Wednesday, February 28, 2018

Proposal: Unexploded Crate

reached quorum 3-1 enacted by card

Adminned at 01 Mar 2018 19:37:05 UTC

To the effect of the “Unexploded Ordnance” Supply, add:-

If a Crate is discarded while it contains Unexploded Ordnance, every Resident loses 1 Health.

Proposal: Cancelling Orders

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 01 Mar 2018 08:53:57 UTC

Add an Unusual Supply:-

  • Paperwork: Consumable. The User may erase up to two Unusual Supplies from the Ruleset, so long as no Resident is Carrying any instances of those Supplies. Money may not be erased in this way.

Move the sentence beginning “Iron supplies are:” from the Magnet description to the end of the “Supplies” rule.

Supply Crate #16

A bright clear day, and a supply crate with crossed-out biohazard warnings is sitting in the middle of the lobby.

Tinned Food • Food • Wood • Rope • Gas Mask

Pokes is first down the stairs.

Tuesday, February 27, 2018

Proposal: harmful items

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 01 Mar 2018 08:52:44 UTC

add to the list of unusual supplies

earplugs: clothing (head). a resident wearing earplugs receives a -3 bonus to alertness and a +2 bonus to health.
loadstone: consumable. the user may put this item in a resident’s inventory of their choice. a resident with this item in their inventory gets a -1 bonus to alertness and cannot remove this supply until their inventory contains no iron items aside from loadstones.

change “Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key, Knife and Radio.” to

Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key, Knife, Radio and loadstone.

thought we could do with some negative bonuses

Proposal: Gulp

Reaches quorum, 3 (+1 gov’t deferential) - 0. Enacted by pokes.

Adminned at 01 Mar 2018 00:00:27 UTC

Replace

When an item listed as Consumable would be put into an Inventory, it is instead not put into that Inventory, and the Resident whose Inventory it is may apply its effect at that time (with themselves as its User).

with

When an item listed as Consumable would be put into an Inventory, the Resident whose Inventory it is may apply its effect at that time (with themselves as its User) and not put it into their Inventory. As a Craction, A Resident may remove a Consumable item from their inventory and apply its effect.

If “Catch” was enacted, replace:

Unexploded Ordnance: This object may not be removed from an inventory other than by transfer to another Resident or via its Explosion.

with:

Unexploded Ordnance: Consumable. This object may not be removed from an inventory other than by transfer to another Resident, via its Explosion, or by applying its effect as a Consumable. When Consumed, the consuming Resident loses 2 health.

Proposal: Catch

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 28 Feb 2018 20:04:48 UTC

Add to the list of Unusual Supplies:

Unexploded Ordnance: This object may not be removed from an inventory other than by transfer to another Resident or via its Explosion.

In the list of bullet points for Lobbykeeping, add at the end:

* Rolling a DICE3 for each Unexploded Ordnance. If the roll is 1, that Unexploded Ordnance Explodes: it is removed from its carrier’s inventory, and its carrier loses 3 health.

Proposal: Time To Crate

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 28 Feb 2018 09:22:16 UTC

If it appears in the ruleset, replace “particular Crate for the past 48 hours” with “particular Crate for the past 34 hours”.

Using the number in Card’s proposal. Checking the game once every 34 hours doesn’t seem too much to ask.

Tuesday, February 27, 2018

Proposal: back of the line

self-killed failed by card

Adminned at 27 Feb 2018 23:43:58 UTC

Change “every non-Sleeping non-Knocked Out Resident” to

every non-Sleeping Resident that doesn’t have the status of Last

Change “If a Recipient has had Access to a particular Crate for the past 48 hours, but has not Looted it, then any Resident may set that Resident’s Alertness to zero. A Resident with Access to a Crate may set their own Alertness to zero if they also post a comment on that Crate post that includes “zzz”.” to

If a Recipient has had Access to a particular Crate for the past 34 hours, but has not Looted it, then any Resident may assign that Resident’s status to Last by putting an ‘l’ before that Resident’s health. A Resident with the status of Last has the character ‘l’ preceeding their Health. A Resident may render themselves Last by posting a comment in the most recent crate post that includes the text “zzz”. For any crate post during which a Resident gained, lost or had the status of Last, that Resident is considered to have a Priority of 0. A Resident with the status of Last may pay Alertness equal to the most recent number of consecutive crates that they had the status of Last in to remove their status as Last.

this works but the wording is rather obtuse but i couldn’t think of any ways to trim it down, feel free to fix it
basically it reduces the time out window by 14 hours and implements a sliding scale for returning after being away with the penalty being alertness
it removes the ability to set someone to sleep however people can still get to 0 health or alertness through other actions and or effects

Sunday, February 25, 2018

Proposal: selective looting

reached quorum 4-0 enacted by card

Adminned at 27 Feb 2018 04:43:55 UTC

Change “If a Resident is Knocked Out when the Government makes a Crate Post, then the post’s Crate may - instead of the contents it would usually be generated with - contain all items from all the inventories of all Residents who are Knocked Out at the time of the Crate’s creation (those items being removed from the inventories they are in). Such an alternate post is known as a Drop Post, and the Residents who were Knocked Out at the time of its creation are its Droppers.” to

If a Resident is Knocked Out when the Government makes a Crate Post, then the post’s Crate may - instead of the contents it would usually be generated with - contain all items from all the inventories of all Residents who are Knocked Out at the time of the Crate’s creation (those items being removed from the inventories they are in). Such an alternate post is known as a Drop Post, and the Residents who were Knocked Out at the time of its creation are its Droppers. If a Crate is discarded an not empty, the items which were not taken are added back into their respective inventories, resolving conflicts randomly.

with the possibility of someone being knocked out soon, i’d like to address this issue: resetting the inventory to empty seems like too large of a set back if someone were to collect enough items

Proposal: Super KO

self-killed failed by card

Adminned at 27 Feb 2018 04:42:13 UTC

Replace “A Resident with a Health (before or after Bonuses) of zero is Knocked Out.” with “A Resident with a Health (before or after Bonuses) of zero or less is Knocked Out.”

This might be CfJ-worthy, but Health is defined as an integer - is that “a set of valid values ... specified in their definition” allowing it to be sub-zero?

Proposal: No thanks, I’m set

reached quorum 5-0 with 1 def enacted by card
this was accidentally enacted early but it didn’t matter because the preceding proposal was failed shortly afterwards

Adminned at 27 Feb 2018 04:41:43 UTC

Replace “If a Recipient has had Access to a particular Crate for the past 24 hours, but has not Looted it, then any Resident may set that Resident’s Alertness to zero.” with:

If a Recipient has had Access to a particular Crate for the past 48 hours, but has not Looted it, then any Resident may set that Resident’s Alertness to zero. A Resident with Access to a Crate may set their own Alertness to zero if they also post a comment on that Crate post that includes “zzz”.

Proposal: Wake up call!

less than half of quorum not voting for failed by card

Adminned at 27 Feb 2018 04:40:33 UTC

In “Crates”, amend:

For every Sleeping Resident who commented on the previous Crate post and is not Knocked Out, set their Alertness to 1.

to

For every Sleeping Resident who is not Knocked Out, set their Alertness to 1.

I suspect we’re losing players because the wonky sleep mechanics have discouraged them. This makes sure all sleeping players have their chance on next crate. If they’re really absent, we can always time them out.

Proposal: Hot Box

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 26 Feb 2018 18:31:35 UTC

Replace the ability of Lockbox with:-

A Resident carrying both a Lockbox and a Lockbox Key may choose to unlock the box as a Craction. Upon doing so, the Lockbox and Lockbox Key are removed from their Inventory, and they gain 1 Money.

Straight reproposal of Take the Money to make Lockboxes and Keys more interesting if either turns back up. (Nobody seems to be carrying boxes or keys any more, I assume they all got sold at the Black Market.)

Supply Crate #15

The government supply truck delivers a smallish crate with a long parcel tube strapped to one side.

Kindling • Food • Binoculars • Head Torch • Fishing Rod

Pokes takes first pick.

Saturday, February 24, 2018

Oversleeping

PineTreeQ and Samzeman both idle out after over a week’s inactivity. Quorum drops to 4.

Proposal: Now we can repeal it :D

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 25 Feb 2018 19:37:17 UTC

Repeal “Blueprints fix”

The rule will never repeal itself because I will always fulfil the condition of being a resident who “previously took Blueprints when Blueprints were the only type of Supply with the text Blueprints in their name etc.”, even if I used my free craction. Leaving the rule in place means that taking a blueprint when every type of blueprint exists (in an inventory) let’s you generate the kindling AND benefit from the extra craction to use any time.

Supply Crate #14

A greyish, greenish cloudy day. A government truck pulls up outside the tower block, the delivery team conspicuously wearing more protective clothing and moving a little more hastily than usual.

Energy Drink • Fuelcan • Rope • Gas Mask • Nails • Nails • Crowbar

Pokes arrives first in the lobby.

Thursday, February 22, 2018

Proposal: Back of the Queue

Times out 4-0. Enacted by pokes.

Adminned at 24 Feb 2018 18:38:53 UTC

In “Stats”, replace “Each Resident has a level of Alertness, being an integer value tracked in the GNDT and defaulting to one.” with:-

Each Resident has a level of Alertness, being an integer value tracked in the GNDT and defaulting to zero. When a Resident unidles after becoming idle earlier in the dynasty, their Alertness is set to zero.

Requiring new and returning players to join the queue next time, rather than jumping into it mid-crate. (There could come a point where it made tactical sense to wake up an old player just to stop a 1.01 Priority Resident from getting to the Crate, which would seem unfair.)

Proposal: Harmer’s Market

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 24 Feb 2018 10:23:10 UTC

Add some Unusual Supplies:-

  • Gas Mask: Clothing (Hat). A Resident wearing a Gas Mask does not lose Health when visiting the Black Market.
  • Head Torch: Clothing (Hat). A Resident wearing a Head Torch receives a +1 Alertness bonus but may not visit the Black Market.
  • Bank Card: A Bank Card counts as a single Money item for the “Purchase Supplies” action.

Wednesday, February 21, 2018

Proposal: revised new player / long gone unidler contingency plan [Appendix]

reached quorum timed out 5-0 enacted by card

Adminned at 24 Feb 2018 04:44:52 UTC

Change “Secondly, if a post by a Resident who has been a Resident for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.” to

Secondly, if a post by a New Resident is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New Resident is defined as a Resident who has been a Resident for fewer than seven days or a Resident that has unidled in the past seven days after being idle for at least 3 months.

Allows people who have been gone for a quater the same benefit of this clause as well as expanding the conditions it triggers on to actually be usable.

Decisions, decisions…

I’m going to start work on a new proposal soon. I’m thinking of either improving the Sleeping system, setting bonuses and additional requirements for sleeping, OR, I’m going to propose a fixed version of the fishing system that follows the dynasty conventions, etc. Which would all of you be more interested in?

Sorry for the spelling errors, if there are any. I typed this in a hurry.
~Raena

Tuesday, February 20, 2018

Proposal: Blueprint Moon

Timed out 0 votes to 3. Failed by Kevan.

Adminned at 22 Feb 2018 09:20:25 UTC

Repeal the rule “Blueprints fix”.

Forcing the hand of anyone who believes they’re still able to use this supposedly-temporary rule. (If nobody can use it we can just repeal it, but may as well put a proposal up.)

Monday, February 19, 2018

Proposal: Sleep Deprivation

reached quorum 5-0 enacted by card

Adminned at 21 Feb 2018 23:19:00 UTC

Remove “If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.” from “Stats”.

In Crates, replace “The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero, and then (if the post just made was not a Drop Post) increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.” with:-

The Government should also then take the following atomic action, known as Lobbykeeping:-

  • Halve the Hangover of all Residents, rounding toward zero.
  • If the post just made was not a Drop Post, then increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.
  • For every Sleeping Resident who commented on the previous Crate post and is not Knocked Out, set their Alertness to 1.

Seems unreasonable that Sleeping Residents have to catch the window between Crates in order to wake up. Let’s make it automatic.

Supply Crate #13

The tower block’s residents, or at least some of them, awaken to curious noises from the new crate in the lobby.

Fuelcan • Food • The Bird • Lockbox • The Bird • Crowbar • Blanket

Pokes is the first to investigate.

Proposal: sleepy but not asleep

unpopular failed by card 2-3 with 1 governmental deferential

Adminned at 21 Feb 2018 23:15:56 UTC

Change “Food: Consumable. The User gains 1 Health, loses 1 Alertness, and loses 8 Hangover.” to

Food: Consumable. The User gains 1 Health, loses 1 Alertness if they have more than 1 Alertness, and loses 8 Hangover.

Change “Pills: Consumable. The User gains 3 Alertness, loses 1 Health, and gains 40 Hangover.” to

Pills: Consumable. The User gains 3 Alertness, loses 1 Health if they have more than 1 Health, and gains 40 Hangover.

 

I think it’s unfair for people who just joined to have Food put them to sleep. Similar thing with Pills, since its possible to have no other option than to take the last item in a crate

Proposal: Teach a Man Not to Fish

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 20 Feb 2018 08:59:53 UTC

Repeal the rule “Fishing”.

If Cuddlebeam has more than one pending proposal, fail the oldest one of them.

Cuddlebeam spammed some comments a few minutes before I was able to enact the previous proposal, explaining they were “curious to see what happens, its minor”. It resulted in the Fishing rule being added to the ruleset, even though only two players were in favour of it.

Here’s the cleanup proposal to remove that rule, with a clause to make it take up one of Cuddlebeam’s proposal slots.

Sunday, February 18, 2018

Proposal: Starving is not permitted on the premises. Sorry.

Reached quorum 5 votes to 0. Enacted by Kevan. Six comments is “a quorum or majority of comments to this post” since quorum defaults to being player-specific, which is 5.

Adminned at 19 Feb 2018 12:29:02 UTC

Add an unusual supply to the Supplies list.

Fishing Rod: As a Craction, a Resident carrying a Fishing Rod (Rod) may roll a d12 in the GNDT. If the Resident does not roll a 1, they gain Food equal to the number they rolled divided by three, rounded down.



If a quorum or majority of comments to this post (made before this proposal is passed or failed) contain the phrase “We need extra loot!’‘, Create a new rule, Fishing.

Once a day, a Resident (the Fisher) who has a Rod in their inventory may fish. Fishing is an atomic action that consists of the following: (*) Reduce the Alertness of the Fisher by 2. Roll a d50 in the GNDT. (*)If the number is equal to the Fisher’s current Alertness, the Government may choose an Item from the list of Unusual Supplies. (*) This item is added to the Fisher’s inventory unless his/her inventory is full. (*) If the roll equals the Fisher’s health, the Fisher takes .5 piercing damage. (*) If the roll equals neither, no further action pertaining to this instance of Fishing is taken.

Format the Atomic Action described above into a bulleted list, removing the string ‘(*)’ as many times as it occurs in this rule.

Testing the waters, not sure about this.
Maybe the second bit should be an entirely separate proposal.

Hello!

Hello, everyone! I’m Raena, I’ve been interested in rejoining the nomic community for a while now. I’ve actually played here, under a different name, but I decided to discontinue that account for personal reasons. Even though I did play for a while, I was still very green when it came to actually playing the game, so please try to forgive me if I don’t really pick it up right away. Looking forward to playing with you all.

Consider this my formal intention to become a Resident, by the way.

Proposal: Express Delivery

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 19 Feb 2018 12:24:26 UTC

Add an Unusual Supply to the “Supplies” rule:-

  • Radio: As a Craction, a Resident with a Radio may nominate a single type of Basic or Unusual Supply: upon doing so, this Supply becomes a Requested Supply. If the Government makes a Crate post while there are any Requested Supplies, then the first Unusual Supply of that post’s Crate shall instead be selected at random from all Requested Supplies, and then all Supplies shall cease to be considered Requested Supplies.

In “Crates”, replace “stating which item was taken and summarising the rest of this atomic action” with:-

stating which item was taken, which (if any) Cractions were taken and summarising the rest of this atomic action

Replace “Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key and Knife.” with:-

Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key, Knife and Radio.

Friday, February 16, 2018

Proposal: Square Loot

reached quorum 4-0 enacted by card

Adminned at 17 Feb 2018 18:58:36 UTC

If any Residents took more than one Supply from the Crate with the post named “Supply Crate #12”, then each such Resident’s Supplies taken beyond the first in these cases were Misplaced Supplies.

If a Misplaced Supply was a Blueprint, destroy any Blueprints that were added to an inventory as a result of its use, and any Supplies that were added to an inventory as a result of the resultant Blueprints’ use.

If a Misplaced Supply was Food or Tinned Food, remove 1 Health from and add 1 Alertness to the Resident who consumed it.

Add one copy of each Misplaced Supply to the Crate from which it came.

Then, for every Resident who has one or more Misplaced Supplies in their Inventory, remove those Supplies.

Quick fix of the bug that people who took something from a crate prior to Craction Traction enacting hadn’t “Looted” it. This should more or less fix things, without being as boring as just invalidating the Crate.

Thursday, February 15, 2018

Proposal: Craction Traction

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 16 Feb 2018 20:45:26 UTC

Enact the changes of the earlier proposal “Craction Replay”, but instead of replacing “A Craction is an action that is taken as the last step of taking an item from a Crate.” with the text stated, replace it with:-

A Craction is an action that can only be taken as part of the Looting atomic action.

Replace “perform the Blueprint effect as an extra Craction” with:-

perform the Blueprint effect as an extra Craction during a Loot atomic action

If any Cractions have been taken outside of the atomic action in the “Crates” rule since this proposal was made, undo their effects and set the Health and Alertness of the Residents who took them to zero.

Reproposing addressing Diabecko’s concerns about how much we still need to define Cractions.

Wednesday, February 14, 2018

Supply Crate #12

The building’s doors creak slowly open, and a government delivery team uses some kind of pole to push a small crate through into the lobby. Carelessly tucked into the plastic webbing is the next crate’s delivery timetable.

Tinned Food • Food • Wood • Rope • Timetable • Blueprints

PineTreeQ shoos away the rats.

Proposal: Craction Replay

Self-killed. Failed by Kevan.

Adminned at 16 Feb 2018 20:19:10 UTC

In the rule “Crates”, replace everything between (and including) “A Resident (the “Recipient”) may take an item from a Crate” and “any Supplies still inside the Crate cease to exist.” with:-

A Resident (the “Recipient”) has Access to a Crate if:-

  • The Recipient has not already Looted that Crate.
  • There is no other non-Sleeping Resident who has a higher Priority than the Recipient, and who has not yet Looted that Crate.

A Resident who has Access to a Crate may Loot it as an atomic action that consists of the following:

  • Discarding all Timetables that they are carrying.
  • Choosing an Item in that Crate and putting into their inventory. Upon doing so, a single instance of that Item is no longer considered to be inside that Crate.
  • Optionally taking one Craction that they are able to take (or two, if they pay 1 Alertness and 1 Health for this option).
  • Optionally reducing by 1 (to a minimum of 1) the Health of a Resident who has the same Priority as the Resident taking this action, and also the same or greater Hangover.
  • Posting a comment in the relevant Crate blogpost stating which item was taken and summarising the rest of this atomic action.

If a Recipient has had Access to a particular Crate for the past 24 hours, but has not Looted it, then any Resident may set that Resident’s Alertness to zero.

If a Crate has no Supplies inside it, then that Crate is Empty. If there exists a non-Empty Crate and every non-Sleeping non-Knocked Out Resident has Looted that Crate, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

Replace “A Craction is an action that is taken as the last step of taking an item from a Crate.” with:-

A Craction is a type of game action.

If any past game Cractions were illegal under the previous wording of that sentence but would not have been so had the sentence had the new wording at the time, consider them to have been legal at the time they were made.

Fixing the wonky “last step” Craction definition that Diabecko pointed out during the most recent crate, and cleaning up Cractions and item-taking in general (requiring a crate comment to describe everything that happened, and giving that process a verb - “to loot”).

Proposal: Wake

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 16 Feb 2018 20:18:48 UTC

Amend

If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

to

If no non-Empty Crate exists, and they haven’t performed this since they last got Knocked Out or became part of this Dynasty, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

Proposal: Stance Dance: Electric Boogaloo

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 16 Feb 2018 20:18:27 UTC

Amend:

A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance, by declaring this in a blog post, or in a blog comment on the most recent Crate post.

to:

A Resident with a Neutral Stance (or a stance they are currently holding for more than 7 days) towards another Resident can change their own Stance towards that Resident to any other Stance, by declaring this in a blog post, or in a blog comment on the most recent Crate post.

Tuesday, February 13, 2018

Proposal: Let it go !

Timed out 2 votes to 0. Enacted by Kevan.

Adminned at 16 Feb 2018 08:45:46 UTC

Amend:

A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction, and this is the only way to change which Supplies are wielded or worn. When a Supply leaves a Resident’s Inventory, it ceases to be Worn or Wielded by that Resident.

to:

There are only two ways in which the Supplies a Resident is Wielding and/or Wearing can change:
- As a craction, a Resident can change which Supplies they are Wielding and/or Wearing.
- Whenever a Supply leaves a Resident’s Inventory (destroyed, sold, transferred to another Resident etc.), it ceases to be Worn or Wielded by that Resident.

The current rule has contradictions that one could use to argue things like knocked out residents cannot lose their wielded or worn items.

Monday, February 12, 2018

Proposal: Rebalancing

Reached quorum 4 votes to 2. Enacted by Kevan.

Adminned at 14 Feb 2018 18:33:38 UTC

In “Crates” replace “Remove from play 3 of your own non-Fiberboard Supplies to gain 1 Money” with:

Remove from play 3 of your own Supplies to gain 1 Money

Before https://blognomic.com/archive/balancing there were two advantageous positions in the queue (to acquire money), highest priority and lowest priority. Now there is only one which is very difficult to steal. Bringing back the last place advantage redistributes the chances of victory as any player can time themselves out to take my place.

Proposal: Knot On My Watch

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 14 Feb 2018 18:32:30 UTC

If the Government has not made a comment with “Seafaring Sailors” then change “A Resident Wearing a Rope may not take dynastic actions that would lower another Resident’s Health, nor may they remove the Rope from their Inventory. A worn Rope does not count towards a Resident’s Inventory limit.” to

A Resident Wearing a Rope may not take dynastic actions that would lower another Resident’s Health, nor may they remove the Rope from their Inventory or cease wearing the Rope. A worn Rope does not count towards a Resident’s Inventory limit.

If the Government has not made a comment with “No Lassos Here” then change “As a Craction, a Resident who is carrying (but not wearing) a Rope may bind another Resident by transferring the Rope to that Resident’s Inventory and then rendering it Worn by that Resident.” to

As a Craction, a Resident who is carrying (but not wearing) a Rope may bind another Resident by transferring the Rope to that Resident’s Inventory (in this case ignore the maximum inventory cap for the duration of transfer) and then rendering it Worn by that Resident.

I assumed that the Rope was tying the Resident’s hands together but as it’s written now it allows the bound Resident to simply remove the Rope on the next crate. Also added in something to prevent someone from being invincible to binding just because their inventory is full.

Proposal: Paper Trail

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 14 Feb 2018 18:09:00 UTC

Add an Unusual Supply:-

  • Timetable: A Resident holding a Timetable receives a +5 Bonus to Alertness.

Replace the second bullet point in the Crate atomic action with two bullet points:-

  • Discarding all Timetables that Resident is carrying.
  • Putting the taken item into that Resident’s inventory.

Proposal: If you may, you can

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 14 Feb 2018 10:38:30 UTC

Add (or amend, if it already exists) an entry for “may” to the list of Keywords as per the following:

May:
synonymous to “can” (note: “may not” means “can not”)

It’s how we’ve been using it for the most part and as suggested in the long-overdue Imperative Rework (have them both mean the same): https://wiki.blognomic.com/index.php?title=Imperative_Rework

Proposal: ‘Til May Be Out [Appendix]

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 14 Feb 2018 10:07:30 UTC

Remove the entries for “may” and “may not” in the Keywords.

The dictionary definition of “may” is both “used to express possibility” and “used to express opportunity or permission”. I’m not sure we gain all that much in the long run by limiting BlogNomic’s use of the word to one but never the other, when the plain English meaning will be apparent from context, and when it’s very easy to accidentally or scammingly write (and vote through) a sentence that people read as using the word in the “express possibility” sense.

Arguments like “players may be on fire, players in the furnace catch fire, therefore I stand in the furnace and choose not to exercise my permission to be on fire” should not be endorsed by the appendices, they should be a plainly perverse reading of a rule.

Sunday, February 11, 2018

Call for Judgment: Negaviolence

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 13 Feb 2018 09:36:48 UTC

Set Cuddlebeam’s stance towards Card to “Neutral”, their wielded item to “Crowbar” (and no longer wielding anything else), their Alertness to 6 and their Health to 6.

Set PineTreeQ’s stance towards Card to “Neutral”, their wielded item to “Nailed Board” and their Alertness to 8 and their Health to 8.

Set Card’s HP to 8.

If Diabecko’s Alertness is zero, set it to 1.

If Diabecko took an item from the Crate whose post is titled “Supply Crate #11”, remove that item from Diabecko’s inventory and return it to the Crate’s contents.

If the Crate whose post is titled “Supply Crate #11” was discarded, return to it the Supplies that were in it immediately prior to it being discarded.

Reproposing the gamestate reset without using the wrong word for “Health”.

Also adding some clauses to deal with the awkward situation this has left us in - with Card out of the queue but most players seemingly agreeing that this should not be the case, we should let Card take their turn. And we should cover the situation where Diabecko politely refrains from taking an item while the CfJs resolve, and risks being timed out by an unsporting player.

Saturday, February 10, 2018

Call for Judgment: Unviolence

Timed out 3 votes to 2. Failed by Kevan.

Adminned at 12 Feb 2018 22:35:33 UTC

-Set Cuddlebeam’s stance to card to “Neutral”, their wielded item to “Crowbar” (and no longer wielding anything else) and their Alertness to 6 and HP to 6.
-Set PineTreeQ’s stance to card to “Neutral”, their wielded item to “Nailed Board” and their Alertness to 8 and HP to 8.
-Set card’s HP to 8.

If PineTreeQ hasn’t voted on this CFJ, it has no effect.

May or may not have happened, this is a quick fix to it all (me and Pine just use a Craction to wield our weapons and nothing more).

I don’t have time to PM and arrange stuff with Pine to see what they would want but this is a good bet.

Call for Judgment: Wielding and wearing

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 12 Feb 2018 08:51:04 UTC

The current ruletext related to wielding and wearing is the following paragraph:

One Supply in each Resident’s Inventory may be Wielded by that Resident (recorded with an exclamation mark after the Supply’s name in the Inventory), and any number of Clothing Supplies in a Resident’s Inventory may be Worn by that Resident (recorded with an asterisk after the Supply’s name in the Inventory); by default, Supplies are neither Wielded nor Worn. A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction. When a Supply leaves a Resident’s Inventory, it ceases to be Worn or Wielded by that Resident.

I believe this means wielding or wearing an item necessarily requires a craction. The conversation here https://blognomic.com/archive/lockbox_craction_lack_fix goes in this direction (and note that Cuddlebeam gave the craction-limited version to say the items would be worn. Had they thought at the time that items could be worn at any time it was simpler to state that).

In the current crate, Cuddlebeam hit Card twice without having wielded their Crowbar and PineTreeQ hit Card twice but wielded their Nailed Board beforehand without counting that as a craction. If we interpret the rule as I do, than they should have spent a craction to wield before hitting.

If this CfJ is enacted, then all actions currently performed on the crate are considered to not have happened and the effects of those actions are undone.

Furthermore, in the ruleset replace ” A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction” with:

A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction, and this is the only way to change which Supplies are wielded or worn.

Proposal: Keeping an Eye

Timed out 3 votes to 0. Enacted by Kevan.

Adminned at 12 Feb 2018 18:30:42 UTC

In “Inventory”, replace “As a Craction, a Resident may transfer a single instance of a Supply from their Inventory to the Inventory of another Resident.” with:-

As a Craction, a Resident (the Trader) may transfer a single instance of a Supply from their Inventory to the Inventory of another Resident (the Receiver), unless another Resident (the Watcher) has a Suspicious Stance towards both the Trader and the Receiver, has a Stance other than Suspicious towards all other Residents, and is not Sleeping.

Blank the effect of the Violent stance.

Replace “A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance.” with:-

A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance, by declaring this in a blog post, or in a blog comment on the most recent Crate post.

Allowing Suspicion to prevent trading (or render it more circuitous) if you keep it focused, and requiring Stance changes to be announced somewhere other than the wiki page history.

Proposal: Send Fewer Backpacks

Timed out / quorumed 5 votes to 0. Enacted by Kevan.

Adminned at 12 Feb 2018 09:03:46 UTC

In “Supplies”, replace “Supplies are defined as the items on the following list, each having a name and optionally an effect:-” with:

Supplies are defined as the items on the following three lists (Basic, Unusual and Structural), each Supply having a name and optionally an effect

Then split the bulleted list into three bulleted lists, the first being headed “The Basic Supplies are:-” and containing:-

Food, Water, Energy Drink, Kindling, Tinned Food, Fuelcan

...the second being headed “The Unusual Supplies are:-” and containing:-

Hard-Hat, Backpack, The Bird, Pills, Can Opener, Binoculars, Crowbar, Airhorn, Lockbox, Lockbox Key, Blueprints, Fabric, Wood, Nails, Toolbox, Sewing Kit, Money, Rope, Blanket, Magnet, Knife

...and the third being headed “The Structural Supplies are:-” and containing:-

Fibreboard, Comfy Chair Blueprints, Comfy Chair, Nailed Board, Blanket Blueprints, Placebo Bracelet Blueprints, Placebo Bracelet

Remove the string “Structural.” from all Supplies that have it.

Replace “The post lists a number of randomly-chosen non-Structural items from the Supplies list which are inside the Crate; that number is equal to the number of Residents at the time of posting.” with:-

The post lists a number of Supplies which are inside the Crate; that number is equal to the number of Residents at the time of posting, and one quarter of its Supplies - rounding up - are selected at random from the Basic Supplies list, and the remainder at random from the Unusual Supplies list.

Splitting the Supplies up into three separate lists to make it clearer what we’ve got, and having Crates always contain some “Basic” items - the original stat-changing food and drink consumables are getting a bit lost now that the Supply list has more than 30 items.

Saturday, February 10, 2018

Proposal: I’m Full

Timed out / quorumed 6 votes to 0. Enacted by Kevan.

Adminned at 12 Feb 2018 08:59:51 UTC

Add to “Inventory”

If a Resident’s Inventory has the maximum number of items in it, no items can be added into it.

Make a new rule “Synonyms” with the text

The word item and supply are considered the same for the purposes of dynastic rules.

more of a clarification, but considering there’s more than likely to be some sort of scam otherwise . . .

Supply Crate #11

A government truck pulls up outside the building, and, engine still running, its crew deliver a small but heavy supply crate.

Sewing Kit • Crowbar • Backpack • Nails • Backpack • Lockbox Key

PineTreeQ is first to react to its arrival.

Proposal: Fear with Purpose

Timed out / antiquorumed 1 vote to 4. Failed by Kevan.

Adminned at 12 Feb 2018 08:58:40 UTC

Add the Stance “Paranoid” to the list of stances, as per the following:

Paranoid: If a Resident’s Stance towards all other Residents is “Paranoid”, they require only to carry 4 supplies instead of 5 for the provisions of the “Victory” rule.

Get 1 “extra Money” in exchange for all of your Stances.

Proposal: Trust Returns

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 12 Feb 2018 08:58:04 UTC

Add “Trusting” to the list of stances. Amend “As a Craction, a Resident may transfer a single instance of a Supply from their Inventory to the Inventory of another Resident.” to:

As a Craction, a Resident may transfer a single instance of a Supply from their Inventory to the Inventory of another Resident. If that Resident is Trusting towards you, then you may also transfer a single instance of a Supply from their Inventory into yours.

Upgrade just transferring into trading at the cost of a Stance

Proposal: Binderminder

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 10 Feb 2018 08:26:58 UTC

Replace the ability of Rope with:-

Clothing (Hands). As a Craction, a Resident who is carrying (but not wearing) a Rope may bind another Resident by transferring the Rope to that Resident’s Inventory and then rendering it Worn by that Resident. A Resident Wearing a Rope may not take dynastic actions that would lower another Resident’s Health, nor may they remove the Rope from their Inventory. A worn Rope does not count towards a Resident’s Inventory limit.

Add a new Supply to “Supplies”:-

  • Knife: A Resident wielding a Knife may take a Craction to deal 1 Piercing Damage to a Resident that they have a Violent Stance towards.  A Resident wielding a Knife may take a Craction to destroy a Rope Worn by another Resident.

Replace “Iron supplies are: Magnet, Crowbar, Nails and Lockbox Key.” with “Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key and Knife.”

Rope currently has two untracked orphan variables (whether or not someone is bound, and who the “User” was who bound them). This reworks it without changing it too much - the only real mechanical change is that a bound Resident can’t attack anyone at all, rather than just the binder.

Also adding a way to remove a Rope.

Thursday, February 08, 2018

Proposal: Crunch Time 2

Reached quorum 5 votes to 1. Enacted by Kevan.

Adminned at 09 Feb 2018 16:46:23 UTC

Amend “Choose whether or not to take one Craction that they are able to take.” to:

Choose whether or not to take one Craction that they are able to take (or two, if they pay 1 Alertness and 1 Health for this option).

Reviving multi-cractions because we got none so far

Proposal: Magnets, how do they work?

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 09 Feb 2018 16:45:03 UTC

Add to Supplies

*Blanket Blueprints: Structural. If the User has a Sewing Kit and Fabric, they may as a craction destroy a Fabric that they have and these Blueprints to add a Blanket into their inventory.
*Placebo Bracelet Blueprints: Structural. If the User has a Rope and Magnet, they may as a craction, destroy a Magnet, Fabric that they have and these Blueprints to add a Placebo Bracelet to their inventory.
*Magnet: The User may, as a craction, swap an iron supply that is not being weilded and is in a different inventory with this supply. Iron supplies are: Magnet, Crowbar, Nails and Lockbox Key.
*Placebo Bracelet: Clothing(Wrist). Structural. A Resident wearing a Placebo Bracelet gains 1 Health each time they take an Iron supply from a Crate.

Change “Sewing Kit:” to

Sewing Kit: The User may take a craction to work on turning the clothes on their back into something more useful. The fourth time the User takes this action they may randomly add one non-Structural Clothing supply to their inventory. The amount of times the User has taken this action is tracked in an integer enclosed in parenthesis following the Sewing Kit in the Users Inventory. A User can only take this action 4 times this dynasty.

Change “Nails:” to

Nails: If the User has a Toolbox they may, as a craction, nail the Crate closed and destroy these Nails. When the next Resident takes an item from the Crate, they work together with everyone who has the same priority to open the Crate again and all of those Residents take one less (minimum 0) craction for that crate.

 

https://youtu.be/_-agl0pOQfs?t=1m53s
I originally intended the building supplies to be inherently useful so that so that the supplies queue wasn’t filled with useless things that you need to have a single Blueprints item to have any utility. I just couldn’t think of what to write for some of the items.

Proposal: Implicit Trust

Reached quorum 5 votes to 1. Enacted by Kevan.

Adminned at 09 Feb 2018 16:43:12 UTC

To “Inventory”, add a new paragraph before the final one:-

As a Craction, a Resident may transfer a single instance of a Supply from their Inventory to the Inventory of another Resident.

Remove the “Trusting” Stance from the ruleset.

Per comments on Take the Money, perhaps trade should be easier.

Proposal: Balancing

Reached quorum 4 votes to 1. (2/2/1 -> 3/1/1 -> 4/1.) Enacted by Kevan.

Adminned at 09 Feb 2018 16:42:06 UTC

Amend

Sell Supplies: Remove from play 3 of your own Supplies to gain 1 Money.
Purchase Supplies: Change 1 of your own Money into 1 new Supply of your choice. (Destroying the Money and creating that new Supply)

to

Sell Supplies: Remove from play 3 of your own non-Fiberboard Supplies to gain 1 Money.
Purchase Supplies: Change 1 of your own Money into 1 new non-Structural Supply of your choice. (Destroying the Money and creating that new Supply)

So you can’t use money to shortcut to Comfy chairs or other fancy stuff. Also makes sitting last and hoarding fiberboard less broken because of Black Market mechanics.

Supply Crate #10

Freezing air and gritty snow swirls in through the lobby doors as a fresh supply crate is delivered:

Kindling • Fuelcan • Toolbox • Fuelcan • Backpack • Rope

PineTreeQ slices through the plastic wrap with the blade of their can opener.

Proposal: [Core] egg timer

Fewer than a quorum not voting against, failed 1-4 by Kevan.

Adminned at 09 Feb 2018 16:38:34 UTC

Change

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:
It is Unpopular.

to

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:
*It is Unpopular.
*It is at least 48 hours old and can’t be Enacted.

this was something different
now it simply reintroduces a clause that used to be a condition for failing a proposal

Proposal: Take the Money

Fewer than a quorum not voting against. Failed by Kevan, 1 vote to 4.

Adminned at 08 Feb 2018 20:13:33 UTC

Replace the ability of Lockbox with:-

A Resident carrying both a Lockbox and a Lockbox Key may choose to unlock the box as a Craction. Upon doing so, the Lockbox and Lockbox Key are removed from their Inventory, and they gain 1 Money.

Maybe it’s worth simplifying Lockboxes even more, as I’m not sure they’re worth the effort right now - you need to get hold of two items, and even if you’re lucky enough to avoid the traps and get anything at all, it’s probably something that you didn’t actually want at that moment. Under the current rules it seems more tempting to bundle the Lockbox and Key up with a third item and take it all down to the Black Market, which will give you 1 Money for it, no questions asked and no dice rolled, 100% of the time.

Proposal: void Blueprints() { Blueprints()); }

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 08 Feb 2018 09:17:05 UTC

Replace “Randomly choose a type of Supply from those with the text Blueprints in their name” with

Randomly choose a type of Supply (other than Blueprints) from those with the text Blueprints in their name

Add a new rule “Blueprints fix” with the text:

Any Resident who has previously taken Blueprints when Blueprints were the only type of Supply with the text Blueprints in their name and not already in a Resident’s Inventory, may, at any time and only once, perform the Blueprint effect as an extra Craction (that does not count in the number of Cractions they can normally take). If no such Resident exists, repeal this rule.

Fixes my other proposal and also keeps the currently existing limitation on duplicates to avoid changing the mechanic and fixing it at the same time (and so ensure this passes).

Tuesday, February 06, 2018

Proposal: Blueprints of blueprints of blueprints

self-killed failed by card

Adminned at 07 Feb 2018 19:20:13 UTC

Replace “Randomly choose a type of Supply from those with the text Blueprints in their name, excluding those which are in a Resident’s Inventory already, and add it to your Inventory.” with

Replace “Randomly choose a type of Supply (other than Blueprints) from those with the text Blueprints in their name, and add it to your Inventory.”

Add a new rule “Blueprints fix” with the text:

Any Resident who has previously taken Blueprints when Blueprints were the only Supply not already in a Resident’s Inventory, may, at any time and only once, perform the Blueprint effect as an extra Craction (that does not count in the number of Cractions they can normally take). If no such Resident exists, repeal this rule.

Limiting blueprints to just one player seems too extreme. Also, there is a bug in the Blueprint effect: you can’t ever take the Kindling because there is never a case where all items with Blueprints in their name are in a Residents inventory, since the Blueprints item is choosable. Activating the effect therefore results in obtaining new Blueprints, whose effect can be activated etc. but never stored in the inventory (since it is consumable).

Proposal: Four-Handed Sword

reached quorum 6-0 enacted by card

Adminned at 07 Feb 2018 19:19:19 UTC

In “Inventory”, replace “may be Wielded” with “may be Wielded by that Resident” and “may be Worn” with “may be Worn by that Resident”.

Add to the end of that paragraph:-

When a Supply leaves a Resident’s Inventory, it ceases to be Worn or Wielded by that Resident.

If any Residents are Wearing or Wielding Supplies which are not in their own Inventories, then they cease doing so.

Clarifying that you can’t wear or wield other people’s stuff, and that you stop wearing a hat when you hand it to someone else.

Proposal: Lockbox Craction Lack Fix

reached quorum with 1 governmental def 4-0 enacted by card

Adminned at 07 Feb 2018 19:20:55 UTC

Immediately after: “Between 1 and 6. The lockbox contains a randomly chosen (by dice roll in GNDT) item from the Supplies that can appear in a Crate (The lockbox is destroyed).” in the lockbox description, add the words:

If a lockbox results in an item that can be worn, the Resident opening the lockbox must choose whether or not to wear that item a part of the craction of opening the lockbox.

Anyone who has previously opened Lockbox(es) and found wearable item(s) can choose once whether to wear the item(s) or not after this rule is enacted.

Wordy, but it fixes not being able to wear clothing you get from a lockbox

Tuesday, February 06, 2018

Proposal: Starter Box

number of residents not voting against less than quorum 1-4 failed by card

Adminned at 07 Feb 2018 19:14:35 UTC

Add to “Supplies”:

The default inventory values for a new Resident is “Fibreboard*, Lockbox, Lockbox Key”

Might as well.

Call for Judgment: Banana peels are not Bananas

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 06 Feb 2018 09:26:31 UTC

Rule
Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.

In light that https://blognomic.com/archive/a_little_lesson_cronversation attempted to modify a rule (rule “Choose whether or not to take one Craction that they are able to take.”) which doesn’t exist, because the target was merely a quote from a rule but not a rule itself, much how like a banana peel isn’t a banana itself.

Amend “Choose whether or not to take up to the number of different Cractions that they are able to take, that is the number of people that have previously taken an item from the crate. The first person to take an item can choose to take one extra craction that they are able to take also.” to:

Choose whether or not to take one Craction that they are able to take.

Retroactively set all play since the Resolution of that proposal to have been performed according to the amendment here stated.

Or, we can take that each that arbitrary “sections” of sentence/s in the ruleset like those each qualify as “rules”, which I would be fine with too.

Proposal: Mourge

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Feb 2018 19:04:48 UTC

Make a Rule titled “Swifter Than The Admins” with the text

A Dead proposal is a self-killed proposal where all of the proposals in the queue at or above it are either 48 or more hours old or self-killed or vetoed. For the purposes of the “Proposals” rule, but not its subrules, Dead proposals are not considered pending.

This should be better right? The only time it allows for the “disposable” proposals like Self-Failed had is if the queue consists of self-killed proposals.

Proposal: UKAEA

Self-killed. Failed by Kevan.

Adminned at 07 Feb 2018 18:51:02 UTC

Amend the first paragraph of “Crates” to

If no non-Empty Crate exists, the Government may make a blog post describing the delivery of a supply crate; this is known as a Crate post, and it describes a Crate.
Making a Crate post is an atomic action consisting of the following:
*If the post is not a Drop post, randomly choose a number of non-Structural Supplies equal to the number of Residents at the time of taking this action.
*Halve the Hangover of all Residents, rounding towards zero.
*If this particular Crate post is a not Drop post, increase the Health of every Knocked Out Resident who was a Dropper for the last Crate by 6, their Hangover by 10 and set their Alertness to 1.
*Write the supplies in a Crate post along with who gets there first and a sentence describing the delivery and posting it.

Proposal: Stance Dance

Self-killed. Failed by Kevan.

Adminned at 07 Feb 2018 18:28:24 UTC

Add to the list of stances:

- Quarrelling: The Resident you are Quarrelling towards can only take [Quorum-1] Cractions per crate at most.
- Awkward: The Resident you are Awkward towards cannot transfer supplies from you to themselves

Add to “Social”:

A Resident can spend a Craction to set a Stance they have held towards someone for 7 days or more, to “Neutral”.

Any Stance change performed by someone requires making a Blog Post announcing it.

Proposal: Half Sovereign

reached quorum 5-0 enacted by card

Adminned at 06 Feb 2018 05:38:21 UTC

In “The Government”, replace “if more Residents have voted FOR the proposal than have voted AGAINST it” with:-

if more than one Resident has voted on the proposal, and more Residents have voted FOR the proposal than have voted AGAINST it

Twice now this dynasty we’ve had a proposal approach the 48-hour timeout with a Government DEF as its only vote. (Currently Crunch Time if anybody wants to vote on that one.) We probably shouldn’t default to enacting these.

Hug/Cuddlebeam

A single person should not control more than one non-Idle Resident within BlogNomic, and should announce publicly if they control both a non-Idle Resident and any Idle Residents.

I’m Cuddlebeam btw, and I’ve just realized that I control both a non-Idle (Cuddlebeam) and Idle Resident (HugBeam). I was reading dynastic histories when I stumbled upon this one, and read “HugBeam”, tried to log into it, and I could with one of the passwords I tend to use. So apparently it’s mine.

(I remember finding Blognomic way before I started playing, but I didn’t remember making an account… Oh well.)

Proposal: Back to the Pack

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 05 Feb 2018 22:17:18 UTC

Enact the proposed changes of the proposal If a Backpack Could Pack Backs from Saturday.

For the first time in maybe a decade, a proposal has timed out 1 vote to 0 because nobody voted on it at all. Here it is again.

Supply Crate #9

A familiar-looking supply crate is waiting in the lobby.

Wood • Blueprints • Nails • Blueprints • Kindling • Energy Drink

PineTreeQ is first on the scene.

Saturday, February 03, 2018

Call for Judgment: Packing Peanuts

yawned by card 5-0
this cfj got 3 yawns

Adminned at 04 Feb 2018 06:15:21 UTC

Set Cuddlebeam’s Inventory to “Binoculars! Hard-Hat* Backpack Sewing Kit”, their Alertness to 5, their Health to 7 and their Hangover to zero.

Set Samzeman’s Alertness to 4.

To the end of “Atomic Actions”, add:-

A Resident may not take more than one Atomic Action at the same time.

Add a new rule, “Redelivery”:-

When choosing randomly-chosen non-Structural items for a Crate, the Government may instead choose Wood, Blueprints, Nails, Blueprints, Kindling and Energy Drink, and repeal this rule.

Replace “Randomly choose a Supply that isn’t in a Resident’s Inventory already with the text Blueprints in its name and add it to your Inventory.” with:-

Randomly choose a type of Supply from those with the text Blueprints in their name, excluding those which are in a Resident’s Inventory already, and add it to your Inventory.

If a quorum of Residents included the word “yawn” in a comment on this CfJ, set Cuddlebeam’s Alertness to 1 and Hangover to 10.

Rider added as a reminder that these pointless, easy-to-fix mid-game scams are quite boring for everyone else, who have to tidy up afterwards or stand around waiting for the game to be repaired.

Supply Crate #8

The government supply truck delivers a battered flatpack unit to the building’s lobby, propping it up against the lift doors. As the team depart, one of them accidentally drops a swoosh-marked can from their backpack. It rolls across to a forgotten corner of the tiled floor.

Wood • Blueprints • Nails • Blueprints • Kindling • Energy Drink

Cuddlebeam and PineTreeQ sprint down opposing sets of stairs again.

Proposal: Mr.Punch

Timed out 1 vote to 3. Failed by Prime Mincer Kevan.

Adminned at 05 Feb 2018 19:22:25 UTC

Add to the list of supplies

Puppet Theater Blueprints: Structural. If the User has Fabric, Toolbox and Nails they may destroy these Blueprints, the Fabric and the Nails to add a Puppet Theater to their inventory.

Puppet Theater: Structural. As a craction change up to three Resident’s stance towards you to Romantic. The Puppet Theater can only be used once for each ordered set of two Residents where the first Resident has the Puppet Theater in their inventory.

Proposal: Atomic Power!

Self-killed. Failed by Kevan.

Adminned at 05 Feb 2018 18:07:17 UTC

Change the first paragraph in Crates to

If no non-Empty Crate exists, the Government may make a blog post describing the delivery of a supply crate; this is known as a Crate post, and it describes a Crate.
Making a Crate post is an atomic action consisting of the following:
*Randomly choose a number of non-Structural Supplies equal to the number of Residents at the time of taking this action.
*Halve the Hangover of all Residents, rounding towards zero.
*If this particular Crate post is a not Drop post, increase the Health of its Droppers by 6, their Hangover by 10 and set their Alertness to 1.
*Write the supplies in a Crate post along with who gets there first and a sentence describing the delivery.
*Rolling 2 DICE50 and 1 DICE2 in the GNDT. The sum of the DICE50 is called the GDP. On a 1 of the DICE2 it is negative, positive otherwise.
*Add the GDP to the Government’s Popularity.

Call for Judgment: Atomic Inaction cleanup

Quorum of against votes, failed 0-4 by Kevan.

Adminned at 05 Feb 2018 10:24:51 UTC

If “Atomic Inaction” has passed, apply the following:

Retroactively deem all Atomic Actions performed in the current dynasty as if they had been performed according to the new modification in the Atomic Action rule as per “Atomic Inaction”.

Punch and Judy

Add to the list of Supplies

Puppet Theater Blueprints: Structural. If the User has Fabric, Toolbox and Nails they may destroy these Blueprints, the Fabric and the Nails to add a Puppet Theater to their inventory.

Puppet Theater: Structural. As a craction change up to three Resident’s stance towards you to Trusting. The Puppet Theater can only be used once for each ordered set of two Residents where the first Resident has the Puppet Theater in their inventory.

We’ve got to do something other than hitting each other with crowbars to entertain ourselves.

Proposal: Crunch Time

Timed out 2 votes to 3. Failed by Kevan.

Adminned at 05 Feb 2018 18:06:40 UTC

Amend the third step of the Atomic Action of taking an item from a Crate to:

Choose whether or not to take one Craction that they are able to take (or two, if they pay 1 Alertness and 1 Health for this option).

Proposal: Atomic Inaction

Timed out 2 votes to 3. Failed by Kevan.

Adminned at 05 Feb 2018 09:37:55 UTC

In “Atomic Actions”, amend “and they may not take any other action defined in the Ruleset until all such steps are complete” to:

and they may not take any other action defined in the Ruleset (however, the actions required for the steps themselves ignore that restriction provided that they’re being performed as part of the Atomic Action) until all such steps are complete

If we make Atomic actions which involve doing other actions which are already defined elsewhere - you actually can’t do them. Because they’re defined elsewhere in the ruleset.

For example, Cractions, like the Fuelcan Craction (it’s defined over at the list of Supplies). This fixes that.

Proposal: If a Backpack Could Pack Backs

Failed as “open for voting for at least 48 hours is not Popular”, timed out 1 vote to 0.

Adminned at 05 Feb 2018 09:12:10 UTC

To the start of the Backpack effect, add:-

Clothing (Body).

Then, for each Resident who is carrying a Backpack, is wearing Body Clothing and who has more than five Supplies in their Inventory, their Body Clothing ceases to be worn.

Then, for each Resident who is carrying a Backpack and is not wearing Fibreboard, their Backpack becomes worn.

Then replace “If a Resident is carrying any Backpacks” with:-

If a Resident is wearing any Backpacks

Add a new Supply to “Supplies”:-

  • Blanket: Clothing (Body). A Resident wearing a Blanket receives a +1 Bonus to their Health.

In “Supplies”, replace “select one of them and reduce their Health by 1” with “select one of them and reduce their Health by 1 (to a minimum of 1)”.

Making Backpacks into clothing, and adding another Body-slot item.

Friday, February 02, 2018

Proposal: Easier Monoops

Timed out / quorumed 6 votes to 1. Enacted by Kevan.

Adminned at 05 Feb 2018 08:55:34 UTC

If Easier Money has not passed, this proposal does nothing.

Change “Remove from play 1 of your own Money to obtain 1 Supply of your choice.” to

Change 1 of your own Money into 1 new Supply of your choice. (Destroying the Money and creating that new Supply)

So you can’t pay the banker to take items from others for you.

Proposal: A Little Lesson Cronversation

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 05 Feb 2018 08:54:04 UTC

Modify the rule “Choose whether or not to take one Craction that they are able to take.” to

Choose whether or not to take up to the number of different Cractions that they are able to take, that is the number of people that have previously taken an item from the crate. The first person to take an item can choose to take one extra craction that they are able to take also.

A little more cractions, please?

Proposal: Chesterton’s Gate

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 05 Feb 2018 08:52:15 UTC

Repeal the rule “Self-Failed”.

“For the purposes of rule 1.5, but not its subrules, a self-killed proposal is not pending; however Residents are still limited to making 3 proposals a day.”

Why is this here?

Proposal: Collaboration on steroids

Fewer than a quorum not voting against. (1 FOR / 2 AGA / 2 DEF / 1 IMPDEF -> 1 FOR / 3 AGA / 2 DEF -> 1 FOR / 5 AGA.) Failed 1-5 by Kevan.

Adminned at 03 Feb 2018 10:52:48 UTC

Upon enactment of this proposal, grant a Money to each non-Government Resident who has voted FOR it.

Might as well

Proposal: Easier Money

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 03 Feb 2018 09:18:30 UTC

Add to “Supplies” the following:

A Resident, as a Craction and by paying 1 health, can take a trip to the Black Market and perform one of the following:
- Sell Supplies: Remove from play 3 of your own Supplies to gain 1 Money.
- Purchase Supplies: Remove from play 1 of your own Money to obtain 1 Supply of your choice.

We have ~20% chance to get a Money in each Crate, so we’d need to wait about 30 Crates in order to have a winner in sight, if all of that Money would be pooled into the same person.

Thursday, February 01, 2018

Proposal: Wishlist

Self-killed. Failed by Kevan.

Adminned at 02 Feb 2018 23:22:08 UTC

Add the following rule called “Wishlist”

The next Crate shall contain, instead of the usual rolls, a random selection of the Wish Items stated in the proposal which put this rule in the ruleset. The first string from each Resident in a comment to that proposal in the format of “[X]”, where X is a supply, is that commenting Resident’s Wish Item.

After such a Crate has been put into play, the Director can and shall remove this rule from the ruleset.

Have you been naughty or nice?

Proposal: Checking Account

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 02 Feb 2018 23:14:38 UTC

In “Social”, replace “At-will, a Resident can change their Stance towards another Resident to another, if their former Stance was “Neutral”.” with:-

A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance.

And replace “may use a Craction to transfer Supplies from you to themselves” with:-

may use a Craction to transfer a single instance of a Supply from you to themselves

Slowing down Trust transfer to give other players a little more time to react to a team suddenly declaring itself, now that Money is in play. Also clarifying the ambiguous “towards another to another” and “their” in the same rule.

Proposal: Sharp Elbows

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 02 Feb 2018 23:13:03 UTC

In the bulleted list “Taking an item from a Crate is an atomic action that consists of the following:”, add a new step at the end:-

  • Optionally reducing by 1 (to a minimum of 1) the Health of a Resident who has the same Priority as the Resident taking this action, and also the same or greater Hangover.

Perhaps we need a cheap way to break up the clusters of players - four Residents out of six are currently tied with someone, and are under pressure to check the blog as frequently as possible to get a slight advantage.

Supply Crate #7

Perhaps noticing the dwindling number of lights in the block, or perhaps just running low on supplies, the government delivers a noticeably smaller and completely inedible crate to the lobby:

Fuelcan • Fuelcan • Sewing Kit • Backpack • Lockbox Key • Rope

Cuddlebeam and PineTreeQ are first to pick over it.

Axed

Axemabaro idles out after a week’s inactivity. Quorum drops to 4.

Call for Judgment: Slot in the Dark

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 01 Feb 2018 16:29:37 UTC

In “Supplies”, replace “When an item listed as Consumable would be put into a hand slot, it is instead not put into that slot, and the Resident whose slot it is may apply its effect at that time (with themselves as its User).” with:-

When an item listed as Consumable would be put into an Inventory, it is instead not put into that Inventory, and the Resident whose Inventory it is may apply its effect at that time (with themselves as its User).

Remove all Consumable Items from Residents’ Inventories. If Diabecko’s Alertness is zero, set it to 3. If Supply Crate #6 has been discarded without Diabecko taking any Supplies from it, then the Supplies inside it immediately prior to it being discarded are returned to it.

Ah, looks like I missed one of the Slot references in Graveyard Slot proposal, which means that we can’t apply the effects of Consumed items until that’s fixed.

This fixes it, and resets Diabecko’s Alertness in case they wanted to take a Consumable but were timed out before they were able to.