Frag for the Death of another Gladiator if he has at least 4 Frags more than that Gladiator.

In the rule “Weapons”, change the text “gains 1 Frag” to “is awarded 1 Frag”.

Fixed version of Fresh Meat.  Rookies can get frags from other Rookies, but high-Frag Gladiators can’t.

Transfer

Subrincinator hasn’t posted or commented in over a week, and goes idle. Quorum drops to five.

Call for Judgment: Doctor29’s foul

Does not offer any gamestate change -coppro

Adminned at 23 Jul 2011 12:14:09 UTC

As I understand it, since the rules on fouls state that a Gladiator should undo their own mistake, shouldn’t Doctor29 receive a foul for attempting to enter the arena onto a non-empty square?

As part of a slightly different discussion (though not part of this current CfJ), doesn’t this rule require a certain level of activity on the part of the Announcer?

Friday, July 22, 2011

Proposal: Shorter Fuse

Times out 5-2 and is enacted. -coppro

Adminned at 24 Jul 2011 14:29:52 UTC

In rule 2.10, change the text

At each Turn Boundary, if a single Gladiator has been continuously attached to the StickyBomb since the last Turn Boundary, the StickyBomb explodes, causing him to Die

to

If a single Gladiator has been continuously attached to the StickyBomb for 72 hours and for at least 24 hours since the last Turn Boundary, any Gladiator may cause the StickyBomb to explode, causing him to Die

Proposal: Fresh Meat

Can’t reach quorum with 5 votes AGAINST and 1 FOR, without a change of vote. Failed by Kevan.

Adminned at 23 Jul 2011 12:00:16 UTC

In the rule “Death and Scorekeeping”, replace “A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.” with:-

A Gladiator can never receive a Frag for their own Death, for the Death of a Rookie, or more than one Frag for the same Death. (A Rookie is a Gladiator who has fewer than two Frags.)

Making the Arena less intimidating to new players, since it’s looking a little empty at the moment. The audience are unimpressed by easy kills.

Thursday, July 21, 2011

Proposal: Fweeep

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 22 Jul 2011 09:33:06 UTC

Enact a new rule, “Fouls”:-

Each Gladiator has a number of Fouls to their name, tracked in the GNDT. Gladiators start with zero Fouls.

If the Announcer decides that a Gladiator attempted to make an illegal modification to the Arena wiki page or the GNDT stats, and that this attempted modification didn’t build upon an earlier, illegal attempted modification by another Gladiator, and the Gladiator did not undo their own mistake, the Announcer may award them one Foul, within 24 hours of the attempted modification. A Gladiator may not gain more than one Foul per day.

In the rule “Death and Scorekeeping”, replace “The first Gladiator to have 20 Frags achieves victory.” with:-

A Gladiator’s Audience Appreciation is equal to the number of their Fouls subtracted from the number of their Frags. The first Gladiator to reach an Audience Appreciation of 20 achieves victory.

Wondering if we need a gamestate penalty for illegal moves. I suspect that a flat “if you try to make an illegal move, you get a Foul” rule would get messy rather quickly, so they’re just assigned by the Announcer as appropriate.

Wednesday, July 20, 2011

Proposal: The Dark Project

Can’t reach quorum with 5 votes against. Failed 2 votes to 5, by Kevan.

Adminned at 22 Jul 2011 09:32:49 UTC

Add a new rule to the ruleset, entitled Overkill:

Notwithstanding the prohibition in the rule entitled Death and Scorekeeping, if a Gladiator is ever in a position to claim more than one Frag for killing another Gladiator, they may optionally claim an Overkill instead of any Frag they may be entitled to for that death. Claiming an Overkill must be done in the same Turn as the death for which the Overkill is claimed.

A Gladiator who claims an Overkill on another Gladiator shall transfer all of that Gladiator’s Frags to themselves. This transfer is not subject to the Frag claim limitation for a single Death specified in the rule entitled Death and Scorekeeping.

Ways that Overkill can be achieved:

* Passing a stickybomb onto another gladiator then pushing them into acid or shooting them with a harpoon
* Any number of permutations involving the Spring-Mounted Propeller Panel
* Putting two stickybombs onto the same target and having them both go off

Proposal: Crunch time

Timed out and failed, 3-1 with 1 unresolved DEF. Josh

Adminned at 22 Jul 2011 04:41:58 UTC

Remove row 9 and column I from the Arena map wiki page. If any Gladiator occupies a square on row 9, place them on the same column in row 8. If any Gladiator occupies a square on column I, place them on the same row in column H. If any Gladiator occupies the square I9, then set their status to Resting. If there isn’t one there already place an Acid Pool in squares A8 and H1.

In the rule entitled “The Arena”, change the first paragraph to read as follows:

The Arena is an 8x8 grid of Squares. A Square within the Arena is referred to by a letter from A to H (designating its column) followed by an integer from 1-8(designating its row). The columns, are assigned consecutive letters left-to-right, starting with A. The rows are assigned consecutive numbers bottom-to-top, starting with 1.

Thanks for the fish

I do not like where this dynasty is going. There is seldom a day where I do not find illegal moves. For a time I tried to correct them and tried to construct Rules that would allow better control from others and also from oneself, but I grew tired of doing that.

I feel like I’d have quite a chance of winning and I’d love to be the Announcer, but I just can’t stand the floppy way logging and illegal moves are handled by a vast majority here. Thus I idle. Maybe next dynasty…

Wednesday, July 20, 2011

I can’t do this any longer

Requesting to be idled.

Proposal: Electronic Line Judge

Timed out and passed, 5-1. Josh

Adminned at 22 Jul 2011 00:39:23 UTC

Reword the rule “Log Entries” from:-

All actions that result in changes to the The Arena wiki page must be logged as individual actions in the wiki, along with a description of what event has taken place.

to:-

When a Gladiator performs one or more Main Actions which make a change to The Arena wiki page, the edit summary of that change must include the names of those Main Actions (or other forms of their lexemes; eg. “stepping” or “stepped” instead of “step”).

Rename “Stepping” to “Step”, “Shoving” to “Shove” and “Using a Weapon” to “Attack”.

Attempting a clarification of “description”, and saying something less ambiguous than “logged as individual actions in the wiki” (what is an “action in the wiki”?).

The Arena is stressful

I won’t be online the next ten days. Request to be idled.

Call for Judgment: To describe or not to describe

Timed out after four days, 1 FOR to 4 AGAINST. Failed by Kevan.

Adminned at 23 Jul 2011 09:01:37 UTC

In Rule “Log Entries” change

along with a description of what event has taken place

to

along with a unambiguous description of what event has taken place, for example the type of Main Action along with target Square etc.

Revert Coppro’s action that where commented with “mine!”

I do not want a specific syntax, but I want a clear description of what is going on. Coppro ‘described’ actually a Step towards a Square containing a crate. “mine!” does not seem to be the description of a Step to Square F8 containing a Crate.

If you don’t want meaningfull logging, propose to repeal the Rule that introduced it, Kevan. The Ruleset suggests to make a CfJ before doing repeated Reversing, by the way.

Story Post: (Bomb) New Bombs Please

I press the “bomb” button on the dispenser.

Proposal: Acid Drain

Timed out 5 votes to 2. Enacted by Kevan.

Adminned at 21 Jul 2011 01:22:40 UTC

In the rule “Acid Pools”, replace “If a Temporary Acid Pool would be created and there are already two or more other Temporary Acid Pools, the oldest one is removed before the new one is created.” with:-

If the Arena contains more than two Temporary Acid Pools, any Gladiator may remove a single Temporary Acid Pool from the Arena.

I just took out the oldest pool, since we had three on the board. Checking the wiki page history to see in which order they entered play was a bit tedious, and the automagic “is removed” is just another step to potentially render someone’s move illegal.

Proposal: nowaproposaltooundelayundelayaribaariba

Can’t enact with 1 vote FOR and 7 AGAINST, without changes of votes. Failed by Kevan.

Adminned at 20 Jul 2011 01:19:02 UTC

Amend “Turn-based actions” by replacing each occurrence of 3 with 5 in the following text:

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT. New Gladiators start with 3 AP. Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

Main Actions are actions that have a Cost in AP (which must be spent in order to perform the Main Action), which is 1 unless otherwise stated. No Gladiator can take Main Actions with a total cost greater than 3 AP in any 24-hour period. Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

Cause an Irregular Turn Boundary.

undelayundelay

Amend “Turn-based actions” by replacing each occurrence of 3 with 5 in the following text:

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT. New Gladiators start with 3 AP. Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

Main Actions are actions that have a Cost in AP (which must be spent in order to perform the Main Action), which is 1 unless otherwise stated. No Gladiator can take Main Actions with a total cost greater than 3 AP in any 24-hour period. Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

Cause an Irregular Turn Boundary.

for fasterness

Anonyman idles due to inactivity

Quorum is 7.

Tuesday, July 19, 2011

Idling

I go idle.

Proposal: Tic tac tic tac ...

Timed out 1 vote to 5. Failed by Kevan.

Adminned at 20 Jul 2011 01:18:32 UTC

Change the Rule “Altar of Mayhem” to

There is an Entity, the StickyBomb Dispenser, located at E5 and represented by the Icon “IconDispnsr.png”.
A StickyBomb is a small object that a single Gladiator is attached to. At any time, if there are no StickyBombs in existence, any Gladiator adjacent to the StickyBomb Dispenser may make a StickyBomb Post; this is a Story Post with a title containing “(Bomb)”. A StickyBomb Post should be sticky. A new StickyBomb is then created with that Gladiator attached to it.
Each StickyBomb has a Threshold that is a non-negative integer that is set to 10 upon creation of the StickyBomb.
The Gladiator attached to a StickyBomb may fob it off on another Gladiator in an adjacent Square who has not previously been attached to that StickyBomb. Fobbing a StickyBomb off to another Gladiator decreases the StickyBombs Threshold by 1. To do so, he posts a comment to the StickyBomb Post saying so and including the new Threshold of the StickyBomb. He ceases to be attached to the StickyBomb and the other Gladiator becomes attached to it. Once in each Turn it is determined wether or not the StickyBomb explodes, causing the Gladiator attached to it to die. This may be done by any Gladiator by comparing a random value between 1 and 10 to the current Threshold of the StickyBomb. If the random value is equal to or greater then the Threshold, the StickyBomb explodes. When a Gladiator attached to a StickyBomb Dies, the Gladiator who fobbed it off on him and the Gladiator who made the StickyBomb’s StickyBomb Post are each awarded a Frag and the StickyBomb ceases to exist; this should be noted in a comment to the StickyBomb Post.

 

This makes StickyBombs possibly go of once a turn, with the chances of it happening increasing every time the Bomb is fobbed of.

Monday, July 18, 2011

Proposal: This shouldn’t be an issue but…

At 1-7, cannot be enacted without CoV. Failed. -coppro

Adminned at 18 Jul 2011 22:11:12 UTC

In the Rule ‘Death and Scorekeeping’, change the text

A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

to

A Gladiator can never gain a Frag for their own Death, or more than one Frag for the same Death, even if this rule or another rule would cause them to gain one.  Rules should not allow Gladiators to gain Frags except in conjunction with a Death.

Some people in IRC were arguing that rules causing frags to be gained would override the “can’t receive Frags” somehow.  I do not agree with their reasoning, but am proposing to ‘patch’ it anyway.

Proposal: Push you away

Quorum at 8-2 and is enacted. -coppro

Adminned at 18 Jul 2011 22:10:49 UTC

In the Rule “Turn-based Actions”, change the paragraph beginning with the word “Shoving” to

Shoving. A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into a square that is not Blocked, not adjacent or diagonally adjacent to the Shoving Gladiator, and adjacent or diagonally adjacent to the selected Gladiator.  If any Gladiators die as a result of processing the effects of the Shove, then the Shoving Gladiator is awarded one Frag for each such Gladiator death. Shoving costs 2AP.

Saturday, July 16, 2011

Proposal: the proposal should actually be a proposal

quorum 1-9; fails -coppro

Adminned at 17 Jul 2011 19:34:28 UTC

In Rule 2.9, change

Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator’s AP are set to zero.

to

Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator Refreshes if possible and then his AP are set to zero.

Friday, July 15, 2011

taser should actually do something

In Rule 2.9, change

Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator’s AP are set to zero.

to

Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator Refreshes if possible and then his AP are set to zero and.

Story Post: (Bomb) doo-do-do-do-do do do do do

I grab the first ever StickyBomb.

Yellow Submarine

I’m leaving on holiday for a week.
If when I’ll be back the Ruleset is not too corrupted by Black Grinding Mechanics, I’ll unidle. If it is, good luck everyone, see you the next Dynasty! :)
Please Idle me.

Call for Judgment: Shoving a Gladiator with no AP

Times out 5-3 and is enacted. -coppro

Adminned at 17 Jul 2011 14:36:38 UTC

In the Rule “Turn-Based Actions” change

A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into any square that Gladiator could legally Step into that is not adjacent to the Shoving Gladiator.

to

A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into any square that Gladiator could legally Step into disregarding that Gladiators AP that is not adjacent to the Shoving Gladiator.

Every shove that happened before the time this proposal was put online was legal, even if the Shoved Gladiator did not have any AP.

Shoving allows a Gladiator to move an adjacent Gladiator to a Square that Gladiator could legally step into. To legally step into any square, a Gladiator needs at least one AP. Thus, shoving doesn’t work with Gladiators that do not have any AP. This intends to fix it and make every shove that happened up until now legal.

Proposal: If a wood chuck could chuck wood

9-0 and enacted - coppro

Adminned at 17 Jul 2011 14:35:20 UTC

Create a new Rule called “Log Entries” with the following text:

All actions that result in changes to the The Arena wiki page must be logged as individual actions in the wiki, along with a description of what event has taken place.

Much simpler Version, credits to Josh.

Proposal: Main Action Cleanup

9-0 and enacted. -coppro

Adminned at 17 Jul 2011 14:34:55 UTC

In Turn-Based Actions, replace

No Gladiator can take more than 3 Main Actions in any 24-hour period.

with

No Gladiator can take Main Actions with a total cost greater than 3 AP in any 24-hour period.

This fixes some obvious abuses which can allow a player to , for example, enter the arena, Shove a player, Step, wait for a turn boundary that is 5 minutes away, Refresh, Shove that player again.  That’s cute, but requires Stupid Timing.  In addition to being a lame mechanic that gives players with certain schedules an advantage, Stupid Timing increases the likelihood of active players tripping over each other in their Wiki edits.

Proposal: Tough Shove

Times out 10-1 and is enacted. -coppro

Adminned at 17 Jul 2011 14:35:09 UTC

If the Proposal titled “How much wood would a wood chuck chuck?” Passes, this proposal does nothing.

Under “Species”, replace

A valid Entry Point is any Arena Square which is Empty, and which is either in Column A, Column I, Row 1 or Row 9. If a Gladiator is Resting and has an Icon, and if any valid Entry Points exist, that Gladiator may enter the Arena by occupying a single valid Entry Point and updating his Status to “Fighting”. A Gladiator may not enter the Arena twice in any given three-hour period. Unidling Gladiators become Resting.

with

An Entry Point is any Arena Square which is either in Column A, Column I, Row 1 or Row 9. If a Gladiator is Resting and has an Icon, and if any Empty Entry Points exist, that Gladiator may enter the Arena by occupying a single Empty Entry Point and updating his Status to “Fighting”. A Gladiator may not enter the Arena twice in any given three-hour period. Unidling Gladiators become Resting.

Add the following Main Action to the list of Main Actions at the bottom of the rule, “Turn-Based Actions”

Charge. Charge can only be performed by Resting Gladiators who have not Entered the Arena in the last 3 hours.  A Gladiator (here, Attacker) taking this action selects a Gladiator (here, Victim) on an Entry Point and moves that Gladiator to any square the Victim could legally Step into that is not an Entry Point.  The Attacker must then immediately Enter the Arena (as Per “Species”) on the Victim’s previous Square (i.e., the Entry Point the Victim was on when the Victim was Charged).  Charging costs 2 AP.

I don’t feel like figuring out How much wood.  Someone can repropose if that passes.

Proposal: Toxic dumping

Adminned at 17 Jul 2011 13:24:01 UTC

Add the following to the end of the description of the Acid Barrel in the rule entitled Weapons:

Whenever a Gladiator dies in an Acid Pool, the Gladiator who created that pool using an Acid Barrel gains 1 Frag.

Times out and passes 7-3 (HKoD went idle after voting). -Bucky

Thursday, July 14, 2011

Proposal: How much wood would a wood chuck chuck?

Self-killed. Failed by Kevan.

Adminned at 17 Jul 2011 02:21:50 UTC

In the Subrule “Turn-based Actions” of the Rule “Turns”, change

Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

to

Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing and the Gladiator should comment this in the GNDT with “REFRESHING”.

and change

The following actions are Main Actions:-
Stepping. A Gladiator taking this action may move himself from his current Arena Square to an adjacent Arena Square that is not Blocked.
Shoving. A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into any square that Gladiator could legally Step into that is not adjacent to the Shoving Gladiator. If any Gladiators die as a result of processing the effects of the Shove, then the Shoving Gladiator is awarded one Frag for each such Gladiator death. Shoving costs 2AP.
Using a Weapon. The Gladiator may make an Attack with any single Weapon he is carrying. If any Gladiators die as a result of processing the effects of the Attack, then the Attacking Gladiator is awarded one Frag for each such Gladiator death.
Follow-through. If a Gladiator has been shoved since the last Turn Boundary, and has not taken a Main Action since the shove took place, then he may Follow Through as his next Main Action. When a Gladiator Follows Through, he may take a single Step or Shove at a cost 1AP cheaper than it would usually be, provided that it continues in the same direction of travel as the initial shove.

to

The following actions are Main Actions:
Stepping. A Gladiator taking this action may move himself from his current Arena Square to an adjacent Arena Square that is not Blocked. He shall comment this in the GNDT with “MAIN ACTION: Step from *origin* to *target*” where *origin* is the Square the Gladiator started in and *target* is the Square the Gladiator moved to.
Shoving. A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into any square that Gladiator could legally Step into that is not adjacent to the Shoving Gladiator. If any Gladiators die as a result of processing the effects of the Shove, then the Shoving Gladiator is awarded one Frag for each such Gladiator death. Shoving costs 2AP. He shall comment this in the GNDT with “MAIN ACTION: Shove of *victim* from *origin* to *target*” where *victim* is the Gladiator that is being shoved, *origin* is the Square the Gladiator started in and *target* is the Square the Gladiator moved to.
Using a Weapon. The Gladiator may make an Attack with any single Weapon he is carrying. If any Gladiators die as a result of processing the effects of the Attack, then the Attacking Gladiator is awarded one Frag for each such Gladiator death. He shall comment this in the GNDT with “MAIN ACTION: Use of weapon: *description*” where *description* is the Description given in the weapons definition.
Follow-through. If a Gladiator has been shoved since the last Turn Boundary, and has not taken a Main Action since the shove took place, then he may Follow Through as his next Main Action. When a Gladiator Follows Through, he may take a single Step or Shove at a cost 1AP cheaper than it would usually be, provided that it continues in the same direction of travel as the initial shove. He shall comment this in the GNDT with “MAIN ACTION: Follow through”.

In the Rule “Weapons” add to the definition of the Harpoon:

Description: “Harpoon on *victim*” where *victim* is the Attacked Gladiator.

In the Rule “Weapons” add to the definition of the Taser:

Description: “Taser on *victim*” where *victim* is the Attacked Gladiator.

In the Rule “Weapons” add to the definition of the Acid Barrel:

Description: “Acid Barrel on *target*” where *target* is the Attacked square.

If there is a definition of Grappling Hook in the Rule “Weapons”, add to it

Description: “Grappling Hook to pull *victim* to *target*” where *victim* is the Attacked Gladiator and *target* is the Square the Attacked Gladiator is pulled to.

If there is a definition of The ClingBoom Cup in the Rule “Weapons”, add to it

Description: The Cup, come and get some!”

In the Rule “Species” change

If a Gladiator is Resting and has an Icon, and if any valid Entry Points exist, that Gladiator may enter the Arena by occupying a single valid Entry Point and updating his Status to “Fighting”.

to

If a Gladiator is Resting and has an Icon, and if any valid Entry Points exist, that Gladiator may enter the Arena by occupying a single valid Entry Point and updating his Status to “Fighting”. A Gladiator entering the Arena shall comment this on the GNDT with “ENTERING at *entry*” where *entry* is the Entry Point the Gladiator occupies.

I know this is a long list, but it really just introduces the requirement to comment your actions and your entrances. I was correcting so many moves in the past couple days (and also was corrected some times) that I think we need to make sure we log the moves properly. In this dynasty, it’s probably less advisable to put several moves into one wiki or GNDT change. With this proposal, at least in the GNDT it should become obvious what has happened. (Traps still need to be included in this concept.)

Legal actions with illegal comments?

Yoda recently claimed to have entered the arena on G2, moved to claim the crate on H1, and then moved back to G1. This is illegal.

However, the same result can be obtained with an entrance at G1 instead.

Should this be considered to be an illegal or illegal set of moves? Thoughts appreciated.

Proposal: Fixing the Stickybomb machine

Timed out 3 votes to 7 (Yoda and Kitty’s votes are ignored as they are idle). Failed by Kevan.

Adminned at 17 Jul 2011 02:20:01 UTC

If the proposal “Sticky Situation” fails, this proposal does nothing.

Replace the text of the last paragraph of “Altar of Mayhem” with the following:

The Gladiator attached to a StickyBomb may fob it off on another Gladiator (except the Gladiator that fobbed that StickyBomb off on him) in an adjacent Square; to do so, he posts a comment to the StickyBomb Post saying so.  He ceases to be attached to the StickyBomb and the other Gladiator becomes attached to it.

At each Turn Boundary, if a single Gladiator has been continuously attached to the StickyBomb since the last Turn Boundary, the StickyBomb explodes, causing him to Die (any Gladiator may update the GNDT and Arena wiki page to reflect this).  When a Gladiator attached to a StickyBomb Dies, the last 2 Gladiators to fob that StickyBomb off onto another Gladiator are each awarded a Frag and the StickyBomb ceases to exist; this should be noted in a comment to the StickyBomb Post (at which point the StickyBomb post ceases to be a StickyBomb post and can be unstickied).

If the Gladiator attached to the StickyBomb dies for any reason other than the StickyBomb exploding, the StickyBomb simply ceases to exist, a comment should be noted to this effect in the StickyBomb post, and the StickyBomb post ceases to be a StickyBomb post and can be unstickied.

List of changes:
- no tagbacks (rather than immunity once you fob it off on someone else)
- explicit updating of gamestate documents when the stickybomb explodes
- last 2 gladiators to fob get a frag
- dying with the stickybomb causes it to disappear (yes, this means someone can destroy a stickybomb by killing themselves)

Proposal: May the best gladiator win!

Reaches quorum, 8-1. Josh

Adminned at 16 Jul 2011 02:19:04 UTC

Add the following paragraph to the end of the rule “Death and Scorekeeping”:

The first Gladiator to have 20 Frags achieves victory.

I figure that one can get at most 1 frag per turn (or 2 if they’re really lucky), which means 2 frags per week.  20 frags would take about 10 weeks, but then we have the stickybomb proposal about to pass.  Stickybombs will take a few turns to explode, awarding 2 people a frag.  Hopefully, we should be getting more ways to kill each other soon, but I think this is a good goal to strive for right now.

Proposal: Fill my Cup.

Antiquorumed, 0-11. Josh

Adminned at 16 Jul 2011 02:18:32 UTC

Add a new Dynastic Rule, called “Victory and Glory”:

The Crazy Unbelievable Possibility (also CUP) is an Entity with IconCup.png as Icon.
Whenever no Gladiator has the Weapon called “The ClingBoom Cup” and no CUP is in the Arena, a CUP may be created at E5 by any Gladiator, replacing everything placed there. If a Gladiator has been replaced in the process, he is considered to have Died, and any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.
Whenever a Gladiator would move into an Arena Square containing a CUP, every CUP in the Arena is first removed, the Gladiator is moved to its Square and gains an Istance of The Cup.
Only one Gladiator may hold The Cup at any time, and only one instance of CUP may be present in the Arena at any time. A CUP and The Cup may not exist at the same time.
When the Gladiator holding The Cup Dies, an Instance of CUP is placed on the square where he met his last death, if only one exists and it is Empty.

If any Gladiator has IconDispnsr.png as their Icon, they Die and then cease to have it as their Icon.
Change Rule “Weapons” to:

Each Gladiator may carry zero or more Weapons from the following lists - these are tracked next to the Gladiator’s name, in the Key on the Arena wiki page. New Gladiators start with no Weapons. When a Gladiator stops Fighting and begins Resting, they lose any Weapons they were carrying.
  1. Harpoon. Can be used to Attack any Gladiator who shares a row or column with the Attacker. The Attacked Gladiator dies, and the Harpoon is removed from the Attacker’s possession.
  2. Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator’s AP are set to zero.
  3. Acid Barrel. Can be used to Attack any Empty Arena Square which is adjacent to the Attacker. An Acid Pool is created in the Attacked square, and the Acid Barrel is removed from the Attacker’s possession.
These are some other Weapons:
  a. The ClingBoom Cup (also The Cup). Can be used once per turn to set the Attacker’s AP to 4. The use of this weapon costs 0 AP.

If it exists, change any instance of “E5” in rule “Altar of Mayhem” to “G3”. Any Gladiator located at G3 when this proposal passes is crushed under the (re)falling Dispenser and Dies. Any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.

Here is another HKoD’s oversized Proposal. I’d love a Victory path not requiring Frags for this one, and I happen to like this idea.

Wednesday, July 13, 2011

Weird BNScript bug

I’ll keep this brief so as not to clutter up the front page, but BNScript does this for me. I should mention that I’m using coppro’s latest update, not the version most of you are probably using. I’d figure it out myself, but I don’t have the time or the programming knowledge right now. Just thought I’d let you guys know; if you can’t work on it I’ll take a look in a few weeks.

Proposal: Come here so I can stab you

Timed out and failed, 4-7. Josh

Adminned at 16 Jul 2011 02:18:02 UTC

In the Rule entitled “Weapons”, change the text

Can be used to Attack any Gladiator who shares a row or column with the Attacker

to

Can be used to Attack any Gladiator who shares a row or column with the Attacker and is at most 3 Squares away from him.

Add the following item to the end of the numbered list in the same rule:

Grappling Hook.  Can be used to Attack any Gladiator who shares a row or column with the Attacker.  The Attacked Gladiator is moved any number of squares towards the Attacking Gladiator, as long as they end up in a square that was previously not Blocked.  If any Gladiators die as a direct result of processing the effects of the Attack, the Attacker is awarded a Frag for each.

Proposal: Explosive Vest Version 3

Illegally moved into the Proposal category

Adminned at 14 Jul 2011 00:30:24 UTC

Add a new Weapon to the list of weapons at the bottom of “Weapons”

Explosive Vest - Can be used to target a single 2x2 square grouping of Arena Squares, as long as that 2x2 square includes the Square the Attacker is on. All the gladiators within this grouping of squares die.

Here’s a newly formulated version of the Explosive Vest weapon. I’m not passing judgement on whether or not this is a good proposal, so I’ll hold on voting for the moment.

Tuesday, July 12, 2011

Proposal: Sticky Situations

Enacted 11-1. Josh

Adminned at 15 Jul 2011 01:30:26 UTC

Add a new rule to the ruleset.  Call it “Altar of Mayhem” and give it the following text:

There is an Entity, the StickyBomb Dispenser, located at E5 and represented by the Icon “IconDispnsr.png”.

A StickyBomb is a small object that a single Gladiator is attached to.  At any time, if there are no StickyBombs in existence, any Gladiator adjacent to the StickyBomb Dispenser may make a StickyBomb Post; this is a Story Post with a title containing “(Bomb)”.  A StickyBomb Post should be sticky.  A new StickyBomb is then created with that Gladiator attached to it.

The Gladiator attached to a StickyBomb may fob it off on another Gladiator in an adjacent Square who has not previously been attached to that StickyBomb; to do so, he posts a comment to the StickyBomb Post saying so.  He ceases to be attached to the StickyBomb and the other Gladiator becomes attached to it.  At each Turn Boundary, if a single Gladiator has been continuously attached to the StickyBomb since the last Turn Boundary, the StickyBomb explodes, causing him to Die.  When a Gladiator attached to a StickyBomb Dies, the Gladiator who fobbed it off on him and the Gladiator who made the StickyBomb’s StickyBomb Post are each awarded a Frag and the StickyBomb ceases to exist; this should be noted in a comment to the StickyBomb Post.


Any Gladiator located at E5 when this proposal passes is crushed under the falling Dispenser and Dies.  Any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.  Likewise, if any Gladiator has IconDispnsr.png as their Icon, they Die and then cease to have it as their Icon.

Same mechanics, but

Proposal: Explosive Vest Version 2

Failed, 1-10. Josh

Adminned at 13 Jul 2011 23:20:03 UTC

If the Proposal titled “Time to Crate” failed, this Proposal does nothing.

Add a new Weapon to the list of weapons at the bottom of “Weapons”

Explosive Vest. - Can be used to target any 2x2 square grouping of Arena Squares that includes the Square the Attacker is on.  Every gladiator on one of these 4 squares dies.

Fixed.

Proposal: Black Stars

Antiquorum, 1-9. Josh

Adminned at 13 Jul 2011 23:19:36 UTC

Add a new rule entitled ‘Forfeits’

Each Gladiator has a number of Black Stars, tracked in the GNDT. New Gladiators start with 0 Black Stars.

If any Gladiator breaks the rules, or a Quorum agrees in a Call For Judgement that he has performed any action which is illegal under the Ruleset which is in force at the time of the action taking place, then they shall receive one Black Star for each rule they have broken.

Recently we’ve been having the problem with people doing illegal actions, and actions having to be reverted. The problem with all of this is that reversion is messy, and wrecks stuff when a reversion makes another’s subsequent action(s) illegal. Now obviously the admins need to revert illegal actions, if, by doing something illegal, gladiators gain some advantage, but my thought is that there is no disincentive for players not to do something illegal, since they just get their moves reverted. Therefore I propose some sort of forfeit for players who do break the rules. The nature and weight of these forfeits can be decided in later rules.

Tuesday, July 12, 2011

Minor Glitch

The Currently Active Gladiator List on the right sidebar lists Ely instead of Hello Kitty of Doom.

Again no CfJ: Take your crate!

Unfortunately, before the confusion, I already put in the move to I2 in GNDT and reduced my AP, but did not perform it to keep the backtrack minimal. So in the arena I’m still at I3. No hard feelings, I set my AP back to threeand Position to I3. CfJ me on that, if you think I made a mistake here. So what is gamestate, the GNDT or the Arena? ;-)

The Rabbit’s Calling for Tea Time

Can an admin please idle me?

Sorry to leave, but summer school has me buckling down. An 8-10 pg paper mixed with short responses makes life fuller. Hope to see everyone next dynasty. Good luck!

Proposal: Actions are no good, let’s move on…

Self-killed. Josh

Adminned at 13 Jul 2011 23:19:02 UTC

If the proposal “Keeping track!” failed, enact it.

In the rules “Turns” and “Tracking” and their subrules replace all instances of

action

with

Move

Do so also for the plural forms.

In contrast to action, a Move is yet undefined,

Proposal: Keeping track!

Timed out and failed, 3-6 with 1 unresolved DEF. Josh

Adminned at 13 Jul 2011 23:18:35 UTC

In the rule “Turns” replace:

A Turn is the period of time between two consecutive Turn Boundaries.

with

A Turn is the period of time between two consecutive Turn Boundaries. Each turn has a number. If a turn boundary happens, the turn number is increased.

Create a rule called “Tracking” with the following wording:

Whenever a Gladiator takes an action he must put down a short notice describing his action on the wiki page called “Fight results”. Only notices from the three most current turns have to be tracked. Any Gladitor may delete older notices.

If the wiki page “Fight results” does not exist, the Gladiator adminning this proposal must create it. If it already exists it is blanked.

On a short notice, some mechanics to track actions in the wiki. I left the exact syntax open on purpose, but that should be clear. Things like: “Blacky is stepping to…”, “Hello Kitty of Doom is showing Blacky to D4, he falls in a pool and dies.”

Blacky Confusion

Oh dear, maybe we need a rule requiring to people to make explicit summaries of what they’re doing, whenever they update the GNDT or the wiki - I’m trying to work out what happened to Blacky.

After he was killed on the 9th, he returned later that day with a GNDT comment of “stepping in”, then later announced he was “stepping out” (which is an illegal action). I added him back to his previous location in the Arena after correcting this, and earlier today Kitty entered the Arena overwriting Blacky, while moving a trap, providing no apparent explanation. Blacky assumed he was legally removed from the Arena and came back in at I3, a few minutes ago.

I think Blacky should still be at A5 (and Kitty shouldn’t have been able to enter the Arena there) - am I missing something?

Proposal: A faster pace?

Antiquorumed, 11-2. Josh

Adminned at 13 Jul 2011 07:22:10 UTC

Change the first Paragraph of Rule Turns to:

A Turn Boundary is a time that is the start of a week, 00:00:00 on Wednesdays and Fridays, or at an instantaneous event defined as an Irregular Turn Boundary defined by the Rules or by a proposal. The start of a new dynasty is an Irregular Turn Boundary.

Having 3 turns a week will make the game a little faster without the risks of Gladiators having lots of AP’s at once.

Hello Kitty needs to make his DICE rolls

Hello Kitty of Doom (as far as I could tell) did not make any DICE rolls when pushing another gladiator into a target.  Instead he triggered a floor mounting buzz-saw and killed 3 gladiators.  I have reverted the changes in the GNDT, but Kitty still needs to roll the DICE to figure out which trap sprung.

Edit: Nevermind…

Again, no CFJ, but please be more careful, admins

My proposal “Proposal: Dying? I don’t care!” was adminned by Kevan. It was mostly legal, but this is nomic, so mostly legal is not enough.

In his adminning, Kevan did not include a tally of votes. My vote as an author was an implicit FOR, which was not counted. This is no problem in this case, but as the proposal didn’t change its status from pending because it was not properly adminned, any future adminning of proposals would have been illegal, too.

As always, I might be wrong, so I am happy about critics and comments. :-)

Proposal: Keywords

Times out and passes, 10-1. Josh

Adminned at 13 Jul 2011 07:20:36 UTC

Reword the second paragraph of the rule entitled Turn-based Actions as follows:

Main Actions are actions that have a Cost in AP (which must be spent in order to perform the Main Action), which is 1 unless otherwise stated. No Gladiator can take more than 3 Main Actions in any 24-hour period. Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

Any actions performed during this Dynasty that were not Main Actions are retroactively considered to have cost 0AP.

Call for Judgment: Monday is a good day for a CfJ.

Failed with 10 votes AGAINST, and 0 FOR. Failed by Kevan.

Adminned at 11 Jul 2011 09:32:09 UTC

Rule “Turn-based Actions” says:

If no Cost is specified, an action’s cost is 1 AP.

And we have no definition of what an action is. In normal English usage (as per some rule in the Appendix), an action is:

the process of doing something, especially when dealing with a problem or difficulty

(from the Cambridge dictionary)

So, every “process of doing something” in BlogNomic costs 1 AP.
This makes a number of enacted and pending proposals and votes illegal.

This is my solution:

Every player that voted on this CfJ gains an AP. Its author gains an AP as well.
When this CfJ was posted, The Ruleset was exactly as shown in the Ruleset wiki page in that moment.
All the Proposals (and the votes casted on them) that have been processed or posted after that moment are legal if they do not break the Core Rules.

I hope this is right.

Proposal: A different type of teamwork

Timed out 7 votes FOR to zero AGAINST, with 2 unresolved DEFs. Enacted by Kevan.

Adminned at 13 Jul 2011 02:17:11 UTC

Add a new bullet to the list of actions detailed in the rule entitled Turn-based Actions, with the following text:

Follow-through. If a Gladiator has been shoved since the last Turn Boundary, and has not taken a Main Action since the shove took place, then he may Follow Through as his next Main Action. When a Gladiator Follows Through, he may take a single Step or Shove at a cost 1AP cheaper than it would usually be, provided that it continues in the same direction of travel as the initial shove.

Monday, July 11, 2011

Proposal: Explosive Vest

Self-killed - coppro

Adminned at 13 Jul 2011 00:00:57 UTC

If the Proposal titled “Time to Crate” failed, this Proposal does nothing.

Add a new Weapon to the list of weapons at the bottom of “Weapons”

Explosive Vest. - Can be used to target any 2x2 square grouping of Arena Squares that includes the Square the Attacker is on.  Any gladiator on one of these 4 squares dies.

Proposal: Time to Crate

Reached quorum 9 votes to 1. Enacted by Kevan.

Adminned at 11 Jul 2011 08:09:36 UTC

Enact a new rule, “Crates”:-

A Crate is a type of Entity, represented by the Icon “IconCrate.png”.

If there are fewer than two Crates in the Arena, any Gladiator may - as a daily Action - create a Crate by selecting a random Arena Square. If the selected Arena Square is empty, then the Gladiator may place a Crate in that Arena Square by updating the Arena wiki page.

Whenever a Gladiator would move into an Arena Square containing a Crate, that Crate is first removed, the Gladiator is moved to its Square, and the Gladiator must roll DICEX in the GNDT (where X is the number of Weapons in the numbered list in the “Weapons” rule) and gain an instance of the Weapon whose number matches the die result.

Enact a new rule, “Weapons”:-

Each Gladiator may carry zero or more Weapons from the following list - these are tracked next to the Gladiator’s name, in the Key on the Arena wiki page. New Gladiators start with no Weapons. When a Gladiator stops Fighting and begins Resting, they lose any Weapons they were carrying.

  • Harpoon. Can be used to Attack any Gladiator who shares a row or column with the Attacker. The Attacked Gladiator dies, and the Harpoon is removed from the Attacker’s possession.
  • Taser. Can be used to Attack any Gladiator who is adjacent to the Attacker. The Attacked Gladiator’s AP are set to zero.
  • Acid Barrel. Can be used to Attack any Empty Arena Square which is adjacent to the Attacker. An Acid Pool is created in the Attacked square, and the Acid Barrel is removed from the Attacker’s possession.

Add a Main Action:-

  • Using a Weapon. The Gladiator may make an Attack with any single Weapon he is carrying. If any Gladiators die as a result of processing the effects of the Attack, then the Attacking Gladiator is awarded one Frag for each such Gladiator death.

Giving Gladiators more of a reason to move around.

Proposal: More Randomizing Traps

Can’t enact with 1 vote FOR and 9 AGAINST, without a change of vote. Failed by Kevan.

Adminned at 11 Jul 2011 08:09:13 UTC

Add the following text directly after the second paragraph of the rule titled “Traps”:

If there are at least four Targets in the Arena, any Gladiator may, if no other Gladiator has done so in the past 24 hours, move a Target by selecting a random Target and a random Arena Square. If the selected Arena Square is empty, then the Gladiator shall move the selected Target into that Arena Square by updating the Arena wiki page.

The Announcer may, once per Turn, create a Target by selecting a random Arena Square. If the selected Arena Square is empty, then the Announcer shall place a Target in that Arena Square by updating the Arena wiki page.

Replace “the Gladiator may place a Target” with “the Gladiator shall place a Target” in the second paragraph of the rule titled “Traps”.

This is so that gladiators don’t just stand two squares away from any targets and be safe.  Also, it gives the Announcer the ability to create new traps and makes placing the target a “shall” instead of a “may” when the random square is empty.

Proposal: Dying? I don’t care!

Can’t enact with 9 votes AGAINST and only 1 FOR. Failed by Kevan.

Adminned at 11 Jul 2011 06:22:26 UTC

In the Rule “Death and Scorekeeping”, add the following paragraph.

If a Gladiator dies, he looses one Frag.

As Kevan and me involuntarily showed, killing can be done without concernc for one’s own safety at the moment, as dying is not punished, only killing is rewarded. If we would loose a frag for dying, we would have to be more carefull even when killing someone. :-)
I am still thinking about a way to reward any shove that took place since the last time a Gladiator spend an AP. (Current example: my death resultet kind of directly from both Prince Andurils and Kevans shoving, but Anduril did not get a frag.

Proposal: Simplification, Take 2

Reaches quorum 10 votes to 1. Enacted by Kevan.

Adminned at 11 Jul 2011 01:15:02 UTC

Change the text

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag. Frags should not be gained in any other way. The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death.

to

A Gladiator gains 1 Frag when a rule says they are Awarded a Frag.

from the rule titled “Death and Scorekeeping”.

This keeps the suicide precaution, the multiple frag for one death precaution, and the definition of awarded a frag.  It just removes the awful set wording.

No CfJ for bad, but not harmful, admining

I’d do a CfJ here but I wouldn’t know what to put in there that has consequences, so:

Coppor adminned the proposal “Team Effort” while the older proposal “y u no acid” was still pending. Thus, “Team Effort” should not have been adminned. I don’t think that this had any (much) consequences, thus I refrain from CfJing it. I just wanted everyone, especially coppro, to notice, such that I can be told that I am wrong with this opinion, because….

Also, the CfJ “Action Dispute” was adminned without the admins name. Also, no consequences needed, thus no new CfJ.

Saturday, July 09, 2011

Proposal: All I need is a meaningless proposal.

Reached quorum 9 votes to 6. Enacted by Kevan.

Adminned at 10 Jul 2011 09:47:46 UTC

The Gladiator named “Ely” shall have his name changed to “Hello Kitty of Doom”.

Smarter proposals to come, I swear.

Call for Judgment: Action Dispute

0-11 is a quorum against. Failed.

Adminned at 09 Jul 2011 22:05:09 UTC

GNDT referenced in this CfJ:

  aguydude’s Status = Fighting (was Resting)
(Entering the Arena.)

  aguydude’s Status = Fighting (was Fighting)
(Shoving Blacky)

  aguydude’s AP = 1 (was 3)
(Shoving Blacky)

  aguydude’s AP = 3 (was 1)
(Refreshing.)

  aguydude’s AP = 2 (was 3)
(Stepping)

  aguydude’s AP = 0 (was 2)
(Aguydude Shoves Blacky Again. Aguydude is Glad Shoving is not a Main Action)

  aguydude’s AP = 0 (was 0)
(Black has triggered a trap:  DICE6:4 )

  aguydude’s Frags = 1
(Blacky Has been killed.)

  Blacky’s Status = Resting (was Fighting)

  Comment:
(I should’ve moved to B6. Oh well, I guess I’m spreading the love by leaving myself open to the same trick I used myself.)
09/07 06:39 (UTC) - coppro
  Comment:
(Let’s lay a trap:  DICE9:2   DICE9:7 )
09/07 06:47 (UTC) - SingularByte
  aguydude’s AP = 1 (was 0)
(Illegal, see rule 2.3.1)

  aguydude’s Frags = 0 (was 1)
(Illegal, see rule 2.3.1)

If this CfJ passes, increase Aguydude’s Frags by 1.

Explanation: Shoving does not count as a main action, so Shoving does not force a refresh.  Further, players may spend more than 3 main AP within 24 hours, as 2.3.1 disallows 3 Main Actions, not 3 AP spent.  I’m not clear on what SingularByte is disagreeing with: I did mention this scam in a proposal, which Singularbyte read and responded to.

Proposal: Simplifying

Can’t enact with 10 votes AGAINST, without a change of vote. Failed by Kevan.

Adminned at 10 Jul 2011 09:21:28 UTC

Remove the text

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag. Frags should not be gained in any other way. The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death. A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

from the rule titled “Death and Scorekeeping”.

This paragraph seems to make things more confusing rather than clarifying.  It’s better just to remove it altogether, since it doesn’t really do anything.

Proposal: Body Count

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 10 Jul 2011 09:20:15 UTC

In the ruleset, replace “If that causes the other Gladiator to die then the Gladiator who Shoved them is awarded a Frag.” with:-

If any Gladiators die as a result of processing the effects of the Shove, then the Shoving Gladiator is awarded one Frag for each such Gladiator death.

Proposal: Action and Abstraction

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 10 Jul 2011 09:15:51 UTC

In the Rule “Turn-based Actions”, replace “A Main Action is a type of action. In order to take an action defined as a Main Action, a Gladiator must spend 1 AP.” with:-

A Main Action is a type of action. In order to take an action defined as a Main Action, a Gladiator must spend its Cost in AP. (If no Cost is specified, an action’s cost is 1 AP.)

And add:-

The following actions are Main Actions:-

  • Stepping. A Gladiator taking this action may move himself from his current Arena Square to an adjacent Arena Square that is not Blocked.
  • Shoving. A Gladiator taking this action may select a Gladiator in an adjacent Arena Square, and move that Gladiator into any square that Gladiator could legally Step into that is not adjacent to the Shoving Gladiator. If that causes the other Gladiator to die then the Gladiator who Shoved them is awarded a Frag. Shoving costs 2AP.

Repeal the rule “Movement”.

To the rule “Arena”, add to the end of the third paragraph:-

Two Arena Squares are considered to be adjacent if they are next to one another either orthogonally or diagonally.

Replace “orthogonally or diagonally adjacent” with “adjacent” in the rule “Traps”.

A couple of fixes; making Shoving into a Main Action (and making the Main Action list a subrule, rather than having them listed three rules later), and clarifying that adjacency always includes diagonals.

Benched

Wakukee has taken no game actions in the week since he requested to be unidled, and is now idle again. Quorum drops to 9.

Proposal: Team effort

3-9-1. fails. -coppro

Adminned at 09 Jul 2011 22:57:47 UTC

Replace the following from the rule entitled Movement:

If that causes the other Gladiator to die then the Gladiator who Shoved them is awarded a Frag.

with:

If a Gladiator dies as a direct result of being Shoved then every Gladiator who shoved him since he last spent AP is awarded a Frag.

Teamwork?

Proposal: y u no acid

14-0. enacted -coppro

Adminned at 10 Jul 2011 01:54:42 UTC

Make “Fittings and Fixtures” no longer a subrule but a primary rule, and remove its text.

Add a new subrule to “Fittings and Fixtures” entitled “Acid Pits” reading as follows

Acid Pools are Entities represented by the Icon “IconAcid.png”. There are Permanent Acid Pools in the four corners (A1, A9, I1, I9) of the Arena. Any other Acid Pools are Temporary Acid Pools.

If a Temporary Acid Pool would be created and there are already two or more other Temporary Acid Pools, the oldest one is removed before the new one is created.

If a Gladiator would move or be moved to a Square containing an Acid Pool, he dies instead. If an Acid Pool would be created in a Square containing a Gladiator, the Gladiator dies before the Pool is created.

Add a new Trap to the list in the rule “Traps”

Green ^. An Acid Pool is created in the square containing the Victim

Call for Judgment: Uploading icons was illegal

10-2 is Quorum. Enacted. -coppro

Adminned at 09 Jul 2011 22:03:27 UTC

Insert the following at the end of the second paragraph of the rule ‘Icons’, and update the game state to what it would be if that change had been in effect since the passing of the proposal ‘Stand here’

Any Gladiator may upload new Icons at any time.

Oops

Proposal: Better failure mode

10-0-2 is a quorum. Enacted. - coppro

Adminned at 09 Jul 2011 22:52:45 UTC

Insert the following at the end of the second paragraph of the rule ‘Species’

Unidling Gladiators become Resting.

Insert the following at the end of the second paragraph of the rule ‘Icons’

For greater certainty, and idle Gladiator who idled in this dynasty is an Entity and retains the Icon, if any, assigned to them prior to their most recent idle.

an idler’s fantasy

Darth Cliche goes idle due to inactivity. Quorum remains 10.

Friday, July 08, 2011

To Battle!

I unidle.

Hello (again)!

Wiki Account

Hey there,

Would it be possible for me to have a wiki account with the username PrinceAnduril?

Thanks

Getting out before I’m cut to pieces

Could an admin idle me, please?

I’m doing quite a few other things here, and not really concentrating enough to put in the sort of effort that I’d need to actually win this dynasty. I might unidle later and try to win via scam, if someone lets one into the dynasty by mistake.

BOOM

Hi everyone! I’m ready to BOOM you all.

Please unidle me.

If at 23:59:00 of tomorrow half the EVC’s of this post contain the text “seriously?”, I’ll make a proposal to change my name to Hello Kitty of Doom.

Friday, July 08, 2011

Proposal: [Broadcast]:Turn 1

Third pending proposal. -Bucky

Adminned at 07 Jul 2011 20:05:43 UTC

Things are just starting to heat up over here.  The rookie Mideg tried to start the season with a bang by performing a Dynamic Entry on Kevan, only to be flagged and netted by a ref at the last second.  Drop-in attacks are a blue-card foul this Season at the request of the coaches, so we shouldn’t see to many attempted.  Doctor29 and returning champion Kevan are jostling for position in the center, waiting for the StickyBombs to activate.  Meanwhile, the trap-laying crews have started activating the deathtraps in the southwest corner, isolating about a third of the field.  In the northwest… Oh my! SingularByte realizes he’s standing on top of one of the acid pits and scrambles away right as it starts to open. 

More Gladiators have started to enter the ring.  It’s starting to get hot in here.

Proposal: new entry to the glossary

self-killed - coppro

Adminned at 08 Jul 2011 23:46:10 UTC

Add a new entry to the glossary for “Spend” reading as follows

To spend a resource tracked by a number is to lower one’s own value of that number by the cost. Unless otherwise specified, a Gladiator may not spend such that they would have a negative number of that resource afterwards.

Not strictly necessary but we’ve had this issue before; good to clear up the “spending into the negative” once and for all.

Proposal: Pool Cue

12-0 is enacted -coppro

Adminned at 08 Jul 2011 23:46:00 UTC

Add a subrule to “The Arena”, called “Fittings and Fixtures”:-

Acid Pools are Entities, represented by the Icon “IconAcid.png”. If a Gladiator would move or be moved to a Square that contains an Acid Pool, the Gladiator dies instead.

If any Gladiators are in the Arena Squares A1, I1, A9 or I9, those Gladiators die. Add an Acid Pool to the Arena Squares A1, I1, A9 and I9.

A simpler solution to stop Gladiators from hiding unshoveably in the corners.

Proposal: These deserve to be saved too… this time without copy paste fail.

12-0 reaches quorum and enactment - coppro

Adminned at 08 Jul 2011 23:45:43 UTC

If the proposal “Minimum and maximum respawn times” fails, add the text “A Gladiator may not enter the Arena twice in any given three-hour period.” to the end of the second paragraph of the rule “Species” and add the text “A Resting Gladiator cannot Die.” to the end of the first paragraph of the rule “Death and Scorekeeping”.

Proposal: The Cling and the Boom

At 1-9, cannot be enacted without CoV. -coppro

Adminned at 08 Jul 2011 23:44:23 UTC

Add a new rule to the ruleset.  Call it “Altar of Mayhem” and give it the following text:

There is an Entity, the StickyBomb Dispenser, located at E5 and represented by the Icon “IconDispnsr.png”.

A StickyBomb is a small object that a single Gladiator is attached to.  At any time, if there are no StickyBombs in existence, any Gladiator adjacent to the StickyBomb Dispenser may Pull a Bomb by making a StickyBomb Post; this is a Story Post with a title containing “(Bomb)”.  A StickyBomb post should be sticky.  That Gladiator is initially attached to the StickyBomb.

The Gladiator attached to a StickyBomb may fob it off on another Gladiator in an adjacent Square who has not previously been attached to that StickyBomb; to do so, he posts a comment to the StickyBomb Post saying so.  He ceases to be attached to the StickyBomb and the other Gladiator becomes attached to it.  At each Turn Boundary, if a single Gladiator has been continuously attached to the StickyBomb since the last Turn Boundary, the StickyBomb explodes, causing him to Die.  When a Gladiator attached to a StickyBomb Dies, the Gladiator who fobbed it off on him and the Gladiator who made the StickyBomb’s StickyBomb Post are each awarded a Frag and the StickyBomb ceases to exist; this should be noted in a comment to the StickyBomb Post.


Any Gladiator located at E5 when this proposal passes is crushed under the falling Dispenser and Dies.  Any Gladiator who Shoved him since the last time he Stepped is awarded a Frag.  Likewise, if any Gladiator has IconDispnsr.png as their Icon, the enacting admin shall assign them another Icon that is not otherwise in use.

Proposal: These deserve to be saved too

self-killed - coppro

Adminned at 08 Jul 2011 23:41:26 UTC

If the proposal “Minimum and maximum respawn times” fails, add the text “If any Gladiator has “IconTarget.png” as their Icon, their Icon becomes unassigned and they become Resting, if they are not already.” to the end of the second paragraph of the rule “Species” and add the text “A Resting Gladiator cannot Die.” to the end of the first paragraph of the rule “Death and Scorekeeping”.

Proposal: I’m in a set, now I’m set!

self-killed - coppro

Adminned at 08 Jul 2011 23:41:12 UTC

In Rule “Death and Scorekeeping” change

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag. Frags should not be gained in any other way. The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death. A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

to

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag. Frags should not be gained in any other way. The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death. Once a Gladiator receives a Frag, he is removed from the corresponding set. A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

I am currently in Kevan’s set of Gladiator’s to receive frags for his dying. Also, I will stay in said set because I am never removed from it according to the rules. The clause to never receive more than one Frag for the same Death doesn’t prevent it because I do not receive more then one Frag per Kevans future deaths, but only one per death, even if I am completly uninvolved.
Thus, hereby I want to introduce a frag-set-reseter. ;-)

Proposal: It’s a donut!

self-killed - coppro

Adminned at 08 Jul 2011 23:40:59 UTC

In the rule “The Arena”, change the first paragraph from

The Arena is a 9x9 grid of Squares. A Square within the Arena is referred to by a letter from A to I (designating its column) followed by an integer from 1-9(designating its row). The columns, are assigned consecutive letters left-to-right, starting with A. The rows are assigned consecutive numbers bottom-to-top, starting with 1.

to

The Arena is a 9x9 grid of Squares. A Square within the Arena is referred to by a letter from A to I (designating its column) followed by an integer from 1-9(designating its row). The columns, are assigned consecutive letters left-to-right, starting with A. The rows are assigned consecutive numbers bottom-to-top, starting with 1. For determining adjacency, Column A is next to column I and row 1 is next to row 9.

 

Wanting to make the arena wrap-around, thus giving no special bonus to corner positions (where you cannot be shoved otherwise).

Proposal: Bzzzzzt

10-0 is a quorum and an enactment - coppro

Adminned at 08 Jul 2011 23:40:23 UTC

Reword the effect of the Floor-Mounted Buzzsaw from “The Victim dies.” to:-

The Triggerer rolls DICE2. On a 1, every Gladiator occupying the same column as the Victim (including the Victim himself) dies. On a 2, every Gladiator occupying the same row as the Victim (including the Victim himself) dies.

Proto: Alliance Weakener

In “Death and Scorekeeping”, Append

A Gladiator (here refered to as Killer) is not awarded a Frag for a Death of another Gladiator (here referred to as Victim) if Killer’s last Frag was awarded for the Death of Victim.

Out of proposal slots.

Sure, 3 gladiators could team up, but this discourages a two-man team.

Proposal: Scam Fix

At 1-9, cannot be enacted without vote change - coppro

Adminned at 08 Jul 2011 01:21:51 UTC

In “Movement”, replace

A Gladiator may spend 2 AP to Shove an adjacent Gladiator.

with

As 2 Main Actions, a Gladiator may Shove an adjacent Gladiator once.

Since “Shove” is not a main action, you can “Shove” without Refreshing first, and can “Shove” immediately after Stepping 3 times if you they do so next to a turn boundary.

Proposal: Minimum and maximum respawn times

At 3-9, cannot be enacted without vote change - coppro

Adminned at 07 Jul 2011 22:19:17 UTC

Add the following text to the end of the second paragraph of the rule “Species”:

A Gladiator may not enter the Arena twice in any given three-hour period.  If a Gladiator has an Icon and has been continuously Resting for at least a week and the entirety of the last Turn, any Gladiator may cause him to occupy a single valid Entry Point and update his Status to “Fighting”.

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

If a Gladiator has been a Gladiator for at least a week and does not have an Icon, the Announcer may assign him one.

Add the following text to the end of the first paragraph of the rule “Death and Scorekeeping”:

A Resting Gladiator cannot Die.

You normally have one week to get an icon and hop in the arena.  The minimum time between respawns, along with the immortality of resting gladiators is as an anti-scam measure; it should prevent infinite-Frag scams as long as Frags are only gained via Deaths.

Thursday, July 07, 2011

Proposal: I’m fine, really… *twitch twitch*

s/k’ed.—Yoda

Adminned at 07 Jul 2011 07:47:53 UTC

If the proposal “Stand Here” passes, replace the text “nor a filename which is referenced in a pending proposal” in the rule titled “Icons” with “nor a filename which is referenced in a dynastic rule”.

Proposal: Iconic Cleanup

Self-killed. Failed by Kevan.

Adminned at 07 Jul 2011 05:06:56 UTC

In “Icons”, replace

The Announcer may change the image of any Icon at any time.

with

The Announcer may change the image of any Icon at any time.  The Announcer may assign or unassign any Icon at any time, and must update the “Key” section of “The Arena” to reflect any such changes.

This am a test

I want to test to make sure some changes I made to BNScript are working properly - can 9 people exactly please cast votes AGAINST?

Idling

Busy times and all that.

Quorum is half the number of Gladiators, rounded down, plus one.

Proposal: Stand Here

Reached quorum 12 votes to 1. Enacted by Kevan.

Adminned at 07 Jul 2011 01:52:04 UTC

Enact a new rule, “Traps”:-

A Target is a type of Entity, represented by the Icon “IconTarget.png”.

If there are fewer than four Targets in the Arena, any Gladiator may - as a daily Action - create a Target by selecting a random Arena Square. If the selected Arena Square is empty, then the Gladiator may place a Target in that Arena Square by updating the Arena wiki page.

Whenever a Gladiator (known as the “Victim”) would move into an Arena Square containing a Target, that Target is first removed, the Victim is moved to its Square, and the Gladiator responsible for causing the movement (the “Triggerer”) must roll DICEX in the GNDT (where X is the number of Traps in the following list) and apply the effect of the Trap whose number matches the die result:-

  1. Vertical Particle Beam. The Victim dies.
  2. Floor-Mounted Buzzsaw. The Victim dies.
  3. Monowire Cheesecutter. The Victim dies.
  4. Stickybomb Fountain. The Victim dies, as does every Gladiator in a square orthogonally or diagonally adjacent to the Victim.
  5. Spring-Mounted Propeller Panel. The Triggerer selects a random Arena Square. If that Square is Empty or contains a Target, then the Victim is moved to it. If the Square contains a Gladiator other than the Victim, then both that Gladiator and the Victim die. Otherwise, the Victim dies.
  6. Crazy Ivan. The Victim’s AP is set to zero.

To Rule 2.2, add:-

If a Gladiator is ever required to select a random Arena Square, he must do so by rolling DICE9 twice in the GNDT; the first roll corresponds to the column of the selected Square (where A=1, B=2 and so on) and the second roll corresponds to its row.

Reword Rule 2.4 to:-

Each Entity in the game may be represented by an Icon. An Icon is any wiki image which measures 80 pixels by 80 pixels, and whose filename is either “IconXxxx.png”, “IconXxxx.gif” or “IconXxxx.jpg”, where “Xxxx” is a string of no more than eight characters.

If a Gladiator has no Icon, he may select any valid Icon which exists on the wiki, and which is not being used to represent any other Entity (nor is it “IconEmpty.png”, nor a filename which is referenced in a pending proposal), and assign it to himself. This becomes that Gladiator’s Icon.

The Announcer may change the image of any Icon at any time.

If any Gladiator has “IconTarget.png” as their Icon, their Icon becomes unassigned and they become Resting, if they are not already.

Proposing a trap system that doesn’t require Bucky to maintain any secret gamestate, and implementing basic versions of Josh’s six traps. (Also cleaning up the icon rule so that we don’t have to mess around with exceptions, every time a proposal would add a new Entity icon.)

Proposal: Wiping the Floor

Reaches quorum 10 votes to 1, with 1 unresolved DEF. Enacted by Kevan.

Adminned at 07 Jul 2011 01:36:08 UTC

Update the gamestate so that the Gladiator with the name “Yoda” no longer has an Icon assigned to him.

Doctor29’s fix only stops players from choosing the empty title as their icon; it doesn’t affect those who already have it.

Tuesday, July 05, 2011

Proposal: Chicken and a fix!

Can’t enact with 12 votes against, without a change of vote. Failed by Kevan.

Adminned at 07 Jul 2011 01:35:08 UTC

If the Rule “Actions” exists, add to the subrule “Main Actions” at the top the following text:

Actions described in this subrule are Main Actions

If less than the half of EVC of this proposals contain the string “I’m a chicken!”, create a rule called “The Wimps!” with the following text:

When a Gladiator has been Resting without cease for at least seven days and no Gladiator has done so in the last 24 hours, any Gladiator may set the frags of that Gladiator to half of the original value.

 

 

Now it is a proposal, and it comes with a fix for the action rule!

Notice: The Arena is uneditable EDIT: IGNORE (Sorry I fail)

So, according to the rules I should be able to move my Icon to an empty square on the boundaries of the arena. however, it is not editable. Is there some obvious reason that i’m missing? Or shouldnt I be able to set my status to fighting and my location to say, A3?

Chicken!

Create a rule called “The Wimps!” with the following text:

When a Gladiator has been Resting without cease for at least seven days and no Gladiator has done so in the last 24 hours, any Gladiator may set the frags of that Gladiator to half of the original value.

Reword the rule “Death and Scorekeeping” to:

Gladiators cannot Die except in manners allowed or required by a Rule. A single instance of a Gladiator Dying is a Death. Whenever a Gladiator Dies, their Status becomes Resting.

Each Gladiator has a number of Frags, tracked in the GNDT. New Gladiators start with 0 Frags. When a Gladiator deidles, his frags are set to 50% of the value that Gladiator had when he idled.

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag. Frags should not be gained in any other way. The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death. A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

 

Incentive for some action in the arena, however still very week as at the moment any gladiator can step in and out of the arena in one turn.

Proposal: No Invisibility Cloaks!

Reached quorum 14 votes to 1. Enacted by Kevan.

Adminned at 06 Jul 2011 05:17:46 UTC

Add the following after the 1st paragraph of “2.4 Icons”:

A valid icon is one that is not in use by any other Entity or the icon representing an “Empty” square.

So, looking at Yoda’s icon I realized, he’s kind of hard to see. You would have to check the GDNT to find his location, which renders The Arena page useless. Very funny Yoda. Also, the reason I said “the icon representing an ‘Empty’ square” was just in case it was changed from “IconEmpty.png”

Proposal: More flexibility!

Can’t be enacted with 10 votes against, without a change of vote. Failed by Kevan.

Adminned at 06 Jul 2011 01:19:14 UTC

In the subrule “Turn-based Actions” replace:

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT. New Gladiators start with 3 AP. Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

A Main Action is a type of action. In order to take an action defined as a Main Action, a Gladiator must spend 1 AP. Also, no Gladiator can take more than 3 Main Actions in any 24-hour period. Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

with

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT. New Gladiators start with 6 AP. Any Gladiator who has not yet done so during the current Turn may set their AP to 6; this action is known as Refreshing.

A Main Action is a type of action. In order to take an action defined as a Main Action, a Gladiator must spend 2 AP. Also, no Gladiator can take more than 3 Main Actions in any 24-hour period. Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

If the rule “Movement” exists repeal it. Create a new rule “Actions”. Create a subrule “Main Actions” with the following text:

Movement: A Gladiator may move to a laterally adjacent Arena Square that is not Blocked.

Shoving: A Gladiator may Shove an laterally adjacent Gladiator. He moves the other Gladiator into any square that gladiator could legally Step into that is not adjacent to the Shoving Gladiator.  If that causes the other Gladiator to die then the Gladiator who Shoved them is awarded a Frag.

In the rule “Actions” create a subrule “Special actions” with the following text:

To execute one of the following actions a Gladiator must spend the amount of AP as indicated for each action.

Sidestep (3 AP): A Gladiator may move to a diagonally adjacent Arena Square that is not Blocked.

Jump (3 AP): A Gladiator may jump over an laterally adjacent Gladiator. From his original position he moves two squares in the direction of the adjacent Gladiator. This square must not be blocked.

I was thinking that different actions would have a different difficulty to exert. I also tried to generate a structure to which additional actions can be added easily. Thanks to Bucky for the existing templates. ;-)

Proposal: Victory Conditions

Vetoed - coppro

Adminned at 05 Jul 2011 13:43:20 UTC

Add a new dynastic rule to the Ruleset. Call it “Victory” and give it the following text:

Gladiators are deemed to have won a victory if they have gained a total of 100 frags, as tracked in the GNDT. No admin may falsify the records of the GNDT, thereby increasing their number of frags. Frags recorded in the GNDT may only be gained through the means outlined in Dynastic Rules 2.5 - Death and Scorekeeping.

I know that this looks simple, but I think I’ve tied off loopholes. Please explain any major errors I’ve made, as I’m new to this thing.

Proposal: This deserves to be saved

Quorum 12-0 and is enacted - coppro

Adminned at 05 Jul 2011 13:43:11 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Movement” and give it the following text:

Gladiators may Step as a Main Action.  He moves to a laterally or diagonally adjacent Arena Square that is not Blocked.

A Gladiator may spend 2 AP to Shove an adjacent Gladiator.  He moves the other Gladiator into any square that gladiator could legally Step into that is not adjacent to the Shoving Gladiator.  If that causes the other Gladiator to die then the Gladiator who Shoved them is awarded a Frag.

Pulling some actions out of a self-killed proposal.

Proposal: Comments should not be defined in the glossary

Quorum 13-1 and is enacted - coppro

Adminned at 05 Jul 2011 13:42:28 UTC

Remove the sentence

Voting and comments are accessible through the link at the bottom of every post.

from the Glossary.

Not only is this definition at best redundant to common sense (something that could be fixed by moving it to the FAQ), it’s incorrect. Scams based on ExpressionEngine quirks are discouraged, but this explicitly makes an ExpressionEngine quirk part of the game; only 100 comments are accessible via the link in question, and thus, because comments past the 100th aren’t accessible, by this definition they are not comments. (They can be read via admins, but not via the method shown in the rules, and thus don’t count.) This leads to a potential obnoxious core rules scam in which someone votes AGAINST a proposal or CFJ and then (possibly with the help of confederates) spams another 99 comments, making it impossible for anyone else to vote; this causes proposals to no longer be open for voting (and autofail after a week), and also autofails CFJs, potentially leading to a complete lock on the gamestate, and allowing people to effectively Mad King each other’s dynasties.

Proposal: The Admirable Ackbar

s/ked—Yoda

Adminned at 05 Jul 2011 10:47:27 UTC

Add the following to the ruleset as a new rule, entitled Traps:

The Arena contains a number of traps, which may never be greater than 10 or fewer than 4. Traps have a location that is privately tracked by the Announcer.

At the end of each Turn, the Announcer must make a story post detailing which Gladiators have ended the turn in an Arena Square that contains a trap, what kind of trap they have triggered, and what effects the traps have had. The Announcer must then make any necessary changes to the GNDT to reflect this.

Once per Turn, the Announcer may move one trap to a different Arena Square, remove one trap from the Arena, or add one trap to an Arena Square. They are not required to notify anybody of these changes.

There are several different types of trap; these are detailed below.

* Vertical Particle Beam.
Effect: The Gladiator who tirggered this trap dies.
* Floor-Mounted Buzzsaw.
Effect: The Gladiator who tirggered this trap dies.
* Monowire Cheesecutter.
Effect: The Gladiator who tirggered this trap dies.
* Stickybomb Fountain.
Effect: The Gladiator who triggered this trap has a StickyBomb attached to him with a timer of 7. Any Gladiator in an Arena Square adjacent to the trap has a StickyBomb attached to him with a timer of 9.
* Spring-Mounted Propeller Panel.
Effect: The Location of the Gladiator who triggered this trap changes to a random Arena Square. The Gladiator then dies. If there is another Gladiator in the Gladiator’s new Location, then that Gladiator also dies, and the Gladiator who triggered the trap gains one Frag.
* Crazy Ivan.
Effect: The Gladiator who triggers Crazy Ivan must, in their next turn, use all of their AP moving, and for each move must move in a randomly selected direction.

Add the following to the end of the sub-rule entitled Turn-Based Actions:

Legal Main Actions currently include:

* Move. Move to a laterally or diagonally adjacent unoccupied Arena Square.
* Brace. A Braced Gladiator cannot be Shoved. If a Braced Gladiator moves then they are no longer Braced.

Other legal actions include:

*Shove. Push an adjacent Gladiator into any square they they could legally move into. If that causes the Gladiator to die then the Gladiator who Shoved them gains a Frag. Cost: 2AP.

If the proposal entitled “Iconoclasty” passed, add the following as a sub-rule to the newly-created rule, entitled Tracking the Traps:

Each type of Trap possesses its own Icon, but Traps are not formally tracked on the map. Any Gladiator may, once per Turn, add the icon of a trap to an Arena Square. This has no further gamestate effect. Any Gladiator may remove any Trap Icons from the Arena Square that they are currently occupying at any time.

Ostensibly, we can track trap locations for the benefit of all. In practice it’s unlikely to be useful for that, but could still be an interesting communications device.

Monday, July 04, 2011

Proposal: Public Icons

passed 12-0.—Yoda

Adminned at 05 Jul 2011 10:43:45 UTC

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

In the rule “Icons”, replace

If a Gladiator has no Icon, that Gladiator may upload a valid Icon to the wiki, with a valid filename of his choosing which is not already used by another Icon, and add it to the “Key” section of the Arena wiki page. This becomes that Gladiator’s Icon.

with

Any Gladiator may upload a valid Icon to the wiki, with a valid filename of his choosing which is not already used by another Icon, and add it to the “Key” section of the Arena wiki page.  If a Gladiator has no Icon, he may select any valid, unassigned Icon on the wiki, and assign it to himself. This becomes that Gladiator’s Icon.

This allows players to upload icons for each other.  Otherwise, players would need to download uploaded icons and re-upload them in order to use them legally.

Blognomic

So, reading over blognomic’s history, i saw that it used to be on blogspot, a free blog hosting service. however, currently it is on its own domain, which must be paid for (annually?) Anyway, I kept thinking about this and wondered: Who is the creator of Blognomic, and who pays for it? Does anyone know?

Proposal: Sticking Time Bomb

Adminned at 05 Jul 2011 09:57:54 UTC

Enact a new rule, “StickyBombs”:-

At any given time, each Gladiator may have zero or more StickyBombs attached to him. Each StickyBomb has a Timer value, between 9 and 0. StickyBombs attached to Gladiators are tracked in the ‘Bombs’ GNDT field for that Gladiator, as a sequence of those Bombs’ Timer values.

If no Gladiator has Advanced the Clocks since the last Turn Boundary, then any Gladiator (known as the Toller) may Advance the Clocks - upon doing so, they must decrease every StickyBomb Timer value by one.

Gladiators start with no StickyBombs attached to them. If a Gladiator is Resting, they may detach and disarm all StickyBombs attached to them by removing them from their GNDT field.

If the proposal “Motive to Kill Each Other” passed, add the following to the second paragraph of the “StickyBombs” rule:-

If this causes one or more StickyBomb timers to become zero, then the Toller must cause each Gladiator with a timer-at-zero StickyBomb to Die, and remove all StickyBombs from those Gladiators. The Toller then calculates the Bonus Number, which is the lowest timer value on any StickyBomb. The Toller then awards one Frag to every Fighting Gladiator who has the Bonus Number on a StickyBomb which is attached to them.

Fails 4-11 with Quorum AGAINST.

Announcing my arrival

Hey there,

Pretty new to nomics generally, so thought I’d give this a try. Please let me know if there’s anything else I need to do to register.

Thanks,

Prince Anduril

Proposal: Motive to Kill Each Other

Reaches quorum and passes at 13-0. -Purplebeard

Adminned at 05 Jul 2011 03:04:47 UTC

Add a new Rule to the Ruleset.  Call it “Death and Scorekeeping” and give it the following text:

Gladiators cannot Die except in manners allowed or required by a Rule.  A single instance of a Gladiator Dying is a Death.  Whenever a Gladiator Dies, their Location becomes the Locker Room. 

Each Gladiator has a number of Frags, tracked in the GNDT.  New Gladiators start with 0 Frags.

Whenever a Gladiator Dies, it causes a set of other Gladiators to receive a Frag.  Frags should not be gained in any other way.  The set is empty by default, but Gladiators are added to the set if a Rule says they are Awarded a Frag for that Death.  A Gladiator can never receive a Frag for their own Death, or more than one Frag for the same Death.

If a proposal “Iconoclasty” has been enacted, replace “Location becomes the Locker Room” in the new rule with “Status becomes Resting”.

Proposal: Iconoclasty

Reaches quorum and passes at 13-2. -Purplebeard

Adminned at 05 Jul 2011 02:59:42 UTC

To the rule “The Arena”, after the first paragraph, add:-

Each Arena Square may contain either one or zero Entities. The contents of each Arena Square is tracked as a grid of Icons on a wiki page called “The Arena”, along with a key showing the Icons of any Gladiators who have Icons, matched to the names of those Gladiators. If an Arena Square contains no Entities, it is considered to be empty, and is represented by the Icon “IconEmpty.png”.

Remove the paragraph beginning “Each Gladiator has a Location”.

Reword Rule 2.1 (Species) to:-

Gladiators are Entities. Each Gladiator has a Status, tracked in the GNDT, which is either “Fighting” or “Resting”. Resting Gladiators do not occupy an Arena Square. New Gladiators begin as Resting.

A valid Entry Point is any Arena Square which is Empty, and which is either in Column A, Column I, Row 1 or Row 9. If a Gladiator is Resting and has an Icon, and if any valid Entry Points exist, that Gladiator may enter the Arena by occupying a single valid Entry Point and updating his Status to “Fighting”.

Despite being mostly sterile, Gladiators are considered to be male and may be referred to in dynastic rules with masculine pronouns (such as ‘he’).

Add a new rule, “Icons”:-

An Icon is a wiki image measuring 80 pixels by 80 pixels, and whose filename is either “IconXxxx.png”, “IconXxxx.gif” or “IconXxxx.jpg”, where “Xxxx” is a string of no more than eight characters. Each Entity in the game may be represented by an Icon.

If a Gladiator has no Icon, that Gladiator may upload a valid Icon to the wiki, with a valid filename of his choosing which is not already used by another Icon, and add it to the “Key” section of the Arena wiki page. This becomes that Gladiator’s Icon.

The Announcer may change the image of any Icon at any time.

If the wiki page “The Arena” exists, blank it. If it doesn’t exist, create it. Either way, set it up to represent a 9x9 grid of empty squares, and a blank key. (This example layout with placeholder graphics could serve as inspiration.)

Sunday, July 03, 2011

The Arena (extended)

This proposal only takes effect if “Proposal: Setting the Setting” passes.
Create a new wiki page called “The Arena” This page will represent the entire arena, containing a 9x9 grid made to be used like the “Garden Patch” from “The Plants and Zombies Dynasty” This page is updated to reflect current locations of gladiators and whatever else is found in the arena.

Proposal: The Arena (extended)

Can’t be enacted with 10 votes against, without a change of vote. Failed by Kevan.

Adminned at 04 Jul 2011 11:11:19 UTC

This proposal only takes effect if “Proposal: Setting the Setting” passes.
Create a new wiki page called “The Arena” This page will represent the entire arena, containing a 9x9 grid made to be used like the “Garden Patch” from “The Plants and Zombies Dynasty” This page is updated to reflect current locations of gladiators and whatever else is found in the arena.

Proposal: Action!

Reached quorum 11 votes to 0. Enacted by Kevan.

Adminned at 04 Jul 2011 09:48:43 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Turns” and give it the following text:

A Turn Boundary is a time that is the start of a week, noon on a Thursday, or at an instantaneous event defined as an Irregular Turn Boundary defined by the Rules or by a proposal.  The start of a new dynasty is an Irregular Turn Boundary.

A Turn is the period of time between two consecutive Turn Boundaries.  If a non-Irregular Turn Boundary happens during Hiatus, it is ignored as a Turn delimiter.

Add a new subrule to the rule “Turns”.  Call it “Turn-based Actions” and give it the following text:

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT.  New Gladiators start with 3 AP.  Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

A Main Action is a type of action.  In order to take an action defined as a Main Action, a Gladiator must spend 1 AP.  Also, no Gladiator can take more than 3 Main Actions in any 24-hour period.  Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

Finally, an Irregular Turn Boundary occurs when this proposal becomes enacted.  Each Gladiator has their AP set to 3.

Defining turn boundaries as a time, not an event.  This (hopefully) lets us not worry about turn boundaries not happening after the rule is repealed, since future turn boundaries are still defined during the current turn.

Blood!

Please unidle Subrincinator.

Blooood!!!

Guess who’s back?

Me! ya so anyway could somebody please unidle me? Thanks!

Sunday, July 03, 2011

Proposal: Trying again: Removing Extraneous Veto/Deferential

Fails 2-9 with quorum AGAINST

Adminned at 03 Jul 2011 23:51:26 UTC

In “Dynasties”, replace

The Announcer may Vote to VETO any Proposal.

with

The Announcer may Vote to VETO any Proposal if and only if that it is not a Core Proposal.

In “Voting”, replace

If there is no Announcer, or the Vote is made by the proposal’s author on their own proposal and the Announcer does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal.

with

If there is no Announcer, the Vote is made by the proposal’s author on their own proposal and the Announcer does not Vote on it, or the Proposal is a Core Proposal, then a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal.

Initially I went nuts replacing “Proposal” with “Proposal but not a core proposal”.  Then I realized that explicitly disallowing the Announcer from VETOing Core Proposals is sufficient.

Proto: Making good on a promise

Add a new Dynastic Rule to the Ruleset.  Call it “Turns” and give it the following text:

A Turn Boundary is an event that occurs automatically at the start of each week and each Thursday at noon.  Turn Boundaries can also occur at other times as caused by the Ruleset or by proposal enactment; these are Irregular Turn Boundaries.  The start of each dynasty is an Irregular Turn Boundary.  The moment when Turn Boundaries cease to be defined (e.g. when this rule is repealed) is considered to be an Irregular Turn Boundary.

If a non-Irregular Turn Boundary would happen during Hiatus, it is skipped.

A Turn is the period of time between two Turn Boundaries; for the purposes of this definition, it should always be assumed that there will be at least one Turn Boundary sometime in the future.

Add a new subrule to the rule “Turns”.  Call it “Turn-based Actions” and give it the following text:

Each Gladiator has a non-negative integer number of Action Points, tracked in the “AP” column of the GNDT.  New Gladiators start with 3 AP.  Any Gladiator who has not yet done so during the current Turn may set their AP to 3; this action is known as Refreshing.

A Main Action is a type of action.  In order to take an action defined as a Main Action, a Gladiator must spend 1 AP; a Gladiator with no AP cannot take a Main Action.  Also, no Gladiator can take more than 3 Main Actions in any 24-hour period.  Whenever a Gladiator attempts to take a Main Action, if they are able to Refresh first, they automatically do so.

Finally, cause an Irregular Turn Boundary event to occur.

Proofreading is welcome; this is the kind of rule I’d like to last beyond the end of the dynasty.  Also, help with regards to a fair way to handle turn boundaries during hiatus is welcome.

Proposal: Setting the Setting

Passes 9-0 with quorum FOR. -Bucky

Adminned at 03 Jul 2011 19:14:49 UTC

Add the following text to the dynastic rule “Species”:

Despite being mostly sterile, Gladiators are considered to be male and may be referred to in dynastic rules with masculine pronouns (such as ‘he’).

Add a new dynastic rule to the ruleset.  Call it “The Arena” and give it the following text:

The Arena is a 9x9 grid of Squares.  A Square within theAarena is referred to by a letter from A to I (designating its column) followed by an integer from 1-9(designating its row).  The columns, are assigned consecutive letters left-to-right, starting with A.  The rows are assigned consecutive numbers bottom-to-top, starting with 1.

Each Gladiator has a Location, tracked in the GNDT, which is either a Square in the Arena, or the Locker Room, which is a special location designated by “K0”.  New Gladiators start in the Locker Room.

A Square is considered Blocked if it is not inside the bounds of the Arena, it contains a Gladiator, or it contains anything the rules declare to be a Large Object.

Move all Gladiators to the Locker Room.

Todo: Bomb dispenser, traps, vending machines, movement inside the arena, exiting the locker room, and a wiki-based map of the arena.

Ascension Address: Ascension Address

Ladies and Gentlethings, welcome to an all-new, super-hyped, better than ever season of ClingBooooom!  That’s right folks, the planet’s premiere slice-of-death reality sports show is back, better and bloodier than ever.

Right behind me is the new and improved Season 93 arena.  Savvy fans will no doubt notice it’s larger than last season. After the exploding zombies took down the back wall during the Season 92 championship, we rebuilt it ten feet farther out.  Now, on to the actual hazards. 

In the center here we have the altar of mayhem, the heart of ClingBoom, the StickyBomb dispenser!  This cute little device spits out time bombs coated in our patented life-force adhesive.  Once one of these contraptions get onto you, the only ways to get rid of it are to fob it off on a fellow Gladiator or to set it off.  And you don’t want to set it off, folks.

Moving outwards, we have our eight main traps in the classic double ring pattern.  Our trap technicians have really outdone themselves this season; the inner ring has an all new vertical particle beam trap that will bore a hole through a person in three-point-eight milliseconds.  Of course, we also have returning traps like the perpetual fan favorite floor-mounterd buzzsaws…  You’ll get a closer look at these during the pre-game show, I promise.  The irregular trap slot this season is right next to one of the AmmoVenders, and it’s a monowire cheesecutter.  Expect at least one gladiator to cube himself on it in the opening scrum.

Finally, we’ve been accused of arbitrary rules twists in the past, but this season should blow all your expectations out of the water.  Starting this season, the Coaches’  Union is allowed to implement its own twists… with an appropriate review process, of course.  Now, off to meet the gene donors who made this event possible.

——————————-

Retain the dynastic rule “Species” and repeal the rest.  Replace Farmer with Gladiator and Landlord with Announcer.

I’ll be away for a month

So I idle. Quorum’s 13.

Time for some nomic

I request to be unidled!

Unidling

Bucky Dynasty? Sounds like fun to me. Please unidle me.

Saturday, July 02, 2011

Declaration of Victory: DoV: This is still redicuolous

10-0 is quorum after 12 hours with both no AGAINST votes and the Landlord’s vote. DoV passes, congratulations Bucky. -coppro

Adminned at 02 Jul 2011 10:13:24 UTC

A proposal to end the dynasty has recently been enacted: http://blognomic.com/archive/this_is_ridiculous1/

Out of 10 EVCs on that proposal, 6 contained the name of exactly one Farmer.  According to the first clause of the proposal, this means a victory has been awarded.

My name appears in 4 EVCs.  No other Farmer has their name appear in more than 2 EVCs.  Therefore, I was the farmer who achieved victory.

P.S. I still hate it when dynasties end like this.

Proposal: Hiatus Proposal Timeout

Fails 1-9 with Quorum against. -Bucky

Adminned at 03 Jul 2011 10:50:57 UTC

Before the paragraph

Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).

in rule 1.6 Resolution of Proposals, insert the following paragraph:

Notwithstanding the above lists, no proposal may be resolved in the 12 hours immediately following the end of hiatus. No proposal that was proposed less than 12 hours before hiatus began may be resolved until 24 hours after the end of hiatus. Neither of the previous two sentences apply to a vetoed proposal.

Some months ago, the rules were changed to allow votes on proposals during hiatus. This was to eliminate confusion as to which votes were valid. An unintended consequence of this is that proposals can timeout during hiatus (note that they still may not be adminned).

Proposal: Overflow!

Vetoed at ascension. -Bucky

Adminned at 02 Jul 2011 14:37:45 UTC

In the Rule “The House”, change the text

If a zombie moves into a house at any time and its Plot is owned by a farmer, that Plot is removed from the Garden Patch.

to

If a zombie moves into a house at any time and its Plot is owned by a farmer, that Plot is removed from the Garden Patch.  All zombies in that Plot are transported to the corresponding squares in the Plot below the removed one, then transported again to the rightmost column of their current row.

Please remember the correct formula

There have already been several players using the wrong damage calculation formula for mobilizing their crops.

The new formula is XDICE3 - X, not DICEX.

Proposal: Schub, we need more schub!

Vetoed at ascension. -Bucky

Adminned at 02 Jul 2011 14:37:12 UTC

In the Subrule “Zombejuice” of Rule “Resources”, replace

Whenever a Zombie is destroyed in a Farmer’s plot, that Farmer gains 1 Juice.

with

Whenever a Zombie is destroyed in a Farmer’s plot, that Farmer gains half the destroyed Zombies cost in Juice.

It seems we lack the juice to launch a major attack, so I thought making zombies give back some of the Juice used in their creation upon their death will increase the amount of Juice in the system, thus increasing the chance someone feels he has enough juice to attack.

Story Post: BWAAAARGH! Monster Mash

Species: Ghoul
Number per plot: 12

Ghouls are in style, and they’re comin for ya.

Sorry about the inactivity as of late.  I’ve been swamped with work, and the extra zombies from Ely and others haven’t helped.  But I should be free more often now.