Tuesday, July 17, 2018

Wish to join BlogNomic

I would like to be added to this game’s roster!

Proposal: Pay to Win

Add to the rule “Cards” a subrule called “Selling” as follows:

Should two Wizards, A and B, agree via private communication that Wizard A will sell one card in their hand in exchange for an amount of Wizard B’s Thaum equal to the score of that card, then either such Wizard may post a comment (called the “purchase announcement comment”) to the GNDT. This commend declares a purchase in progress, names the other Wizard, and names the card being sold. The other Wizard may then, within 24 hours, perform this transaction (with the card moving from Wizard A’s Hand to Wizard B’s Hand and the Thaum being transferred from Wizard B to Wizard A simultaneously) and update the GNDT to reflect it.

The card must remain in Wizard A’s hand, and Wizard B must have at least the required amount of Thaum, until the purchase is performed, or it cannot take place. If the purchase announcement comment is more than 24 hours old, and the purchase has not yet been completed, the purchase attempt is rendered invalid and must be restarted with a new purchase announcement comment if the purchase is still to take place.

Cone of Sleep

Pokes idles out after nine days of inactivity. Quorum remains 5.

Call for Judgment: I Disbelieve

I just Scored a Fire card because the GNDT said I was on zero Thaum, making it impossible to play Up Effects. But following the nagging thought that I had more Thaum than that (maybe someone had played a card to reduce it?), it looks like Brendan accidentally zeroed my Thaum when reducing his own, back on the 13th, presumably by leaving the Thaum field with “0” when turning to update my stats.

Technically my Scoring a Fire card was a legal action and I have no grounds for undoing it, so here’s a CfJ to do what I’d actually have done if I knew I had 5 Thaum this morning and played the Fire card (Up) instead of Scoring it:

If Kevan’s Thaum is greater than 1, reduce it by 2 and increase the War of the Swamp by 1.

Tuesday, July 17, 2018

Proposal: currency

Add the following cards to Deck

# Secluded Semiprecious Stones (1) [Object] No constraint > If your home is a ruin and you have not applied this effect yet today, inrease it’s economy by 1. / Increase your home’s economy by 1.
# Redlander Rounded Rings (1) [Object] No constraint > The next card that you play may increase the economy of any Redlander community it is played on by 1. / If you haven’t applied the Up effect of this card today, add a random Redlander card with score 2 or less that is not this card to your hand.
# Mudling Monkey Moohla (1) [Object] No constraint > The next card that you play may increase the economy of any Mudling community it is played on by 1. / If you haven’t applied the Up effect of this card today, add a random Mudling card with score 2 or less that is not this card to your hand.
# Barban Berry Bits (1) [Object] No constraint > The next card that you play may increase the economy of any Barban community it is played on by 1. / If you haven’t applied the Up effect of this card today, add a random Barban card with score 2 or less that is not this card to your hand.
# Grassfolk Green Gumnuts (1) [Object] No constraint > The next card that you play may increase the economy of any Grassfolk community it is played on by 1. / If you haven’t applied the Up effect of this card today, add a random Grassfolk card with score 2 or less that is not this card to your hand.

Proposal: word conventions

Append the following to “Playing”

Cards which affect an element of the gamestate are considered to be played on that element. For clarification a single card is not limited to being played on a single gamestate element, as an example a card which changes the stats of two communities is played on both of them.

This should fix the wording of derrick’s new cards

Proposal: Slow but Steady

Add to the rule “Homes”

A wizard may “guide” their home by paying four thaum and increasing a rating in their home by 1.

This is to allow the ratings on communities to steadily increase. Its pretty expensive though, and only applies to your home.

Proposal: Factional Monsters

Add the following to the list of cards in Deck:

# Mystic Council (2) [Ritual] No constraint > increase the Thaum of every mage in your home by 2 / play the up effect of a card in your hand without paying any thaum, then return the card played to your hand.
# Mudling Witch (1) [Monster] May not be attached to a mudling community > when a potion is played on this community the thaum of the wizard playing it increases by 1 / potions may not be played on this community
# Barban Beast (1) [Monster] May not be attached to a barban community > When a structure is attatched to this community the wizard attatching it may draw a card / structures may not be attached to this community
# Grassfolk Exiles (1) [Monster] May not be attatched to a grassfolk community > When a Labor is played on this community the thaum of the wizard playing it increases by 1 / labours may not be played on this community
# Redlander Dragon (1) [Monster] May not be attatched to a redlander community > while this card is attached, any wizard in this card’s community may discard an object from their hand and draw two cards / When an object is played on this community, it must be removed from the player’s hand

Saturday, July 14, 2018

Proposal: Vitruvian Mana

4 to 0 after 48 hours. Enacted by Derrick.

Adminned at 16 Jul 2018 14:02:17 UTC

Add a card to the list in “Deck”:

# Renaissance (2) [Labor] No constraints. > Add 1 to every Rating of any number of Villages, Towns and Cities. / Add 1 to every Rating of every Village, Town and City.

Proposal: Witchfinders

Adminned at 16 Jul 2018 14:01:42 UTC

To “Playing”, add:-

If a Community is Suspicious towards a Wizard, then that Wizard may not (as part of a Playing action) apply a card effect which would alter that Community’s Faction, Ratings or attached cards.

2 to 4 after 48 hours. Failed by Derrick.

Saturday, July 14, 2018

Proposal: through unity, strength

6 to 0 after 48 hours. Enacted by Derrick.

Adminned at 16 Jul 2018 14:00:07 UTC

Append to “When a Wizard performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action until all such steps are complete.” the following

All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Actions that is itself a step of a parent Atomic Action.

3 “Atomic Actions” in one sentence, can you do better?
also I don’t think this has any scam potential since this is just make atomic actions considered indivisible from their steps. I guess some rewording might make it better.

Proposal: gifting

Timed out 3 votes to 3. Failed by Kevan.

Adminned at 16 Jul 2018 08:45:29 UTC

Change “that Wizard A will trade one card in their hand for one card in Wizard B’s hand” to

that Wizard A will trade zero or more cards in their hand for zero or more cards in Wizard B’s hand

Proposal: Not THAT Noisy

reached quorum 7-0 enacted by card

Adminned at 14 Jul 2018 18:02:29 UTC

In the text of the card “Noisy Neighbors,” replace the word “hostile” with the word “Suspicious.”

Doing a quick review of the board, I’ve just noticed that pokes holds a card with an illegal effect.

Friday, July 13, 2018

Proposal: NN

less than quorum not voting against failed by card

Adminned at 14 Jul 2018 03:00:46 UTC

Append to Factions

Cards without any faction name in it default to Neutral cards.

Add these cards to the list of cards in Deck

Neutral Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Raise any two separate ratings of a ruin by 2 and change the Faction to Neutral. / Change the Faction of a non-Neutral Village or Town to Neutral.
Neutral Artisan (1) [Person] there must exist at least one Neutral community > Increase any rating of two different non-Neutral communities of a single faction by 1. / Increase the Economy and Culture ratings of two Neutral non-ruin communities by 1.
Neutral Laborer (1) [Person] No constraint > Increase a rating of a community by 1. / Move an attached Neutral Person from a non-Neutral community to a Neutral one.
Neutral Clothing (1) [Object] Play a Person in your hand as if it were a Neutral card. / Play a Neutral Person card as if it were any other faction card.
Neutral Messhall (4) [Structure] This card can be attached to any Neutral community that already has a Neutral structure attached to it. > Any instance of lowering a rating to this community are halved and rounded down. / Each time a Labor card is played on this community increase the Economy rating of this community by 1.
Neutral Clearing (2) [Structure] This can only be attached to a Neutral community > Increase any rating of this community by 1 each time a Person has an effect on it. / When a card that has the text “Neutral Laborer” within its name is played by anyone, increase any rating of this community by 2.

technically a faction

Proposal: The Past Not Present

reached quorum 7-0 with 3 def votes

Adminned at 14 Jul 2018 02:59:36 UTC

Make a new rule titled “The Historian” with the text

For the purposes of text on cards and Dynastic rules which do not deal with voting, The Historian is not a Wizard.

 

If derrick would like to play a more active role they can do so but it doesn’t make much sense in this dynasty to have them be a wizard. Maybe a separate historian deck is in order.

Proposal: Simultaneous Actions [Appendix] [Core]

reached quorum 5-1 enacted by card

Adminned at 14 Jul 2018 02:58:09 UTC

Remove “A Wizard may not take more than one Atomic Action at the same time.” and “In addition, the Wizard performing an Atomic Action performs its steps as quickly as they are able.” from “Atomic Actions”.

To the “Time” subsection of “Clarifications”, add a new bullet point:-

A Wizard may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

To the “Fair Play” rule, add a bullet point:-

A Wizard should not deliberately and unreasonably prolong the performance of a game action once they have started it.

For any game actions which were taken simultaneously by the same Wizard during this dynasty, any of those actions which were not Scoring actions are considered not to have occurred, and the gamestate shall be updated to reflect this.

This stronger wording of the same rule came up back in February but we didn’t put it up for vote. (“More than one action” is probably taking it too far, as it risks shutting off core voting and admin actions.) Adding a three-hour sanity clause in case a scam or an accident prevents a player from being able to complete an action.

Deliberately prolonging a game action (which is already in place for atomics) also seems sufficiently meta to become a generic Fair Play rule.

There’s a Rider to limit 9spaceking’s past actions (and those of anyone who wants to try it before this proposal enacts) to just Scoring, per comments on the previous post. 9spaceking is welcome to make a “lose all Thaum and apply effects A, B, C and D to the gamestate” follow-up proposal if they’d rather resolve it differently.

9spaceking’s game actions

9spaceking seems to be playing cards under the misunderstandings that all cards give you +1 Thaum when you play or attach them, and that the Communities list doesn’t need to be updated when a card you’ve played changes Community stats.

Play/attach actions taken by the player this dynasty are:-

  • “Apply down effect and attach Slayer to ‘Swamp’” for +1 Thaum and no list update: Corona reverted the Thaum the next day (“Sorry, but I don’t see how playing Slayer gives you Thaum?”) and updated the Communities list on 9spaceking’s behalf.
  • “play Framed on Brendan” for +1 Thaum and no list update (it’s not clear whether it was played Up or Down)
  • “apply none of the effects of Marital Ties, since they are optional” for +1 Thaum and no list update
  • “Play alliance and discard Mudling robes” for +1 Thaum and no list update (and again, neither Up nor Down specified)

Since 9spaceking has never gained any Thaum, I think they should be on 0 Thaum at this point, rather than 3, and (since their first action post-dates the 1-Thaum cost for Up effects) they cannot have played any Up effects. Are there any other ways to read this? And is it legal for other players to apply Community changes that 9spaceking failed to?

(As 9spaceking observes with Marital Ties, it’s legal for all of these Play actions to have been taken by applying neither effect and just discarding the card, so I don’t think 9spaceking is stuck in a “may not take any other dynastic action until all such steps are complete” atomic lock at this point. The action of discarding the card signalled the end of the atomic action, in each case.)

Proposal: Crafting

self-killed failed by card

Adminned at 13 Jul 2018 01:39:52 UTC

If the proposal “Glove in Hand” has passed, change:

A Wizard may Duplicate any Spell, Potion, Ritual or Trick card by spending 1 Thaum.

to

A Wizard may Duplicate any Spell, Potion, Ritual, Trick or Object card by spending 1 Thaum.

in the subrule “Duplicating”.

If objects can only be duplicated while you have them in hand, they will probably never get duplicated, since you don’t need more of them, and instead will be hoarded by players to deny them to others. (They’re more powerful than a typical card, even if they take up space in hand).

Proposal: Glove in Hand

reached quorum 6-0 with 1 unresolved def vote

Adminned at 13 Jul 2018 01:32:46 UTC

In “Playing”, replace “If the card is still in their hand, remove the card from their hand.” with:-

If the card is still in their hand, remove the card from their hand. (If the card is an Object and its Up effect was applied earlier in this action, they may choose not to perform this step.)

Add some cards to the list in “Deck”:

# Gauntlet of Power (1) [Object] No constraint. > Change the War Rating of a Community to match its Economy Rating. / No effect.
# Ring of Teleportation (1) [Object] No constraint. > Set your Home to a random Community. / No effect.
# Amulet of Illusion (1) [Object] No constraint. > You are considered to be Ruling your Home for the next hour. / No effect.
# Bag of Holding (1) [Object] No constraint. > Draw a card; then, if it is not an Object or a Potion, discard it. / No effect.
# Mirror of Persuasion (1) [Object] No constraint. > Make a Suspicious Community become Indifferent towards you and an Indifferent Community become Suspicious towards you. / No effect.

Making Objects into a card-is-attached-to-the-wizard kind of thing: if you pay for the Up effect, you keep the card, and balance this against it taking up space in your hand. (The existing Objects are just the four play-a-Person-as-this-faction ones, which seem mild enough to use this mechanic.)

Wednesday, July 11, 2018

Proposal: Dungeons and Dragons

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 12 Jul 2018 13:24:56 UTC

Replace “A Wizard may attach a card which is in their hand, if the card’s constraint explicitly allows it.” with:-

A Wizard may attach a Monster or Structure in their hand, unless the card’s constraint prevents them from doing so.

Change “Thorn Hedge”, “Enchanted Fields”, “Protective Ward” and “Strange Bloodlines” from Rituals to Structures. Rename “Protective Ward” to “Stone Circle”. Rename “Strange Bloodlines” to “Great Library”.

Change “Bridge Troll” from a Trick to a Monster.

Change “Slayer” from a Person to a Monster. Rename “Slayer” to “Fire Elemental” and replace “No monsters may be attached” with “No other Monsters may be attached”.

Change “Tamer” from a Person to a Monster. Rename “Tamer” to “Ice Elemental” and replace “Monsters will have no effect” with “Other Monsters will have no effect”.

Rename “Briber” to “Arsonist” and change their “Remove exactly one person attached to a community.” ability to:-

Unattach exactly one Structure attached to a community.

Reword Magic Eater’s “attempt to unattach a random object, ritual, or spell attached to this card’s community. If none exists, attempt to move to a random community” ability to:-

Unattach a random card attached to this card’s community. If none exists, attempt to move to a random community.

Reword Barban Curse-Breakers’s “unattach a ritual attached to a community” ability to:-

Unattach a card which has a Magic Word in its name.

Rename Redlander Artifact Thief to “Redlander Merchant” and replace the phrase “object or ritual” in their abilities with “card”.

Currently all Structure and Monster cards can be attached, as well as two (out of nineteen) People and four out of ten Rituals. Also one Trick in the form of Bridge Troll, which I’m guessing was meant to have been a Monster anyway.

Having only Structure and Monster cards being attachable (and always being attachable) would be easier to remember.

Tuesday, July 10, 2018

Proposal: Reverse Thaum-gineering 2

Timed out 1 vote to 4. Failed by Kevan.

Adminned at 12 Jul 2018 08:00:11 UTC

Add a sub rule to cards named “Recovering” (or, if that rule already exists, change its text to the following):

A wizard may Recover a card played by at least one wizards other than themselves within the last 48 hours and but not played by themselves within the last 48 hours by discarding a card from their hand and paying Thaum equal to the score of the card they are recovering. They then place the recovered card in their hand. A card may only be Recovered if it is in the deck.

Fixed Thaum-gineering.

Tuesday, July 10, 2018

Proposal: more attachables + faction maker

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 11 Jul 2018 18:36:02 UTC

Add the following the the list of cards in deck

# ‘’‘Change of Heart’‘’ (1) [Spell] No constraint > Choose a faction card in the deck that belongs to only one faction. On that card replace all instances of that faction with a different faction. / Choose a non-faction card and add a faction name to its title.
# ‘’‘Redlander Gardens’‘’ (2) [Structure] This can only be attached to a Redlander community > Increase this community’s Economy rating by 1 each time a Person has an effect on it. / When a card that has the text “Redlander Gardener” within its name is played by anyone, increase the culture rating of this community by 2.
# ‘’‘Mudling Dojo’‘’ (2) [Structure] This can only be attached to a Mudling community > Increase the lowest rating of this community by 1 each time a Person has an effect on it. / When a card that has the text “Mudling Monk” within its name is played by anyone, increase the war rating of this community by 2.
# ‘’‘Barban Firepit’‘’ (2) [Structure] This can only be attached to a Barban community > Increase the War rating of this community by 1 each time a Person has an effect on it. / When a card that has the text “Barban Warrior” within its name is played by anyone, increase the War rating of this community by 2.
# ‘’‘Grassfolk Theater’‘’ (2) [Structure] This can only be attached to a Grassfolk community > Increase the Culture rating of this community by 1 each time a Person has a effect on it. / When a card that has the text “Grassfolk Poet” is played by anyone, increase the Economy rating of this community by 2.
# ‘’‘Neutral Structure’‘’ (1) [Structure] This can only be attached to a Neutral community > If this community changes to a different faction, the Wizard which played the card that changed the faction chooses a card in the deck with any score and replaces this card with the chosen card. / If this community changes to a different faction, the Wizard which played the card that changed the faction chooses a card in the deck with a score of 2 or less and replaces this card with the chosen card.

Proposal: Reverse Thaum-gineering

Self-killed. Failed by Kevan.

Adminned at 11 Jul 2018 15:10:16 UTC

Add a sub rule to cards named “Recovering”:

A wizard may Recover a card played by at least one wizards other than themselves within the last 48 hours and but not played by themselves within the last 48 hours by discarding a card from their hand and paying Thaum equal to the score of the card they are recovering. They then place the recovered card in their hand.

This is a method for wizards to get more of those cards that they really need, and to reduce the effect of very powerful cards.

Proposal: Ancient Rituals

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 11 Jul 2018 14:38:15 UTC

Add to the list of cards:

Thorn Hedge (2) [Ritual] This card may only be attached by discarding a card, not played > This card’s community is considered a ruin only for the purposes of the Rule Legacy / This card’s community may not have any ratings changed.

Enchanted Fields (2) [Ritual] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest economy rating, raise its economy by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.
Protective Ward (2) [Ritual] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest war rating, raise its war rating by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.
Strange Bloodlines (2) [Ritual] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest culture rating, raise its culture rating by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.

Anti-Magic Riots (1) [Labor] No constraint> change the change the home of a wizard to wilderness / change a communities attitude towards all wizard in that community to suspicious
Barban Curse-Breaker (1) [Person] No constraint> unattach a ritual attached to a community / reduce a wizard’s Thaum by 2.
Redlander Artifact Thief (1) [Person] No constraint> Make a community with an object or ritual attached freindly to you /move an object or ritual attached to a community to a different community
Magic Eater (2) [Monster] May only be attached to a community by discarding a card, not played > attempt to unattach a random object, ritual, or spell attached to this card’s community. If none exists, attempt to move to a random community / reduce the thaum of each wizard in this card’s community by 1

 

Currently, most attached cards are either negative or preventative. This makes some positive ones, as well as more tools to work with attached cards. I hope nothing here is too powerful.

Proposal: Strategic Discard

Timed out 3 votes to 4. Failed by Kevan.

Adminned at 11 Jul 2018 14:34:04 UTC

Add the following rule:

At any point in the game, a wizard may choose to discard any amount of cards in their hand (with no other effect occurring), unless stated otherwise.

Proposal: Cooling Score

Timed out 2 votes to 5. Failed by Kevan.

Adminned at 11 Jul 2018 14:30:07 UTC

For each Card with a Score of 3 or more, set that Card’s Score to 2.

Let’s have a vote on this, anyway.

Proposal: Digital Rites Management

Timed out 3 votes to 3. Failed by Kevan.

Adminned at 11 Jul 2018 14:29:33 UTC

To “Duplicating”, add:-

If a Card’s Name contains a Magic Word, then it is known as a Copied Card and its Original Name is its Name with all Magic Words removed. If no Card exists which has the same name as a Copied Card’s Original Name, then that Copied Card is Unstable. Any Wizard may Collapse an Unstable Card by removing it from the hand of every Wizard who has it in their hand, then unattaching it from anything it is attached to, then deleting it from the list in the “Deck” rule.

Sunday, July 08, 2018

Proposal: Cooling Power

Self-killed. Failed by Kevan.

Adminned at 09 Jul 2018 11:03:10 UTC

For each Card with a Power of 3 or more, set that Card’s Power to 2.

Saturday, July 07, 2018

Proposal: A Long Spoon

reached quorum 7-0 enacted by card

Adminned at 08 Jul 2018 07:01:51 UTC

Reword “The Devil’s Playthings” from:

When an idle Wizard who was unidle earlier in the Dynasty unidles they must discard all cards in their hand that are in another Wizard’s hand and must also discard at least half of the hand they unidled with.

to:

When a Wizard is unidled, all cards are removed from their hand.

The current rule means that any unidling Wizard loses half their hand, and if they’re unlucky enough to be holding a duplicate card they lose their entire hand - because their hand would be illegal (“No more than one Wizard may have a given card in their hand at a time”) and would be set to the default, blank value by the unidling rule. If they’re holding a card that has been repealed or Prohibited, their hand is also blanked for being illegal.

Removing all cards from unidling Wizards would be simpler, and would remove some scope for fiddly tactical idling (including the counter-play of trying to draw and hold, or repeal, a card after someone else idled with it).

Friday, July 06, 2018

Proposal: Magic Mirror

reached quorum 8-0 with 1 def vote enacted by card

Adminned at 08 Jul 2018 07:00:35 UTC

Add a subrule to “Cards” called “Duplicating”:-

When a card is Duplicated, one copy of that card is added to the list in “Deck”, with one Magic Word added as a new word to the start of its Name (or after the word “the” if the Name contains the word “the”). The Magic Words are Ghostly, Haunted, Phantom and Spectral. A Duplicated card must have a different name to all other cards, and cannot contain more than one Magic Word.

A Wizard may Duplicate any card in their hand by discarding it.

A Wizard may Duplicate any Spell, Potion, Ritual or Trick card by spending 1 Thaum.

A Wizard may Duplicate any Monster card by reducing by 1 the War of a Community they are Ruling.

A Wizard may Duplicate any Person or Labor card by reducing by 1 the Culture of a Community they are Ruling.

A Wizard may Duplicate any Structure or Object card by reducing by 1 the Economy of a Community they are Ruling.

To the last paragraph of “Homes”, add:-

A Wizard Rules a Community while they are the only Wizard to have a Home in it.

A spin on Derrick’s duplication spell, making it a free action with various costs, and using words instead of numbers to distinguish the copies. (Which also limits the number of copies of each card to five, for now.)

Friday, July 06, 2018

Proposal: Backlogged Changes

timed out 5-0 with 3 def votes enacted by card

Adminned at 08 Jul 2018 06:57:54 UTC

Add to the list of cards in Deck

# X Guards (2) [Person] May be attached to any community by spending an amount of Thaum no greater than 5 and replacing the X in the name of this card with the spent amount > If an effect would decrease a rating of this community, prevent 1 of that decrease and also decrease the number in the name of this card by 1. Unattach this card if it’s name ever becomes “0 Guards” / If this card was changed from the Up state to the Down state, detach it. Roll a DICE5 in the GNDT and then increase the War of a friendly community by that amount.
# Road (4) [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 / Nothing happens.

Change the type of Mudling Robes, Barban Loincloth, Redlander Afgan and Grassfolk Toga to Object

Rename Grassfolk to Grassfolk Acropolis
Rename Caves to Barban Den

In Flip change “Choose a number of cards” to

Choose a number of cards attached to the community you are currently in

Make a new rule called “The Devil’s Playthings” with the text

When an idle Wizard who was unidle earlier in the Dynasty unidles they must discard all cards in their hand that are in another Wizard’s hand and must also discard at least half of the hand they unidled with.

Idle hands are the devil’s playthings

Proposal: Meta Traveller

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 06 Jul 2018 15:04:23 UTC

Add some cards to the list in “Deck”:

# Ambassador (2) [Person] No constraint. > If there is no Community named “The Far Island”, create it with a Neutral Faction and all Ratings at 5. You may optionally set your Home there. / If there is a Community named “The Far Island”, remove it from the list of Communities. Any Wizard with a Home there has their Home set to the Wilderness.
# Sandstorm (1) [Spell] No constraint. > Pick a Community; any of its Ratings which are 1 become zero. / Remove a Ruin (other than “The Wilderness”) from the list of Communities. Any Wizard with a Home there has their Home set to the Wilderness.
# Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
# Divine Intervention (2) [Spell] No constraint. > Select a pending proposal; that proposal is Vetoed. / Nothing happens.

Some wider gamestate effects.

Proposal: Getting the Good Cards

became unpopular 2 to 5. Failed by Derrick

Adminned at 06 Jul 2018 12:52:21 UTC

Add to the list of non-token cards:

Duplicate (1) [Labor] No Constraint > Choose any card, known as the original, and create a new card known as the duplicate. The duplicate’s fields are the same as the original’s, except for the name. If there is no number at the end of the original’s name, the name of the duplicate is “X-2”, where X is the original’s name. If there is a number at the end of the card, the name of the the duplicate is then name of the original with the last number in its name changed to the lowest integer greater than 1 that will result in a unique card name. Place the duplicate in your hand./ No effect

Place duplicate in the historian’s hand and play it a number of times equal to the number of unidle wizards with the card named “Duplicate as the target. Place one of the cards created this way in each wizard’s hand.

 

This is to allow players to pick their favorite cards, and the allow folks to alter the deck towards useful cards.

Proposal: Immortal Memory [Victory]

Became popular 6 to 0. Enacted by Derrick

Adminned at 06 Jul 2018 12:49:36 UTC

Create a rule named “Legacy”

A wizard’s glory is equal to the sum of the sizes of every community friendly to them.
A wizard’s infamy is equal to the sum of the sizes of every community suspicious to them.
A wizard’s legacy is equal to their glory plus half of their infamy

A wizard who has a greater legacy than the legacy of all other wizards (excluding the historian) when each community is either a city or a ruin has achieved victory.

 

Wednesday, July 04, 2018

Proposal: Exothaumic Reactions

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 05 Jul 2018 21:41:57 UTC

In “Playing”, replace the “Apply either the Up Effect or Down Effect of the card, unless the card’s constraint prevents them from doing so.” bullet point with:-

  • Optionally spend 1 Thaum to apply the Up Effect of the card, unless the card’s constraint prevents them from doing so.
  • If they did not apply its Up Effect in the previous step, optionally apply the Down Effect of the card, unless the card’s constraint prevents them from doing so.

Ivory Towers

Axemabaro and VJRada both idle out after a week’s inactivity each. Quorum drops to 5.

Tuesday, July 03, 2018

Proposal: Auto-Dealer

Became popular after 48 hours 5 to 0. Enacted by Derrick

Adminned at 05 Jul 2018 16:58:01 UTC

Add to the subrule “Drawing”

The site ‘http://derrickthewhite.com/CodingProjects/dealWizardCards.html’ shall be known as the “Auto-Dealer”

When Dealing, steps 1-3 may be substituted for the following:

1. Generate a random number by rolling DICE54321 on the GNDT, and place it into the seed feild of the Auto-Dealer
2. Paste the each row of the GNDT table containing a wizard into the GNDT feild of the Auto-Dealer
3. Paste the complete card list in the rule set into the card list feild of the Auto-Dealer
4. List the names of all cards attached to communities in the attached field, each card on its own line.
5. click the button marked ‘process’, and add each card listed to the hand of the wizard appearing on the same line.

Add to the end of the rule “Deck”:

Card names may not have commas in them.

Ok, this should make dealing much easier.

I can’t vouch that derrickthewhite.com won’t go down occasionally, so I left the old method. Also, its completely Javascript, so saved copies of it should work just fine.

I’m not entirely sure how iron clad my wording is.

Monday, July 02, 2018

Proposal: Cap in Hand

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 04 Jul 2018 17:49:00 UTC

If any Wizards have more than four cards in their hands, remove all but the four least-recently-added cards in each of those hands.

Replace “A Wizard may have up to nine cards in their hand” with “A Wizard may have up to four cards in their hand”, and replace “9 cards” with “4 cards” throughout the ruleset.

In “The Haruspex”, replace “then draw six cards” with “then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards”.

Adding a reason to start playing cards.

Proposal: Startup Wizard

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

Adminned at 04 Jul 2018 13:02:43 UTC

To the second paragraph of “Homes”, add:-

A Wizard in the Wilderness may set their Home to any Community which is Home to a Wizard.

Following up There’s Some Place, giving new players a (limited) choice of Home.

here’s the deal

i just dealt and it was a long process to do. i’ll probably write some sort of bash script to accomplish dealing, would anyone else be able to utilize it or should I try a different scripting language? (maybe excel could somehow do this?) is there anything we could do to make dealing less intense? it’s a little late here so that’s why i’m not making a proposal.

Sunday, July 01, 2018

Proposal: Won’t You be My Neighbor?

Timed out 4 votes to 0, two cards shredded. Enacted by Kevan.

Adminned at 04 Jul 2018 08:45:06 UTC

Add the following to the list of cards:

Court Position (1) [Labor] may only be played if your home is a city > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
Magic Shop (1) [Labor] may only be played if your home is a town > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
Village Healer (1) [Labor] may only be played if your home is a village > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
Lonely Tower (1) [Labor] may only be played if your home is a ruin > place any monster card from the deck in your hand / change any community’s attitute towards you to Friendly

Fireworks (1) [Spell] You must have 1 thaum to play this card > spend 1 thaum and change your home’s attitude towards you to Friendly / increase the culture rating of your home by 1
Polite Introductions (1) [Labor] No constraint > change that attitude of a community (with the same faction as your home) towards you to Friendly / change your home to a community with the same faction as your current home
Noisy Neighbors (1) [Labor] No constraint > reduce the Thaum of a wizard in a town by 2 / change the attitude of a town towards a wizard in that town to hostile

Redlander Scribe (1) [Person] No constraint > Must be friendly to a redlander community > increase the culture of a city by 1 / increase the economy of a town by 1
Grassfolk Explorer (1) [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.

What kind of relationships will you have with your neighbors?

Call for Judgment: Anti-Booster Rules

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 03 Jul 2018 09:37:58 UTC

Remove the card named “Booster” from the list of cards.

Proposal: Honour System

Adminned at 03 Jul 2018 09:13:46 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, either such Wizard may post a comment (called the “trade announcement comment”) to the GNDT that declares a trade in progress, names the other Wizard, and names the two cards they intend to trade. The other Wizard may then, within 24 hours, perform this trade (with both cards changing hands simultaneously) and update the GNDT to reflect it.

Both cards must still be in their respective Wizards’ hands until the trade is performed, or it cannot take place. If the trade announcement comment is more than 24 hours old, and the trade has not yet been completed, the trade attempt is rendered invalid and must be restarted with a new trade announcement comment if the trade is still to take place.

Reached quorum 6 votes to 0. Enacted by Kevan.