Saturday, June 30, 2018

Proposal: here i brought some more of me

timed out 5-0 with 1 def vote enacted by card

Adminned at 02 Jul 2018 05:45:40 UTC

Add the following cards to the list in Deck

# Spring Cleaning (3) [Spell] As an additional cost to playing this card, spend Thaum equal to the score of the chosen cards > Choose any number of other cards in your hand and draw cards equal to their number / Choose any number of other cards in your hand and draw cards queal to their number. Discard up to the number of chosen cards and spend 3 Thaum for each discarded card.
# Guard (2) [Person] May be attached to any community by spending an amount of Thaum no greater than 5 and replacing the X in the Up condition
# Highway Man (1) [Person] No constraint > Reduce the Economy of any community by 1 / Increase the War of any community by 1
# Mercenaries (3) [Person] Must have a friendly community with an Economy greater or equal to the average of all Economy ratings > Choose a friendly community which satisfies the constraint of this card, called community A. Decrease the War rating of a community which is Suspicious to you by half of the Economy of community A. Halve community A’s Economy. / Halve the Economy of a community which satisfies the constraint of this card.
# Flip (2) [Trick] Must be in a community with an attached card. As an additional cost pay an amount of thaum that you can pay. > Choose a number of cards whose score does not exceed half the amount of Thaum paid as part of this card’s constraint. Change those card’s state to Down. / Choose a number of cards whose score does not exceed half the amount of Thaum paid as part of this card’s constraint. Change those card’s state to Up.
# Road (3) [Structure] Must have 2 communities which are friendly towards you, each having a culture and economy rating above 2 > Choose two communities which satisfy this card’s condition, henceforth called A and B. Create two Road To X cards where on one card X is the name of community A and on the other card X is the name of community B. Attach the two cards to the aforementioned communities such that A has Road To B and community B has Road To A
# Wall (4) [Structure] Must have a friendly community with an Economy rating of at least 1 and a War rating of at least 1. This card can be attached to a community which satisfies the previous sentence. > When this card is first attached to this community reduce the Economy rating by 1 and increase the War rating by 1. Reduce any decreases to ratings of this community by 1. / Nothing happens.
# Mudling Temple (4) [Structure] This card can be attached to any Mudling community which has another Mudling card attached to it > The Ratings of this community are all considered equal to this community’s highest Rating / When a card causes a rating of this community to be reduced the Wizard which played that card must choose between the lowest ratings instead of the rating which the played card directed them to reduce.
# Mudling Robes (1) [Structure] Have a Person in your hand > Play a Person in your hand as if it were a Mudling card. / Play a Mudling Person card as if it were any other faction card.
# Caves (4) [Structure] This card can be attached to any Barban community which has another Barban card attached to it > This community’s War rating cannot be lowered / This community’s War rating increases by one each time a Barban card is played by a Wizard which this community is non-Suspicious towards.
# Barban Loincloth (1) [Structure] Have a Person in your hand > Play a Person in your hand as if it were a Barban card. / Play a Barban Person card as if it were any other faction card.
# Redlander Market (4) [Sructure] This card can be attached to any Redlander communtiy that has another Redlander card attached to it > This community’s Economy rating cannot be lowered / This community’s Economy rating increases by one each time a Redlander card is played by a Wizard which this community is non-Suspicious towards.
# Redlander Afgan (1) [Structure] Have a Person in your hand > Play a Person in your hand as if it were a Redlander card. / Play a Redlander Person card as if it were any other faction card.
# Grassfolk (4) [Sructure] This card can be attached to any Grassfolk communtiy that has another Grassfolk card attached to it > This community’s Culture rating cannot be lowered / This community’s Culture rating increases by one each time a Grassfolk card is played by a Wizard which this community is non-Suspicious towards.
# Grassfolk Toga (1) [Structure] Have a Person in your hand > Play a Person in your hand as if it were a Grassfolk card. / Play a Grassfolk Person card as if it were any other faction card.

Change ‘Text on a card which states “X community” where X is an attitude, means “a community which is X towards you” ’ to

Text on a card which states “X Y community” where X is an attitude and Y is the empty string or a Faction, means “a Y community which is X towards you”

Add “Structure” and “Object” to the list of card types.

In Deck change “The following bulleted list is a list of all legal cards” to

The following numbered list is a list of all legal non-Token cards

Create a rule called “Tokens” with the text

This rule contains card which are created by other cards for purposes of tracking information or for when using the played card is unfeasible.

The following numbered list is a list of legal token cards
# Road To X (3) [Structure] This card can be attached to a community when it is created by playing the Road card > When a person is played on X which changes a Rating, the Wizard which played that card may choose to do half of that change to X instead of to this community. / When this is first attached, increase the culture of this community by 1.

Change the Bridge Troll’s score to 3.

I used the default ratings and faction cards suggested so far to determine a sort of flavor for each faction
i’ve just finished and haven’t read 9spaceking’s proposal yet so i hope they’re compatible.

Proposal: More people

Reverted to last legal edit by Derrick
timed out 3-2 with 1 def enacted by card

Adminned at 02 Jul 2018 05:40:16 UTC

Add the following cards:

-Fame Spreader (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play. > Make a community friendly to another wizard/ Make a community friendly to yourself
-Blackmailer (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play. > Make a community suspicious to another wizard/ Make a community suspicious to yourself
-Amnesiac (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play.  > Make a community indifferent to another wizard/ Make a community indifferent to yourself
-Booster (0) [Person] No constraint. > Double the amount of thaum gained upon the next card played; this does not stack with other effects./ Nothing happens.
-Tamer (1) [Person] May be played for the up effect or attached in a down state. > For each tamer, exactly one monster will have no effect on the community./ Monsters will have no effect so long as this person is attached to the community.
-Briber (1) [Person] No constraint. > Remove exactly one person attached to a community./ Nothing happens.

LinkVanyali Leaves

LinkVanyali idles out after seven days, wandering off to other lands: will this wizard return? One never knows, with wizards!

There are now 11 players. Quorum is 6.

Proposal: Honor System

Self-killed. Failed by Brendan.

Adminned at 01 Jul 2018 04:54:44 UTC

Add a new subrule to “Cards” called “Trading” as follows:

Should two Wizards, A and B, agree via private communication that Wizard A will trade one card in their hand for one card in Wizard B’s hand, and both in such communication confirm this trade with the phrase “so mote it be,” then either such Wizard may perform this trade (with both cards moving between hands simultaneously) and update the GNDT to reflect it.

Should any Wizard perform a trade to which the other Wizard did not agree, and fail to produce private communication documenting the agreement in response to a Story Post challenging the trade, then any use of the cards so traded is illegal; the Historian may undo the trade and return those cards to the original Wizards’ hands; and the Historian may remove all cards from the hand of the Wizard who made the illegal trade.

Call for Cards

Wise Workers of Wizardly Wonders:

We need more cards! we’re burning through them at a rapid pace, and we have around two days of cards left. We need more cards! about 60 more to be comfortable.

In particular demand are cards that take advantage of Thaum or home of a wizard, Or that change attitudes.

Friday, June 29, 2018

Proposal: selfkill 2.0

Passes 7-0. Enacted by Brendan.

Adminned at 01 Jul 2018 04:53:57 UTC

Change “or the deck empty.” to

or the deck is empty.

Add a subrule to Cards named “Proposing” above the “Drawing” subrule with the text

The author of a proposal with one or more cards in it may choose to mark cards they don’t want in the ruleset after all. Cards are marked by having the author make a comment on that proposal with the text “SHRED X” where X is a list of card names present in that proposal which the author wishes to mark. Marked cards cannot be unmarked for that proposal and also do not get added to the ruleset upon enactment. For the purposes of this rule, text in proposals which are proposed to be cards but are not technically cards because of incorrect formatting are considered cards.

following derrick’s suggestion after seeing more proposals with lots of cards have errors in one or more of them.

i named it “proposing” since there might be more things that deal with cards in proposals in the future

i originally thought about allowing the author an option to add cards to a “fix me” bin but that would just clutter the ruleset too much. also maybe we should have something like this normally for proposals at least.

Proposal: New card type: Secrets

Times out 1-5. Failed by Brendan.

Adminned at 01 Jul 2018 04:17:43 UTC

Since draw and play has already started, I don’t think changing the current cards is a good idea, but adding a new “hidden” category would seem nice.

Add the following type of card named “Secret”:

A secret is initially hidden in a wizard’s hand, and has a passive up or down effect applying to the wizard possessing the secret. The wizard who holds this card must reveal the secret in order to play the active effect. The wizard will lose the passive effect if they play the secret.

Example secret: “Big Hands”. (0) Constraint: Cannot play this card when your hand has 9 cards or more. Up effect: You can hold one additional card in your hand with no repercussions, so long as you possess this secret. Multiple “big hands” stack with each other. Down effect: You lose five points. You may force a wizard to discard a card of their choice.

Proposal: Marked Card

reached quorum 8-0 enacted by card

Adminned at 30 Jun 2018 04:49:44 UTC

Change the Score of any card named “Slight of Hand” or “Sleight of Hand” from X to 2. If any Wizard has Scored this Card, they lose 8 Thaum.

Replace “Must be in a community which has a card attached to them ” with “You must be in a community which has a card attached to it”.

The sanest current interpretation here would probably be that “X” is the Roman numeral 10, since we know it has to be a number. But this is very high for a card score.

Proposal: Factionalism

Became popular 7 to 0. Enacted by Derrick

Adminned at 29 Jun 2018 19:18:24 UTC

Add to the list of cards in the rule “Deck”:

Alliance (1) [Labor] No constraint> Discard a faction card and increase the war rating of all communities with that faction by 1/ Discard a faction card and reduce the war rating of all communities with that faction by 1
Trade Network (1) [Labor] No constraint> Discard a faction card and increase the economy rating of all communities with that faction by 1/ Discard a faction card and reduce the economy rating of all communities with that faction by 1
Marital Ties (1) [Labor] No constraint> Discard a faction card and increase the culture rating of all communities with that faction by 1/ Discard a faction card and reduce the culture rating of all communities with that faction by 1

Redlander Scribe (1) [Person] No constraint > Must be freindly to a redlander community > increase the culture of a city by 1 / increase the economy of a town by 1
Barban Roamer (1) [Person] No constraint > Increase the war rating a a village by 1 / Increase the Culture of a Barban community by 1.
Grassfolk Herald (1) [Person] No constraint > discard a card and change a village or town’s attitude towards a wizard to freindly / discard a card and change a village or town’s attitude towards a wizard to suspicious.
Mudling Princess (1) [Person] No constraint > Increase the culture of a mudling town by 1 / move an attatched person from one community to a mudling community.

Redlander Gardener (1) [Person] No constraint > set your home to a redlander community / Set the attitude of your home towards you to freindly
Barban Renegade (1) [Person] No constraint > increase the war rating of a neutral community by 1 / Set the attitude of non-barban community towards a wizard to suspicious.
Grassfolk Explorer [Person] No constraint > increase one rating of a ruin by one and set its faction to Grassfolk / Change the attitude of a grassfolk community towards a wizard from hostile to neutral.
Mudling Monk (1) [Person] may only be played if a mudling town or city exists > increase the culture of a mudling town by 1 / discard a card and lower the war rating of all mudling communities by 1.

 

We’ve got 40 cards, 12 players, a max effective hand size of 9, and we’re going to be dealing daily. We need more cards!.

in particular, we need more faction cards. So here are 8 more faction cards, plus a few more ways to burn them!

Proposal: Quibbles and Quobbles

Became popular 8 to 0. Enacted by Derrick

Adminned at 29 Jun 2018 19:13:28 UTC

Add to the subrule “Attaching”:

When a card is unattached, it is removed from the list of attached cards in the community it is attached to.

In the Card named “Pick Pocket”
Change:

Choose a Wizard and play a card that you satisfy the constraints of as if it were in your hand

To:

Choose a Wizard and play a card in their hand that you satisfy the constraints of as if it were in your hand. The card is removed from their hand.

Add to the rule “Homes”

A wizard is “In a community” if their home is that community.

In Drawing, change the second step from:

Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.

to:

Randomly choose one card from the deck, add it to the hand of the first Wizard in the list, and remove that Wizard from the list.

 

None of these should change the way the game is played, but they probably do need to be addressed. Most are from comments on the original proposals.

Proposal: There’s Some Place

became popular 6 to 1. Enacted by Derrick

Adminned at 29 Jun 2018 19:10:47 UTC

For each Wizard whose EVC on this proposal contains the name of a single Community, set that Wizard’s Home to that Community.

At this rate, it may be a while before we even have the opportunity to obtain cards that would allow us to discard them and gain homes.

Proposal: Deal of the Day

reached quorum 7-0 enacted by card

Adminned at 29 Jun 2018 02:22:28 UTC

Replace “Dealing is a communal weekly atomic action with the following steps:” with:-

Dealing is a communal daily atomic action with the following steps:

Weekly action = around four times per dynasty. I think we’d be alright with seven cards a week instead of one.

Wednesday, June 27, 2018

Proposal: Victory condition: Fate Decider

unpopular 1 to 7. Failed by Derrick.

Adminned at 28 Jun 2018 14:52:28 UTC

It might be a little bit early, but we’ll see. Add the following rule named “Fate Decider” as a victory condition:

There are two ways to win the game. Firstly, become the first wizard to be friendly to every community and have each community have at least one score in each category of Economy, Culture, and War. Secondly, become the first wizard to be suspicious to every community and have each community have exactly zero score in each category of Economy, Culture, and War. If two or more wizards achieve victory by either way at the same time, then victory is decided by which wizard has the greatest score. If once more this is a tie, the wizard with the most cards in hand win. If this is still a tie, then the winner is randomly decided among the tied wizards.

Deal me in, boys

Okay, not actually since the whole card-drawing and playing part hasn’t started yet. But I would like to cease to be idle.

The Triangular Traveler, weary after watching the power struggle for control over the tesseract, left all the tesserers and wandered in the wilderness. On his travels he heard news of whale hunts and strange, unexplained experiments. He felt an urge to go back. When he arrived, he found his old friends, and some strangers, sitting down to play cards. The group readily invited him to join in.

Proposal: Cards aren’t just Played

Popular 8 to 0. Enacted by derrick.

Adminned at 28 Jun 2018 14:35:52 UTC

Change:

Wizards other than the Historian may not play cards

To:

Wizards other than the Historian may not play, attatch, or score cards

in all places it appears*.

add to the list of steps in the rule drawing:

Perform the effect of each attached card associated with its state, if that effect is an action

If the proposal “a psudodeck” has passed:
Change

the set of cards in this rule which are not in the Hand of any Wizard

To

the set of cards in this rule which are not in the Hand of any Wizard or attached to a community

 

some cards play!


*It should be noted by the enacting admin that this phrase appears 3 times.

Proposal: Making Monsters

Timed out 4 votes to 1. Enacted by Kevan.

Adminned at 28 Jun 2018 13:45:16 UTC

Add to the list of Cards:

*Small Dragon (1) [Monster] This card may be attatched to a village by discarding one card, but not played > Reduce the economy of this card’s community by 1. If the economy rating was already 0, reduce all ratings of the community to 0 and unattatch this card. / No effect.
*Child-Stealer (1) [Monster] This card may be attatched to a village by discarding one card, but not played > Reduce the culture rating of this card’s community by 1. If the culture rating was already 0, reduce all ratings of the community to 0 and unattatch this card / No Effect
*Raiding Goblins (1) [Monster] This card may be attatched to a village by discarding one card, but not played > Reduce the war rating of this card’s community by 1. If the culture rating was already 0, reduce all ratings of the community to 0 and unattatch this card / No Effect
*Toll Troll (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The economy rating of this card’s community may not be raised / Lower the economy rating of this card’s community by 2 and unattatch this card.
*Proud Ghost (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The war rating of this card’s community may not be raised / Lower the war rating of this card’s community by 2 and unattatch this card.
*Mad Beast (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The economy rating of this card’s community may not be raised / Lower the economy rating of this card’s community by 2 and unattatch this card.
*Slayer (1) [Person] May be played for the up effect or attached in a down state > unattatch a monster from a community / No monsters may be attached to this card’s community.

Golbins and Dragons and Ghosts, Oh my!

Proposal: Start Your Henges

Passes 8-0. Enacted by Brendan.

Adminned at 28 Jun 2018 05:22:58 UTC

Add a subrule of “Cards” called “Playing”:-

A Wizard may play a card which is in their hand, unless the card’s constraint prevents them from doing so. To play a card, the Wizard performs the following Atomic Action, known as “Spellcasting”:-

  • Apply either the Up Effect or Down Effect of the card, unless the card’s constraint prevents them from doing so.
  • If the card is still in their hand, remove the card from their hand.

Remove the paragraph beginning “When a Wizard plays a card in their hand” from “Cards”.

Making “Drawing” and “Discarding” subrules of “Cards”, with “Drawing” before “Playing” and “Discarding” after “Playing”.

If “The Point” enacted, make a subrule of “Cards” called “Scoring”:-

A Wizard may score a card which is in their hand, unless the card’s constraint prevents them from doing so. Upon doing so, they remove that card from their hand and simultaneously add its score to their Thaum.

Remove the paragraphs beginning “When a Wizard attaches a card” and “The effect of an attatched card” from the ruleset, and add a subrule of “Cards” called “Attaching”:-

A Wizard may attach a card which is in their hand, if the card’s constraint explicitly allows it. Upon doing so, they choose a Community and an Up state or a Down state. The card is then removed from their hand and attached to the Community in that State. The Community a Card is attatched to may be called that Card’s Community.

The effect of an attached card corresponding to its state is rules text if it is not an action.

Under the current rules it looks like the only playable cards are “Start Playing” and “Start Drawing” (which have a Constraint of “may be played when…”) - nothing else gives us permission to play cards yet. The same goes for Scoring and Attaching.

This groups everything into subrules of Cards and gives them “you may do this” rules, and makes card playing into a two-step atomic action instead of a one-step followed by “and then another thing happens”.

Tuesday, June 26, 2018

Proposal: Trick or Treat

Times out 4-1. Enacted by Brendan.

Adminned at 28 Jun 2018 05:20:16 UTC

Append to “Communities”

Text on a card which states “X community” where X is an attitude, means “a community which is X towards you”

add the following cards to the rule “Deck”

Slight of Hand (X) [Trick] Must be in a community which has a card attached to them > Add that card to your hand and unattach it from the community / if you have a card which can be attached to a community in your hand, attach it in the up state and remove a different attached card from the community you are in.
Pick Pocket (2) [Trick] Must be in the same location as the Wizard(s) you target > Choose a Wizard and play a card that you satisfy the constraints of as if it were in your hand. / choose two Wizards who have at least one card in their Hand. Choose a card from each hand and swap them.
Stage Magic (1) [Trick] Must have at least 1 Friendly community > Choose an Indiferent community and make them Friendly towards you. / Choose a Friendly community and increase their culture by 1.
Faked Intel (2) [Trick] Must have at least 1 Suspicious community > Choose a suspicious community and decrease their War by 2. / Choose a nuetral community, make them friendly towards you and increase their War by 1.
Bridge Troll (0) [Trick] Must have a Person in hand and be in the community you target to attach this card to. This is a card which may be attached if a Person in your hand is discarded when it is attached. > Whenever a Wizard sets their home from this community to a different one they must as an additional cost transfer 1 Thaum to the Wizard who attached this card here. / Whenever a Wizard sets their home to this community they must as an additional cost transfer 1 Thaum to the Wizard who attached this card here.
Framed (2) [Trick] Must be in the same community as another Wizard > Choose another Wizard, change the attitude of that Wizard’s home towards them to Suspicious. / Choose another Wizard, change the attitude of that Wizard’s home towards them to Friendly.

Proposal: a psudodeck

Passes 7-0. Enacted by Brendan.

Adminned at 27 Jun 2018 21:35:35 UTC

Prepend the following text to the rule “Deck”

Any reference in the ruleset or in any of the fields of a card to a deck, such as “the deck”, where it is certain it is not referencing this rule is to be interpreted instead to be “the set of cards in this rule which are not in the Hand of any Wizard”. Any reference in the ruleset or in any of the fields of a card similar to “the deck is empty” or “an empty deck” is to be interpreted instead as “the deck being equal to the empty set”.

In the rule “Drawing” remove all text between parenthesis and then remove parenthesis.
In “Drawing” change “Randomly choose one card” to

Randomly choose one card in the deck

Replace “or their are no more cards in the deck which are not part of any Wizard’s hand.” with

or the deck empty.

since we already have a rule that references a deck as if it were a regular deck of cards, I’ll just define what “deck” means for the scope of this dynasty and similar to how it was already being used in that rule.
also I just now noticed the wrong “their” in that rule.

Proposal: The Point

Became popular 7 to 0. Enacted by Derrick.

The clause removing “or scored” referred to a text string that did not exist in the rule set, and had no effect.

Adminned at 26 Jun 2018 17:46:08 UTC

Add a new rule called “Thaum” as follows:

Each Wizard has an amount of Thaum, which is a nonnegative integer, tracked in the GNDT.

Delete the words “or scored” from the clause “a constraint outlining the circumstances under which it may be played or scored” in the rule “Cards.”

Append to the paragraph beginning “When a Wizard plays a card in their hand” in the rule “Cards” the following:

When a Wizard scores a card in their hand, they remove that card from their hand and simultaneously add its score to their Thaum.

Proposal: Prophesy

Became unpopular 1 to 6. Failed by Derrick.

Adminned at 26 Jun 2018 17:38:38 UTC

Add the following card named “prophesy” under “Spells”:

Score: 0
Constraint: Can only be played if you have at least one other spell in hand not named “prophesy”.
Up effect: Randomly choose three cards in the deck and select one to add to your hand. The other cards go back in the deck.
Down effect: Nothing happens.

The score is zero because the effect is powerful.

Proposal: Shoe Polish

Became popular 6 to 0. Enacted by Derrick

all changes listed have been made to ruleset

Adminned at 26 Jun 2018 17:24:46 UTC

Reword the “Deck” rule to:-

The following bulleted list is a list of all legal cards, in the format “Name (Score) [Type] Constraint > Up Effect / Down Effect”.

**CARD LIST HERE**

Cards may never contain the characters ‘[’, ‘]’, ‘/’ or ‘>’ in any of their fields.

In “Cards”, replace “A card is defined as a subrule to this rule, under the heading “List of Cards.” Each such card must have a name (which is the title of the subrule);” with:

Each card must have a name (a text string);

Remove the text from “In a proposal” through “down effect: V’” from the rule “Cards”.

Replace “**CARD LIST HERE**” in the Deck rule with a numerically bulleted list of all the cards that existed in the game at the point immediately prior to this commencement of this proposal’s enactment.

Delete the “List of cards” rule and all of its subrules.

Replace “Any text contained under the heading “List of Cards” is not considered normal ruleset text” with “Replace “Any text contained in the field of a card is not considered normal ruleset text”. Replace “Within proposals and within text under the heading “List of Cards”, a word only refers to the name of a Wizard” with “Within proposals and within the fields of cards, a word only refers to the name of a Wizard”.

Tweaked reproposal of Card’s Compact Card Formats, to give a numbered bulleted list.

Monday, June 25, 2018

Registration

I, VJRada, once again register for the game of BlogNomic.

Proposal: First Catch Your Owlbear

reached quorum 6-0 enacted by card

Adminned at 26 Jun 2018 02:11:22 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • The Prophecy (2) [Ritual] You must have a Potion and a Person in your hand. Discard a Potion and a Person, then draw a card; instead of selecting this card randomly, you may choose any card which is not in a Wizard’s hand. Discard a Potion and a Person.
  • The Metamorphosis (2) [Ritual] You must have a Person and a Monster in your hand. Discard a Person and a Monster, then swap the contents of your hand with that of another Wizard. Discard a Person and a Monster.
  • The Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand. Discard a Monster and a Potion, then draw six cards. Discard a Monster and a Potion.
  • The Behemoth (2) [Ritual] You must have two Monsters in your hand. Discard two Monsters, then set all Ratings of any one Community to zero. Discard two Monsters.
  • The Miasma (2) [Ritual] You must have two Potions in your hand. Discard two Potions, then set any one Community to be Suspicious to all Wizards. Discard two Potions.
  • The Infiltration (2) [Ritual] You must have two Persons in your hand. Discard two Persons, choose a Faction and change all Communities of that Faction to be Neutral. Discard two Persons.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

Proposal: Friendly Reward

self-killed failed by card

Adminned at 26 Jun 2018 01:47:43 UTC

create the following card named “Friendly Reward” under “Tricks”:

Score: 3
Constraint: Can only be played if you are friendly to a community.
Up effect: Draw a card.
Down effect: Force a wizard to discard a card of their choice from their hand, if they have one or more cards in their hand.

Saturday, June 23, 2018

Proposal: For Glory

self-killed failed by card

Adminned at 26 Jun 2018 01:46:58 UTC

Create a new rule called “Glory”

A wizard’s glory is equal to the sum of the sizes of all villages with an Attitude of freindly towards that wizard

If all tracked communities are cities and a wizard has more glory than every other wizard, that Wizard has achieved victory.

 

Normally I’d say its a touch early for a victory condition, but I’m hoping it will encourage and shape future proposals, especially card suggestions.

Proposal: Growing Rather Attatched

timed out 4-0 with 2 def votes
there is no proposal named “Though Shall Not” so that part did not register. since that text is not part of the ruleset and the spelling portion for proposals only apply to a person’s own proposals I am unable to correct that mistake.
enacted by card

Adminned at 26 Jun 2018 01:46:03 UTC

Add to the rule “Communities”

Each community has a number of Attached Cards, which are either in an up state or a down state. The cards and their state are tracked in the community list in this rule.

In the rule “Drawing”, Change:

which is not part of any Wizard’s hand

To

which is not part of any Wizard’s hand or attatched to a community

In the Rule “Cards”,
Change:

may be played or scored

To

may be played, attatched, or scored

and add:

When a Wizard attaches a card in their hand (if it is explicitly permitted in the card’s constraint), they choose a community and an up state or a down state. The card is then removed from their hand and attatched to the community in that state. the community a card is attatched to may be called that card’s community.

The effect of an attatched card corresponding to its state is rules text if it is not an action.

If the the propsal “Though Shall Not” has passed, add to the list of steps in the rule drawing:

Perform the effect of each attatched card associated with its state, if that effect is an action.

Proposal: Towers of Power

Passes 6-0. Enacted by Brendan.

Adminned at 25 Jun 2018 04:17:46 UTC

Enact a new rule, “Homes”:-

Each Wizard has a Home, tracked in the GNDT - a Wizard’s Home is a Community, defaulting to the Wilderness if it exists. (If a Wizard’s Home is the Wilderness, this may be tracked as just “-”.)

A Wizard may set their Home to a Community by discarding a card which contains the name of that Community’s Faction.

Add a Community to the list:-

  • The Wilderness: Neutral Faction. War = 0, Culture = 0, Economy = 0.

Add a Card with the Name “Teleport”, a type “Spell”, a Score of 1, a Constraint of “No Constraint.”, an Up Effect of “Set your Home to any Village, Town or City.” and a Down Effect of “Set your Home to any Ruin.”

Variant reproposal of Derrick’s original “Location”, with some ways to move.

Friendly Reward

create the following card named “Friendly Reward” under “Tricks”:

Score: 3
Constraint: Can only be played if you are friendly to a community.
Upside: Draw a card.
Downside: Force a wizard to discard a card of their choice from their hand, if they have one or more cards in their hand.

Saturday, June 23, 2018

Proposal: Magic Broomstick

Passes 8-0. Enacted by Brendan.

Adminned at 25 Jun 2018 04:16:36 UTC

Remove the rule “Card Types.”

Reword the first paragraph of the rule “Cards” as follows:

A card is defined as a subrule to this rule, under the heading “List of Cards.” Each such card must have a name (which is the title of the subrule); a score (which is a nonnegative integer); a type; a constraint outlining the circumstances under which it may be played or scored; and two effects, divided into an Up Effect and a Down Effect. Each card’s type must be one of the following:

  • Spell
  • Potion
  • Ritual
  • Person
  • Monster
  • Labor
  • Trick
  • Forbidden

If a card’s Constraint, Up Effect or Down Effect refer to “a (type),” such as “a potion,” that reference is considered to be shorthand for “a card of the type (type).”

Set the type of the cards “Start Drawing” and “Start Playing” to Forbidden.

Proposal: Thou Shall Not

Passes 6-0. Enacted by Brendan.

Adminned at 25 Jun 2018 04:14:40 UTC

If the sentence

Dealing shall always performed at the earliest legal time.

exists in the Ruleset, remove it from the Ruleset.

If no such sentence exists, add to the rule “Drawing” the following:

Dealing is a communal weekly atomic action with the following steps:

  1. Create a randomly ordered list containing all Wizards who have fewer than 9 cards in their hand.
  2. Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
  3. Repeat the previous step until either the list is empty or their are no more cards in the deck which are not part of any Wizard’s hand.
  4. If the rule “Cards” contains the text “Wizards other than the Historian may not draw cards.”, Dealing is not legal.

A slightly clarified version of Derrick’s proposal.

Proposal: Here’s the Deal

Self-killed by Derrick. Failed by Derrick

Adminned at 23 Jun 2018 20:12:18 UTC

Add to the rule “Drawing”

Dealing is a communal weekly atomic action with the following parts:

  • Create a randomly ordered list containing all Wizards who have less than 9 cards in their hand.
  • Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
  • Repeat step two until either the list is empty or their are no more cards in the deck witch are not part of any Wizard’s hand.

Dealing shall always performed at the earliest legal time.
If the rule “Cards” contains the text “Wizards other than the Historian may not draw cards.”, Dealing cards is not legal.

This is mostly a copy of clause in an earlier proposal that didn’t take effect. Its a good method for drawing cards. I’ve made it so it doesn’t take effect until the “Start Drawing” Card is played.

Kevan has pointed out to me on slack that the best way to randomly generate a list of players is DICE10 DICE9 DICE8 DICE7 DICE6 DICE5 DICE4 DICE3 DICE2 in the GNDT. A sample result would be:

DICE10:10   DICE9:4   DICE8:2   DICE7:4   DICE6:2   DICE5:4   DICE4:4   DICE3:3   DICE2:2
Which indicates:
9spaceking derrick Brendan Axemabaro pokes Jumble LinkVanyali Corona card Kevan

Proposal: More communities

Became popular 7 to 0. Enacted by Derrick

Adminned at 23 Jun 2018 20:06:08 UTC

Add the following communities under the “communities” rule:

-Native tribe: Barban faction. War= 4, Culture= 0; Economy=1. Friendly to Derrick.
-Elitist Forrest. Grassfolk faction. War=0, Culture=3, Economy=2. Friendly to Derrick.
-Swamp. Mudling faction. War=2, Culture=2, Economy=2. Friendly to Derrick.
-The Red Plains. Redlander faction. War=1, Culture=1, Economy=3. Friendly to Derrick.
-Hidden Secret-holders: Neutral faction. War=0; Culture =5, Economy=0. Friendly to Derrick.

Thursday, June 21, 2018

Proposal: Card Auction

Cannot pass at 1-5 with 1 unresolved DEF. Failed by Brendan.

Adminned at 22 Jun 2018 23:57:39 UTC

Create a new rule named “Card Auction” as follows:

Twice per week, if a Wizard has at least one card, they may put it up for “auction”. Other wizards may choose cards in their hand to trade for the card. Over the course of the auction, the original wizard may choose to change cards or add additional cards for auction. Once the original wizard has found a deal satisfying them, they may say “Seal deal x”, where x is the name of the wizard they accept the deal of. If x agrees with “Seal deal”, the trade off is then complete and the wizards swap their cards they chose. If one of the cards is played before the swap is complete, the trade is negated, and the original wizard can chose another deal to seal.

Proposal: A village is not made of houses

Passes 6-0. Enacted by Brendan.

Adminned at 22 Jun 2018 23:38:22 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • Mudling Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Mudling. Raise the economy rating of a ruin by 2 and change the Faction to Mudling
  • Barban Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Barban. Raise the war rating of a ruin by 2 and change the Faction to Barban
  • Grassfolk Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Grassfolk . Raise the culture rating of a ruin by 2 and change the Faction to Grassfolk
  • Redlander Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village or Town to Redlander . Change the Faction of a Village to Neutral
  •   Plague (2) [Spell] No Constraint. Reduce all ratings of a community by 1 and vex it. Reduce one rating of a community by 2 and vex it.
  •   Fertility (4) [Spell] May only effect communities friendly to the wizard playing the card. discard a card and increase all ratings of a community with positive size by 1. Discard a card and place a Person type card of your choice in your hand from the deck .
  •   Barban Warrior (1) [person] there must exist at least one Barban community. Increase the War rating of a Barban community by 1 . Reduce any rating of a community that is not Barban by 1.
  •   Grassfolk Poet(1) [person] there must exist at least one Grassfolk community. Increase the Culture rating of any community by 1 . Increase any rating of a Grassfolk community by 1 .
  •   Mudling Inventor(1) [person] there must exist at least one Mudling community. Increase the Economy rating of a Mudling community by 1. Discard a potion from your hand and play either its up effect or its down effect twice .
  •   Redlander King(1) [person] there must exist at least one Redlander community. Increase any rating of a neutral town or city by 1. Increase two ratings of a redlander town or city by 1.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

Add to the rule “Factions”

A community with a faction of X may be referred to as an X community.
A card with a faction name in it may be reffered to as a “Faction Card” or as an “X Card”, where X is the name of the faction appearing.

Proposal: compact card formats

Self Killed by Card. Failed by Derrick

Adminned at 22 Jun 2018 13:11:27 UTC

Apend to “Cards” the text

Cards may be represented in the ruleset or proposals in the following form:
      ==Title== #Score# [Type] {Constraint} ^Up Effect^ $Down Effect$
Any cards used for this dynasty that appear in a wikipage in a different form may be converted to this form. Cards may never contain the characters ‘#’, ‘^’, ‘{', '}’, ‘[’, ‘]’, or ‘$’ in any of their fields.

remove
“In a proposal, the shorthand (which ignores capitalization)
“add the following card to the ruleset:
title: X
score: Y
constraint: Z
up effect: W
down effect: V”
where the parameters are the fields to their left, stands for the text
‘Make a subrule “X” of Cards under the heading “List of Cards” with the text
score: Y
constraint: Z
up effect: W
down effect: V’” from the ruleset.

I made all of the pieces of a card have characters that probably wouldn’t be useful anyway surround certain fields so that any of the effects could have multiple sentences without having errors. Specifically avoided parenthesis since they could be used in place of the other bracket characters.

Proposal: Dispel Imp [Appendix]

Became popular 8 to 0. Enacted by Derrick

Adminned at 22 Jun 2018 13:07:49 UTC

In the “Voting Icons” keyword definition, replace “an IMP” with “a DEF”, replace “an Imperial Seal” with “a crossed-out circle”, and replace “the Imperial Veto” with “a vote to VETO”.

I just had an email from a lurker asking what a “DEF” vote was, and realised that we’re still using the very old “Imperial” name for them in the appendix. The concept of Imperial Seals is also archaic, and in rare cases the rules allow non-Emperor vetoes.

Wednesday, June 20, 2018

Proposal: Spells and Potions and Monsters, oh my!

Became unpopular 1 to 5. Failed by Derrick

Adminned at 22 Jun 2018 13:06:07 UTC

Change the text of the rule “Card Types” to the following:

All cards must have exactly one type from the following list:
*Spell: A Wizard may only play five Spell-type cards in a week.
*Potion: The one of the Effects of a Potion-type card must be “Nothing Happens” and the Constraint must be “No Constraint.”
*Trick: When a Trick-type card is played, the Wizard playing it must choose a Wizard (which may be theirself) to be the Target Wizard for the proposes of that card’s Effects.
*Person: Person-type cards must have the text “Add a ‘X’ to Y.” where Y is the name of a community, and X is a string. “Add a ‘X’ to Y.” means “add the string X to the list of members of community Y.”
*Monster: The Down Effect of a Monster-type card must contain two positive numbers named the “Destruction” and “Toughness”. When the Down Effect of a Monster-type card is played the Wizard playing it must choose a community. The community Fights the monster as described in the rule “Fighting”.
*Ritual: When a Ritual-type card is played, the Wizard playing it must choose a Community who is friendly to them. That community’s Culture is called the “Power” of that card. The score of a Ritual-type card is equal to its Power. A Wizard cannot play a Ritual-type card if there are no communities that are friendly to them.
*Labor:
Cards must follow the above parameters for their type.

Change this text in the rule “Communities”:

Each Community has a Name (between one and two words), a Faction (a single word), and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

to this:

Each Community has a Name (between one and two words), a Faction (a single word), a comma separated list of members, and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

Create a new rule called “Fighting” with the following text:

A community’s defense is a number equal to (their Rating/5) rounded up, times (their Economy + 3).

When the Down Effect of a Monster is played on a community, wait for two days. After two days, any Wizard may perform the following Atomic Action:
*the community’s defense is compared to the card’s Toughness.
*If the community’s defense is greater than or equal to the card’s Toughness, then that community gains Culture equal to the card’s Destruction.
*If the community’s defense is less than the card’s Toughness, then that community looses Rank equal to the card’s Destruction.

 

Proposal: Two-Bit Arcana

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 22 Jun 2018 08:11:05 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • Fire (1) [Spell] No Constraint. Add 1 War to any Community. Reduce a Rating of any Community by 1 and Vex it.
  • Flood (1) [Spell] No Constraint. Add 1 Economy to any Community. Reduce a Rating of any Community by 1 and Vex it.
  • Fable (1) [Spell] No Constraint. Add 1 Culture to any Community. Reduce the Culture of any Community by 1.
  • Forget (1) [Spell] No Constraint. Set a Community to be Indifferent to all Wizards. Set a Community to be Indifferent to a Wizard of your choice.
  • Brown Potion (1) [Potion] No Constraint. Draw a card. Nothing happens.
  • Red Potion (1) [Potion] No Constraint. Set a Community to be Friendly to you. Nothing happens.
  • Clear Potion (1) [Potion] No Constraint. Discard your hand. Nothing happens.
  • Black Potion (1) [Potion] No Constraint. Vex a Community. Nothing happens.
  • Swirly Potion (1) [Potion] No Constraint. Apply the Up Effect of any other Potion card, then discard your hand. Nothing happens.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

To “Communities”, add:-

When a Wizard Vexes a Community, that Community becomes Suspicious to them if it is not already.

Proposal: Card Steal

Fewer than a quorum not voting against. Failed 1-6 by Kevan.

Adminned at 22 Jun 2018 08:07:29 UTC

Add this card under the list of cards (in the ruleset), under the type “Tricks”:

title: Card Steal
score: 3
constraint: You can only play this card if you have at least one other card in your hand not named “Card Steal”.
Up effect: You may choose a wizard, then steal a random card from their hand.
Down effect: You must reveal a card of your choosing from your hand, other than the card you just stole.

Proposal: some cards

Self-killed. Failed by Kevan.

Adminned at 22 Jun 2018 08:06:54 UTC

To the list of types add “magical object”.

To the ruletext which describes the shorthand in Cards add “type: U” to the bottom of both versions.

Add the following card to the ruleset:
title: Sword In The Stone
score: 4
constraint: Can’t have used this card at the same community before.
up effect: Choose a community and make a just ruler there. Increase that community’s Economy by 1 and set it’s Attitude toward you to Friendly.
down effect: Choose a community and make a warring ruler there. Increase that community’s War by 2; as a cost to choosing this effect lower that community’s Economy by 1, if it can’t be paid this option can’t be chosen.
type: magical object

Testing the waters for types of cards. I don’t know if the up/down effects should be mirrored but different like this one or should have mutually exclusive effects.
I think we really need to work out how this score mechanic works otherwise people are just going to propose high value cards or possibly disregard that value for the scoring victory at the end of the dynasty.

Proposal: Factions and Ruins

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 22 Jun 2018 08:06:18 UTC

Create a rule named “Factions”:

A community’s faction must be one of the following:
*Neutral
*Mudling
*Barban
*Redlander
*Grassfolk

Factions other than neutral are known as “Active” Factions

In the rule “Communities”
change:

A Community with a size of 5 or less is a Village

To

A community with a size of 0 is a ruin and must have a faction of Neutral. A Community with a size between 1 and 5 is a Village.

 

I’m not super sold on the names of the factions, but I am sold on the general number, and they’re all supposed to be insulting names the others call them.

This will also let us have empty community sites, so that when they are settled its a change in stats rather than the creation of a community.

Proposal: Drawing

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2018 14:05:14 UTC

Create a new rule called “Drawing” with this text:

If a Wizard is instructed by ruletext or a card’s affect to draw a card and they have less than 9 cards in their hand, they must randomly choose one card (which is not part of any Wizard’s hand) from the deck and add it to their hand.

If every card in the deck is in a Wizard’s hand, no Wizard may draw or Deal.

If the text

Wizards other than the Historian may not draw cards.

is not part of the ruleset, append to the rule “Drawing” this text:

Dealing is a communal weekly atomic action with the following parts:
*Create a randomly ordered list containing all Wizards who have less than 9 cards in their hand.
*Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
*Repeat step two until either the list is empty or their are no more cards in the deck witch are not part of any Wizard’s hand.
Dealing shall always performed at the earliest legal time.

Proposal: Deck Composition

Fewer than a quorum not voting against. Failed 1-6 by Kevan.

Adminned at 21 Jun 2018 14:04:08 UTC

Create a subrule named “Deck Composition” under “Deck” as follows:

The deck shall have a starting size of 200 cards, all of which begin with the name “Blank”. Constraint is “cannot be played under any conditions”. The upside is “nothing”, downside is “nothing”, and scoring is 0. Wizards may draw from the deck in the order of the deck composition (unless otherwise noted). If the deck runs out of cards, and a card draw is requested by a wizard (under legal circumstances), all cards which have been played and resolved (no ongoing effect) are to be shuffled into the deck.

 

Proposal: Grand Action

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2018 07:48:35 UTC

insert the following to the list of card types:

Persons, Monsters, Labors,

Wizards have so many tools other than magic.

Labors are meant to represent things like leading a band of refuges into a town or brokering peace between two nations

Proposal: Credit Card Fraud

reached quorum 8-0 enacted by card

Adminned at 20 Jun 2018 22:10:14 UTC

To “No Lame Scams”, add:-

Within proposals and within text under the heading “List of Cards”, a word only refers to the name of a Wizard if it is explicitly stated that it refers to a Wizard’s name.

The appendix rule about names only covers rules, not proposals. I’m not sure we need to override that forever, but we certainly do for this dynasty.

(Also, card has just proposed that card effects shouldn’t count as ruletext.)

Proposal: a missed draw

reached quorum 6-0 enacted by card

Adminned at 20 Jun 2018 22:06:00 UTC

If the cards Start Drawing and Start Playing exist, add one of each to the Historian’s hand.

If the text ‘“potions”, and “tricks”.’ exists in the ruleset change it to

“potions”, “rituals”, and “tricks”.

Wednesday, June 20, 2018

Proposal: They’re cards, not rules!

reached quorum 6-0 enacted by card

Adminned at 20 Jun 2018 16:15:58 UTC

If “Wizards are Wild” has not passed this proposal does nothing.

Append to the rule “Cards”

Any text contained under the heading “List of Cards” is not considered normal ruleset text and should not be normally followed as such unless a different rule directs you to follow it in that way.

Append to the rule “Cards”

Wizards other than the Historian may not draw cards.
Wizards other than the Historian may not play cards.

Make a subrule “Start Drawing” of Cards under the heading “List of Cards” with the text

score: 0
constraint: may be played when the Historian feels that the drawing mechanic is acceptable for play.
Up Effect: remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset.
Down Effect: remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset.

Make a subrule “Start Playing” of Cards under the heading “List of Cards” with the text

score: 0
constraint: may be played when the Historian feels that the cards and mechanics for making new cards are balanced enough to start play with them.
Up Effect: remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset.
Down Effect: remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset.

Append to the rule “Cards”

In a proposal, the shorthand (which ignores capitalization)
“add the following card to the ruleset:
title: X
score: Y
constraint: Z
up effect: W
down effect: V”
where the parameters are the fields to their left, stands for the text
‘Make a subrule “X” of Cards under the heading “List of Cards” with the text

score: Y
constraint: Z
up effect: W
down effect: V

Add the cards Start Drawing and Start Playing to derrick’s hand.

a few different things.
1. makes clear that the cards in the ruleset are not rule text and shouldn’t be followed that way unless they’re played.
2. stop Wizards other than the Historian from interacting with cards until the Historian feels that the rules are error free enough
3. makes a shortened and readable way of adding cards to the ruleset

Proposal: Types of Cards

Reached Quorum 5 to 0. Enacted by Derrick.

Adminned at 20 Jun 2018 13:26:41 UTC

create a rule called “Card Types” as follows:

All cards must fall under specific types. A card may not have more than one type. These include “spells”, “potions”, and “tricks”. Further rules may add additional types that are mutually exclusive from previous types.

Proposal: Harman Kardon Harmony Carding

Reached Quorum 8 to 0. Enacted by derrick.

Adminned at 20 Jun 2018 13:12:26 UTC

If a rule called “Deck” exists, then replace the text “in the subrule Legal Cards” if it exists in that rule with

under the heading “List of Cards” in the rule “Cards.”

“The Card Organizer” and “Wizards are Wild” both look likely to pass, so they should play nice together.

Proposal: Discard dis Card

Reached Quorum 6 to 1. Enacted by derrick.

Adminned at 20 Jun 2018 13:08:49 UTC

create a rule named “Discarding”:

A wizard may discard a card when instructed to by a card’s effect. When a wizard discards a card, it is removed from that wizard’s hand. A wizard may not discard a card they do not have in their hand. If a card effect would require a wizard to discard a card they do not have in their hand, that effect may not be performed when the wizard plays the card. The most powerful effects in the game should require cards to be discarded as part of their effect.

 

Proposal: Community Service

Became popular 6 to 0. Enacted by Derrick.

Adminned at 20 Jun 2018 13:05:00 UTC

Enact a new rule, “Communities”:

Communities exist, and are tracked as a list in this rule. Each Community has a Name (between one and two words), a Faction (a single word), and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

Each Community has an Attitude towards each Wizard, which is either Suspicious, Indifferent or Friendly, defaulting to Indifferent to each Wizard. This is tracked in the community list in this rule, although if a Community is Indifferent to a Wizard, this need not be spelled out.

The Communities are:-

  • The Harbour: Neutral Faction. War = 0, Culture = 0, Economy = 1. Friendly to Derrick.

The size of a Community is the sum total of its Ratings. A Community with a size of 5 or less is a Village. A community with a size between 6 and 10 is a Town. A community with a size of 11 or more is a City.

Reproposing of a bit of Derrick’s opener, with some tweaks.

Proposal: Wizards are Wild

reached quorum 8-1 with 1 def enacted by card

Adminned at 20 Jun 2018 06:46:48 UTC

Create a rule called “Cards” (or, if there is already a rule by that name, reword it) as follows:

A card is defined as a subrule to this rule, under the heading “List of Cards.” Each such card must have a name (which is the title of the subrule), a score (which is a nonnegative integer), a constraint outlining the circumstances under which it may be played or scored, and two effects, divided into an Up Effect and a Down Effect.

A Wizard may have up to nine cards in their hand; the contents of each Wizard’s hand are tracked as a comma-delineated list in the field “Hand” in the GNDT. No more than one Wizard may have a given card in their hand at a time, and a Wizard may not have more than one copy of a single card.

When a Wizard plays a card in their hand (if it is legal to do so according to the card’s constraint), they perform either its Up Effect or its Down Effect as an Atomic Action. As soon as that action is complete, the card is removed from their hand.

Leaving the meaning of score open for now.

Proposal: card obtain method

Self-killed. Failed by Brendan.

Adminned at 20 Jun 2018 05:35:19 UTC

Create a rule that can be referred to as “post-combat card reward system”. The text is as follows:

If a wizard defeats another wizard in combat, the victor shall be able to claim one card from the defeated as their own. If the defeated has no cards, they will be in debt to the victor, such that as soon as they obtain a card, they must give it to the victor. It is possible to be in debt for multiple cards, in which case the oldest victor (one who won against the defeated first) obtains the cards first.

Proposal: the card organizer

Passes 9-0 with NO WIKIPAGES prevailing. Enacted by Brendan.

Adminned at 20 Jun 2018 05:33:21 UTC

Create a rule titled “Deck” with the text

A list of all legal cards are tracked in X.

If a Quorum of people who have voted on this proposal include the text “NO WIKIPAGES” replace X with “the subrule Legal Cards”.
Otherwise replace X with “the wikipage [[Legal Cards]]”

Proposal: Meddlers and Meddlees

Self killed by Derrick.

Adminned at 19 Jun 2018 18:34:35 UTC

Create A rule named “Wizards”:

Each wizard has a location, which is the name of a community or the text “wilderness”, defaulting to “wilderness” and tracked in the GNDT.
Each wizard has a number of moves, tracked in the GNDT.
A wizard may possess any number of cards, but may only play cards if they have 9 or fewer. Cards are tracked by the Historian and periodically announced by him.

Create a rule named “Communities”:

A community has a Name, which is a text string, a Faction, which is text string, a War rating, which is an integer, a Culture rating, which is an integer, an Economy rating, which is an integer. Each city has a memory of each wizard, which is an integer defaulting to 0. Cities are tracked by the Historian and periodically announced by him. The size of a community is the sum total of its ratings.

A community with a size of 5 or less is a village.
A community with a size of 10 or less is a town.
A community with a size of 11 or more is a city.

Create a rule named Cards:

A card has a name, an effect, a notes, and a score.
A card’s name is a text string. A card may be referred to by its name.
A card’s type is a text string.
A card’s effect is rules text that only occur when a card is played.
A card’s notes is rules text that effects when and how a card may be dealt, played, or scored.
A card’s score is an integer. When a playing a card creates or alters a community, the player of the card increases the community’s memory of them by the score of the card.

 

According to the book, the wizards predate the settlements. The Wise, Cunning, Mysterious Egomaniacs just “happened” They all claim to have existed before any of them did anything else. But they had to have come from somewhere. They claim to be wizards, not gods. They built civilization, not the earth. Surely one of them came first. Surely the “common folk” as they call us aren’t completely reliant on wizards to form settlements. Are we? Or is this section of the legend a complete fabrication, made to aggrandize later figures?

I’d have put the book down, if I hadn’t seen its magic with my own eyes. What was this tome? and why did my aunt give it to me?

Ascension Address: A Tome and a Legend

Upon returning from my voyages, I received word that an old aunt had perished from consumption. I mourned this loss, but there was nothing to be done about it. The executor visited me shortly afterwords, delivering a stack of old books. Aunty Neddy always had odd interests. The oldest book I’d never seen before. when I opened it, the archaic runes on the page stared back at me, signifying nothing. And then they shifted, and I could read of the ancient people who made this book. It spoke of cities, so long lost to history that this was perhaps the only record of them.

It spoke of the wizards. These wizards found safe valleys, fertile mountains, and majestic rivers for the people to settle in. They led small bands to become thriving villages. They guided young peasants to become Wise Kings, Witty Playwrights, and Cunning Architechs. They dethroned idolent kings, provoked starving peasants into revolution, and brokered alliances. They placed monsters to guard to terrorize towns, and sent heroes on quests. And they told stories about their deeds. With the short lives of the common folk, five generations is enough to rewrite history.

The word of the book didn’t just change that first time.

Replace the term Narrator with “Historian”, and “Sailor” with “Wizard”.
We are keeping the rule “No Lame Scams”

join next dynasty

it’s a little early but I thought “better early than late”. I’d like to become a player in Derrick’s dynasty (“announcing your arrival and your formal intention to become a player”), so yeah. Heard you had to make a blog post. Out of Derrick’s three ideas, I do like the idea of cards, though it’d be tricky if you had to program a “deck of cards” that is able to be shuffled, and for people to draw through.

Motivations

Here’s the post-dynastic Goal reveal required by the ruleset. As written the Goals of every player other than Derrick would just be “Abandon Ship” or “Religious”, but here’s what people actually tried to set, and how they would have scored if The Log and Line had been voted through:-

  • Brendan: Advance to Carpenter + Survive + Die + Protect Cuddlebeam + Stay Afloat + Abandon Ship + Avenge Nature 1 + Avenge Nature 2 = 3 Worth
  • Card: Stay Afloat + Survive + Protect Kevan + Advance to Deckhand + Avenge Nature 5 = 5 Worth
  • Corona: Advance to Navigator + Hunt + Survive + Stay Afloat + Protect Dewaldo + Protect Stoneworth + Protect Kevan + Religious = 6 Worth
  • Cuddlebeam: Die + (REPLACED: Abandon Ship) + Avenge Axemabaro + Avenge Brendan + Avenge Card + Avenge Corona + Avenge Cpt_Koen + Avenge Diabecko + Avenge ElMarko + Religious = 0 Worth
  • Derrick: Protect Pokes + Protect Thunder + Protect Cpt_Koen + Protect Jumble + (ERASED:Stay Afloat) + Hunt + Advance to Deckhand + Avenge Nature 2) = 6 Worth
  • Dewaldo: Avenge 4 + Advance to Cook + Acquire + Survive + Stay Afloat = 4 Worth
  • ElMarko: Advance to Third Mate + Hunt + Stay Afloat + Survive + Avenge Nature 4 = 4 Worth
  • Jumble: Avenge Nature 6 + Acquire + Stay Afloat + Survive = 2 Worth
  • Kevan: Survive + Advance to Passenger + Stay Afloat = 4 Worth
  • Mexianus: Advance to Blacksmith + Acquire + Hunt + Survive + Stay Afloat + Protect Brendan + Religious = 4 Worth

Which means Derrick would have won regardless - although tied with Corona, the Captain’s decision to pass all of their Gold to Cuddlebeam meant that the tiebreak would have been resolved in Derrick’s favour, 3 Lore to nothing.

Monday, June 18, 2018

Declaration of Victory: How does One Quantify Satisfaction?

Reached Quorum 6 to 0 after 12 hours, with Narrator Voting FOR. Enacted by derrick

Adminned at 19 Jun 2018 01:52:45 UTC

It has been a long voyage, fraught with drama and chaos. For much of the journey, We lacked a captain, and I had to do my best. We slew but a single beast, and a very unimpressive one at that. I do not know how I am still alive.

And yet, I feel a sense of accomplishment. My friends are alive. My ship is afloat. And I find myself content throwing off the cares of command and embracing the thrill of the harpoon. I am not a leader, but a harpooner.

I have achieved victory by having a reckoning of 6, far higher than any other active sailor.

As this victory is mildly irregular, I wish to share the choice of the next theme with my fellows. This is not a formal vote, but your input as to the best next dynasty will be given much weight when writing the ascension post.  The options I am considering are:
*A Contractor themed dynasty focused on secret bids and building the right team for a job whose requirements aren’t known until the last minute.
*An Exploration themed dynasty focused on the politics of funding large expeditions
*A Fantasy Civilization Building dynasty where wizards meddle with cities to see who can gain the most prominent place in legend. Focus would be on a card mechanic that I hope will fix the problems we’ve had with grinding

Passenger’s Log: Saint Calogerus’ Day

“Sails lowered, the Haniver wandered adrift through open waters.”

With players voting to enact Lord of the Level Loadstone (rendering illegally-submitted Goal lists legal and applying them) but not The Log and Line (which would have rendered everyone’s Goals legal), I can announce that it’s now the case that Derrick had the highest Reckoning when the story ended. Cuddlebeam’s was one or zero, everybody else’s was zero, and Derrick’s was six.

Since Level Loadstone did not attempt to be retroactive, this means (as I read it) that both Cuddlebeam and Derrick are presently considered to have achieved victory at some point during the current dynasty.

Saturday, June 16, 2018

Epilogue

The Story ended at 15th of June of 2018, 20:22:00 UTC.

Every Sailor but Cuddlebeam had the goal of “Abandon Ship”, which was not met as the Haniver was not sunk, giving all those Sailors Reckoning of zero.

The idle Sailor Cuddlebeam may have had the goal of “Religious” or “Abandon Ship” depending on how one interprets the rule for changing Goals, which states that “one or more of their own Goals be removed and replaced” and that the Narrator “shall and can perform these changes”: it would not be possible to perform the removal step, as the list can never hold zero items. This would give Cuddlebeam a Reckoning of zero or one.

If Cuddlebeam has a Reckoning of 1, they achieved victory on the 15th.

If Cuddlebeam has a Reckoning of 0 then everyone is tied for highest Reckoning, and with 3HP+9G Cuddlebeam had the highest Prestige when the Story Ended, so achieved victory on the 15th.

Play continues.

My reading of how things are.

I was thinking I had to hold off on this until after establishing a quorum’s view, since I didn’t want to reveal secret information which couldn’t be unrevealed, but if we’re going forward with all goals being Abandon Ship, the only serious information this reveals is whether anyone else spotted and used the loophole (they didn’t) and whether the Story has ended yet (it has).

Call for Judgment: The Log and Line

Timed out 2 votes to 2 with 2 unresolved DEFs. Failed by Kevan.

Adminned at 18 Jun 2018 08:03:17 UTC

In “Goals”, replace “Each Sailor has one or more secret Goals” with “Each Sailor has zero or more secret Goals”, and retroactively consider the rule to have used that wording since the time it was added to the ruleset.

So, a quick vote on how to end this. Should we retroactively reword the rule, or should we play out with every Sailor having had “Abandon Ship” as their initial goal?

Homeward Bound

Mexianus idles out after eight days’ inactivity. With Cuddlebeam also going idle by request, quorum drops to 4.

Friday, June 15, 2018

I’m running out of time.

I don’t have much time left to play this dynasty of psuedomafia, work’s been picking up, so I’m just going to out everything now.

You’ve all had the “Abandon Ship” goal from the start.

Each Sailor has one or more secret Goals

So, we’ve had goals all along. From the start. We have ONE or MORE. Not zero or more. One or more.

Via the defaulting rules in “Clarifications § Numbers and Variables.”, we’ve all got one Goal (earliest to zero), with that goal being “Abandon Ship” (alphabetically earliest). Since the start of the dynasty.

And

At 15-5-18 07:39:07 , I exchanged my “Abandon Ship” goal for “Religious” via a private message to Kevan, because it was Novel. I even got confirmation later on that I managed to do the swap (Which is why I made that “Reminder” proposal later on to confirm that I managed to pull it off and not fuck up).

I assume that I’m the only person to have done this swap.

Which would mean that I would’ve won, because you’d all have 0 Reckoning and I’d have 1.

But Kevan’s latest CFJ here changes everything. (I even made a copypasta days ago with my supposed endgame win thing: link)

Kevan’s CFJ would basically make that the people who have fucked up their Goal settings are now in the best position to win, because it would turn the bogus private messages sent into real Goal settings, which changes everything. It can be argued that Kevan’s “personal list” isn’t the actual gamestate, or that the CFJ just alters the submission, not the Goals themselves, but I don’t have the material time to enter that sort of quarreling/lawyering. Are more late CFJs going to appear during my CFJ, now that late CFJs are a thing? Am I going to be able to find a loophole which dismantles Kevan’s latest CFJ? I just don’t have the time to sit around, see what happens, and reply to people.

Do with this information what you wish. I unfortunately have to leave.

Please idle me.

Call for Judgment: Lord of the Level Loadstone

Timed out 3 votes to 2. Enacted by Kevan.

Adminned at 18 Jun 2018 08:02:36 UTC

Ah. Checking through my scribbled journal in the twilight, and I’ll keep this as vague as seems fair to, I’ve just realised that one or more Sailors actually submitted Goal lists which were illegal at the time of submission, and which I didn’t pick up on until now. I went ahead and “set that Sailor’s Goals to those specified” at the time, evidently making the same misreading that that Sailors had and not realising it was illegal for me to set those Goals. (This had the knock-on effect of making the Sailors safe from accidents and drownings in all that time, when they shouldn’t have been, and more significantly not giving them any feedback that their Goals hadn’t been legal.) Whether or not it would make or break the winner, we should balance the books before going any further.

There are two ways to resolve the problem. One is to say that the Goals were never set and those Sailors should be considered to have no Goals at the Story’s end. If this CfJ fails, I’ll take that as the verdict.

The other is to make those Goals legal in some way. Letting the Sailor select their own corrections would be unfair this late in the game, so:

Enact a new subrule of Goals, called “Goal Corrections”:-

A Correct List of Goals is one with a total Worth no greater than 10, and it may only include multiples of the same Goal if those multiples all have Targets, and if those Targets are different.

If any Sailors sent private messages to the Narrator in May 2018 requesting a list of Goals that was not a Correct list, the Narrator may, on his own personal copy of each such list, do any of the following:

  • if the list has two identical Goals with the same target, change one of those targets to a secretly random value;
  • if the list has two identical Goals with no targets, erase one of those Goals at secretly random;
  • if the list has a total Worth above 10, erase one secretly random Goal from it

Whenever the alteration or removal of a Goal makes a non-Correct List into a Correct one, that Sailor’s Goals are considered to have been that Correct List since the time at which they were submitted.

I’ll leave it to the decision of a quorum, but this feels like it’s on me for not double-checking all lists at the time of submission, as much as the players in question, which I apologise for.

Passenger’s Log: Saint Vitus’ Day

“A storm was rising over the archipelago, and the crew rushed back and forth across the decks with shouts and disagreements, flashes of lightning stopping them in the most dramatic of poses. The whaling ship Madcap swung towards us in the driving rain, heading back to Anchorage, and I wondered if it was too late for me to seek passage back to the city.”

The Madcap is nearby until the next Log.

Thursday, June 14, 2018

Proposal: Down with the Ship

tined out 1-4 failed by card

Adminned at 16 Jun 2018 21:43:26 UTC

Set the Position of the Sailor named Brendan to Captain.

Last-minute bargains welcome in the comments.

Wednesday, June 13, 2018

Proposal: If you’re going to Mutiny

self-killed failed by card

Adminned at 15 Jun 2018 05:24:50 UTC

Make the following changes to the sailor named “Corona”:

Change their position to Prisoner
Set his gold to 0

... then do it right.

The captain has long sought to leverage his position. A formal mutiny requires a quorum and involves risk, while this requires a mere majority and does not. It also removes the gold, and thus means the captain does not win ties.

Forgotten Gold

Cuddlebeam just gave themselves +1 Gold with a comment of ”(Forgot. Got that Gold.)”

Where did this come from? Was it meant to be a Lore increase from talking to the crew of the Caine? (And is it legal to apply it as “forgotten” when the time has now passed for such an action to be taken, given that the action explicitly requires that the player “increases their Lore” rather than a platonic “the player’s Lore is increased”?)

Story Post: Mutiany

Leaving someone as Captain near the end games gives them the power to mess with other people’s positions, possibly messing up their scoring. Best to not have a captain at that time.

Proposal: Every Cask is Out of Sight

reached quorum 5-0 enacted by card

Adminned at 15 Jun 2018 05:23:58 UTC

In the definition of the “Hunt” goal, replace “aboard the Haniver” with:-

aboard the Haniver (including any held by non-idle Sailors)

Addressing the Captain’s concern over which barrels are counted.

Proposal: Damn it all

failed 3-5 with 1 DEF with less than quorum not voting against.

Adminned at 15 Jun 2018 05:22:36 UTC

Set the amount of barrels of oil at the Haniver to 20.

It’s 20, because someone could take a barrel of oil, and players’ inventories might not count.

Passenger’s Log: Saint Peregrinus’ Day

“Long after midnight, the Captain and the Navigator leapt up from their benches at the galley, perhaps a little worse for wear, and proceeded to lower an empty whaling boat. Scattering handfuls of ship’s scarce provisions across the dark waters behind them, they paddled the boat towards the orbiting, moonlit fin of a lone dolphin.”

Corona and Card formed a Hunt empty-handed.

Encounter: An angry Dolphin with Speed 3, Danger 2, Yield 2 and Uncommonness 3. Card is this Encounter’s Leader. This Encounter has a Maneuver Energy of 0 and a Power Energy of 0.

Tuesday, June 12, 2018

Proposal: Yesterday’s Fresh Irons

Timed out 1 vote to 2 with 1 unresolved Captain DEF, after 48 hours. Failed by Kevan.

Adminned at 14 Jun 2018 16:15:32 UTC

End all Encounters which began before the St Barnabas’ Day log, and which have not yet been Ended.

Our Captain seems to be assuming that Encounters expire automatically when their Fast-Fish is no longer “in the area”, which I’m not sure is actually true. This makes it effectively true by ending all Encounters from last week and before.

Proposal: Seeking New Fortunes on the High Seas

Timed out 1 vote to 1 with 2 unresolved Captain DEFs, after 48 hours. Failed by Kevan.

Adminned at 14 Jun 2018 16:14:06 UTC

Add to “Goals”:-

A Sailor who is Aimless can apply to the Narrator via PM to have one or more Goals allocated to them. These allocated goals shall not have a total Worth that is greater than the total Worth of all the completed Goals of the Sailor with the greatest Worth.

New players can be given goals but in such a way that they cannot usurp the positions of longstanding players.

Proposal: To Sink For Evermore

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Jun 2018 07:45:55 UTC

Replace “A Sailor, if they have no items, can take an item from the Haniver.” with:-

A Sailor, if they have no items and if the Haniver is not Sunk, can take an item from the Haniver.

Add to “The Prisoner”:-

If the Haniver is Sunk, no Sailor may be made a Prisoner, and any Sailor may set a Prisoner’s Health Points to zero.

Proposal: I join the current dynasty!

Miscategorised: not a legal proposal as the person who made it wasn’t a player at the time. But welcome aboard.

Adminned at 12 Jun 2018 09:28:02 UTC

I hereby declare my intention to join the current dynasty and venture forth on the Haniver!

Lower the Boats 3

Lower the Boats for Wednesday’s log

Tuesday, June 12, 2018

Proposal: planned weapons

self killed failed by card

Adminned at 12 Jun 2018 08:10:09 UTC

Change “You use a Harpoon to spear the Fast-Fish. Roll a DICE5 and remove a Harpoon you are holding from the game: if you roll a number higher than the Fast-Fish’s Speed, you lower its Danger by 1.” to

You use a Harpoon to spear the Fast-Fish. Roll a DICE5 and remove a Harpoon you are holding from the game: if you roll a number higher than the Fast-Fish’s Speed, you lower its Danger by 1. If you are in more than one encounter and still have not taken an Encounter Action in at least one of them, you take a Harpoon from the Haniver.

It seems somewhat odd that sailors are forced to encounter every fish near the haniver and can’t always prepare against all of them. To counter that this will allow the Harpooneers to use their attack action once at each encounter.

An Issue

So, last week’s hunt failed, due to the inaction of Brendan, Jumble and Mexianus.

This may be due to them simply not visiting Blognomic, but possibly they’re defectors (they may not necessarily wish to see the ship sunk or w/e, but they may not have hunt as a goal and so they could benefit from boycotting hunts). Neither can be convincingly proven, and we’re running short on time.

My question: Should I imprison at least one of them?

It seems we don’t really have an effective mechanism for deterring/punishing defection in general—prison’s weak, as only 1 person can be jailed, and if they’ve been clever, it doesn’t have to hinder their goals. Should we propose something?

Proposal: Nigh to his Endless End

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 11 Jun 2018 21:00:49 UTC

For each Encounter which has been ended more than once, undo the Health losses caused by all but the first of those endings.

Then in “Encounter”, replace “When an Encounter has ended, Encounter Actions may no longer be taken at it.” with:-

Each Encounter may only be ended once. After an Encounter has ended, it is no longer considered to be an Encounter.

As currently written, an Encounter can be ended (and its injuries applied) repeatedly.

Passenger’s Log: Saint Barnabas’ Day

“A modern-looking whaling vessel passed us heading back to Anchorage, riding low in the water. Its crew all appeared to be busy below deck, but the sharp voice of its unseen captain hailed us across the open water.”

The whaling ship Caine is in the area until the next log.

Saturday, June 09, 2018

Proposal: Imputation of Usurpation

Timed out 3 votes to 1. Failed by Kevan.

Adminned at 11 Jun 2018 12:11:43 UTC

In “Mutiny”, replace “The Captain becomes a Prisoner, and the chief mate, second mate and third mate become a Prisoner if they did not vote For the mutiny.” with:-

Any Mate who did not vote For the Mutiny loses 1 Health Point. The Captain becomes a Prisoner, the Chief Mate (if there is one) becomes a Deckhand, and the Sailor who attempted the Mutiny becomes Chief Mate.

Replace “Otherwise, every sailor who voted For the mutiny at any point (even if they changed their vote later) becomes a Prisoner.” with:-

Otherwise, every sailor who voted For the mutiny at any point (even if they changed their vote later) loses 1 Health Point.

Mutinies aren’t very compatible with the one-person brig: if the Captain and three Mates have different Prestiges, then imprisoning the four of them means that three can (if they act quickly) immediately unimprison themselves, resume being Mates and reinstall the old Captain.

(This makes the mutineer Chief Mate rather than Captain, as making them Captain could allow the three previous Mates to retake their positions and immediately replace the usurper.)

Friday, June 08, 2018

Passenger’s Log: Saint Calliope’s Day

“Our full boat dropped down into the waves, oars and harpoons spiking up in all directions, and I was left alone on the Haniver. As if in response to the launch, a great humpback whale gave a vast, twisting leap from the depths of the ocean, not far from our position.”

Sailors Card, Mexianus, Jumble, Corona, Derrick, Cuddlebeam and Brendan joined the hunt, taking four Oars and three Harpoons along.

Encounter: A benign Humpback Whale with Speed 5, Danger 2, Yield 2 and Uncommonness 5. Corona is this Encounter’s Leader and the Encounter starts with 8 Maneuver Energy and 6 Power Energy.

Thursday, June 07, 2018

Proposal: I didn’t pack a lunch

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

Adminned at 10 Jun 2018 11:28:10 UTC

Change:

Each Sailor may join in the hunt by declaring “I join the hunt” as part of a comment on the Blogpost that first declared the hunt, and increasing their hunger by 1.

To:

Each Sailor may join in the hunt by declaring “I join the hunt” as part of a comment on the Blogpost that first declared the hunt. Their hunger is increased by 1.

forgetting to increase hunger is just annoying, and doesn’t really add to play.

Proposal: Expert Baiting

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 10 Jun 2018 09:00:01 UTC

Replace the bullet point “Uncommon Creature” with:

Uncommon Creature: The Narrator shall randomly determine, in private, an integer between 0 and the number of sailors holding Provisions, inclusive. The Attract value shall be set to the resulting integer.

The Narrator shall randomly determine Attract Sailors who are holding Provisions, and destroy the Provisions these Sailors hold.

The Narrator shall follow the effects described in the following paragraph (Attract+1) times:

A creature with an uncommonness of 2DICE10-10 + (the Navigator’s Lore) shall be in the area until the end of the current week. If the uncommonness of the creature would be over 10, an unnamed creature with an uncommonness equal to the Navigator’s quarry shall be in the area instead. If the uncommonness of the creature would be negative, no uncommon creature is added to the area.

Then, the Narrator shall privately roll a ten-sided die for each Lookout, and for each roll which is less than the Vision Threshold, privately message that Sailor listing the Uncommonnesses of all Creatures in the area (if there are no Creatures in the area, the Sailor shall be informed of a single Creature with an Uncommonness of DICE10). (The Vision Threshold is 8 if a Creature is in the area, and 3 otherwise.)

Attracting more creatures by spending food.

Proposal: Barf

Self-killed. Failed by Kevan.

Adminned at 09 Jun 2018 10:18:06 UTC

In the rule “The Passenger’s Log”, replace the bullet point “Man Overboard” in its entirety by a new bullet point with the following text:

Seasick: A random Sailor has their Sickness increased by 5.

 

There are no more aimless sailors, so the steward would have nothing to do, but 10 sickness at once is too brutal.

Proposal: The Teeth of the Tempest

Timed out 3 votes to 3 with 1 DEF resolving to the Captain. Failed by Kevan.

Adminned at 09 Jun 2018 10:17:28 UTC

To “Epilogue”, add:-

No Passenger’s Log shall be made on the 15th of June.

Removing any final-days timing issues, if the game could potentially end hours or minutes after the final Log. (I haven’t rolled the EUF yet.)

Thursday, June 07, 2018

Proposal: Secrets Revealed

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 07 Jun 2018 16:48:53 UTC

If the Narrator has voted FOR this proposal append to “Epilogue”

After the Narrator has announced the end of the story and in a timely manner, they will make a blogpost titled “Motivations”. This post will list the goals of all Sailors that have been unidle at some point of time during the dynasty, stating “None” for Sailors that did not take any goals.

Proposal: the one true indexing method

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Jun 2018 16:48:02 UTC

Change “counting upwards from the bottom of it.” to

counting upwards from the bottom of it and starting from 0.

This is actually what it does start out with because of default values but making it explicit makes sure people realize this and they’ll decide if they want it to start at a different value.

Lower the Boats again

Lower the Boats! I have spotted a creature with uncommonness 5 (meaning it has speed 5, danger 2). Joining the hunt is mandatory for everyone.

Cuddlebeam, derrick and I will bring oars.
Everyone else will bring harpoons.

Don’t forget to increase your hunger.

Passenger’s Log: Saint Agobard’s Day

“Some confusion on deck this morning as an empty boat was lowered into the water, only to be lifted back up again. Alone at the fo’c'sle, the captain raised and twisted a telescope to scour the silent grey ocean.”

Tuesday, June 05, 2018

Proposal: The End of All My Bursting Prayers

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 06 Jun 2018 07:43:05 UTC

Remove the paragraph beginning “An Aimless Sailor may send a private message to the Narrator listing any number of Goals” from the ruleset.

Given that this is a game of predicting how the story will end, and that the story’s end is now approaching.

A new player joining a day before the end of the voyage and taking a quick look around shouldn’t be able to equal the score of somebody who predicted and engineered the situation to get to that point.

Proposal: Time’s up v2

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:47:02 UTC

In the rule “Goals”,
amend:

If the total Worth of those Goals is no higher than 10, and they do not list an Advance goal targeting the position of Deckhand, the Narrator may then set that Sailor’s Goals to those specified.

to:

If the total Worth of those Goals is no higher than 10, and they do not list an Advance goal targeting the position of Deckhand, and that Sailor has been active for a total of less than 72 hours after {time}, the Narrator may then set that Sailor’s Goals to those specified.

replacing {time} with the date and time this proposal was enacted.

A proposal intending to do the same was already enacted, but it had no effect.

Lower the Boats

Lower the Boats - I didn’t see anything, but there’s no disadvantage to declaring hunts, so…

Monday, June 04, 2018

Be it Beast, Boat, or Stone

Second Mate Stoneworth idles out automatically after a week’s inactivity. Quorum remains 5.

Passenger’s Log: Saint Petroc’s Day

“The Calypso lowered its anchor to tarry awhile until the wind picked back up, its chief harpooneer offering some commiseration on the orca which had now disappeared from sight of the Haniver’s boats.”

The whaling ship Calypso remains in the area until the next log.

Sunday, June 03, 2018

Proposal: The True Method of Dividing the Cetacea

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:39:46 UTC

Remove the sentence “Whales are creatures with a name of “Whale”, a speed of 3, a danger of 1, a yield of 2, a disposition of benign and an uncommonness of 0.” from the ruleset.

Since “Whalespotting” was repealed several weeks ago, no other rule has referred to whales. All this sentence is currently doing is preventing me from naming any encountered creature as being a whale.

Proposal: Fit to Burn in a Jail

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:31:00 UTC

Remove “A Sailor may not voluntarily become a Prisoner. The captain may assign Prisoners as normal. A Prisoner may not voluntarily change their position.” from the ruleset.

Add a new subrule to “Positions”, called “The Prisoner”:-

A Prisoner may not perform Job Actions, Encounter Actions or Gam Actions, nor may they change their own Position.

If more than one Sailor is a Prisoner, then the Prisoner with the highest Prestige may set their own Position to Deckhand. (This takes precedence over the previous paragraph.)

A Sailor may not assign themselves the Position of Prisoner.

Limiting Prisoner behaviour more plausibly, and covering some edge cases of our currently-only-implied one-person brig.

Friday, June 01, 2018

Proposal: Pull, Pull, My Fine Hearts-Alive

timed out 6-0 enacted by card

Adminned at 03 Jun 2018 15:41:01 UTC

Remove the paragraph “The maneuver of a Hunt is equal to the number of Sailors that join it divided by 3 and rounded down. The power of a Hunt is equal to the number of Sailors holding the Position of Harpooneer that join it.”

Replace “The Sailors who are at the Encounter have a common pool of Maneuver Energy and Power Energy for that Encounter, which both start equal to that Hunt’s Maneuver and Power respectively. Per Sailor at the Hunt that is holding a Harpoon, they start with an extra 1 Power Energy.” with:-

The Sailors who are at the Encounter have a common pool of Maneuver Energy and another of Power Energy for that Encounter. The former starts equal to twice the number of Sailors at the Encounter who are holding an Oar. The latter starts equal to the twice number of Sailors at the Encounter who are holding a Harpoon.

Add an Encounter action, before “Flee”:-

  • Row [1 Power Energy]: Gain 1 Maneuver Energy. This action may only be performed by a Sailor holding an Oar.

Simplifying Maneuver and Power so that they just get set at the start of each Encounter, using Derrick’s earlier Oar suggestion but doubling it to put it in line with Harpoons. (Which seems okay given that Sailors have to pick one or the other, and are getting minimal Maneuver right now when you need 6 Sailors hunting to get more than 1 Maneuver.)

Proposal: There Go Flukes!

timed out 3-0 enacted by card

Adminned at 03 Jun 2018 15:38:13 UTC

In “The Passenger’s Log”, replace “privately message that Sailor to inform them they may have spotted a Creature” with:-

privately message that Sailor listing the Uncommonnesses of all Creatures in the area (if there are no Creatures in the area, the Sailor shall be informed of a single Creature with an Uncommonness of DICE10)

Some extra information for the lookouts.

Passenger’s Log: Saint Inigo’s Day

“The reason for the Calypso’s haste soon became apparent, for the whaling ship Eriphyle was in her pursuit. A cry went up from the visiting crew, and they scrambled back to their boat, leaving our steward with a hand still outstretched, and knocking the carpenter and second mate clean over the gunwale. The Eriphyle, seeming satisfied as the Calypso set sail, ceased the chase and slowed alongside the Haniver, her captain hailing us in a friendly manner.”

Brendan and Stoneworth went Overboard and are now both Weakened. The SS Eriphyle is in the area until the next log. A lone orca remains in the waters around the ship.