Proposal: Dangerous Waters
Timed out, 3-0 with 1 DEF and Elder Judge voting FOR. Enacted by JonathanDark.
Adminned at 02 Sep 2024 19:03:34 UTC
In the rule “Upgrades”, add a subrule named “Mine” with the following text:
Cost 5. Effect: As a Fishing Action, you may remove Mine from your Upgrades and add a Mine to the same Cell that currently contains your name, but only if that Cell does not already contain a Mine and is a non-Shore Cell. A Mine in a Cell is considered a Hazard.
Blow Up is an atomic action with the following steps and where Victim is the Fishing Contestant that the action is being applied to:
* Set the Victim’s Doubloons and Catches to 0.
* Remove the Mine from the Victim’s current Cell.
* Choose a random orthogonal direction.
* Move the Victim 3 Cells away from the Cell currently containing their name in the direction chosen above. If one of those moves would result in an illegal move, the Victim should be moved only as far as is legal. If that would result in moving the Victim 0 Cells, repeat the previous step and this step.
In the subrule “Blackwater Beast”, add the following text:
The Blackwater Beast is considered a Hazard.
In the rule “The Sea Chart”, add the following text as its own paragraph:
When a Fishing Contestant’s name is moved from one Cell to another Cell as part of a dynastic action, and this movement involves counting a specific number of Cells between the starting and ending Cell, that Fishing Contestant is known as the Traveller and they are considereding to be Travelling while that dynastic action is being performed. When Travelling, the set of Cells referenced as part of that count, including the destination Cell but not including the starting Cell, is known as the Path. If there are multiple unique sets of Cells possible in that count, each unique set of such Cells is a valid Path for that Travelling. When a Fishing Contestant is Travelling and they are the Traveller, if they chose the destination Cell itself voluntarily, they may choose any valid Path as part of that dynastic action. In any other instance of Travelling where the Traveller is not voluntarily choosing the destination Cell itself, the only valid Path that can be chosen is the shortest set of Cells between the starting Cell and the destination Cell.
and in the same rule, add a subrule named “Hazards” with the following text:
If the name of something publicly tracked in a Cell is considered a Hazard, whenever a Fishing Contestant’s name is added to that Cell as part of a dynastic action (if it wasn’t already as part of this rule), or whenever that Cell is in the chosen Path of a Travelling Fishing Contestant, the destination of that Fishing Contestant is changed to the Cell containing that Hazard, any other movement to another Cell as part of that dynastic action is ignored, and that Fishing Contestant’s name must be added to that Cell as part of that dynastic action. Additionally, as part of that dynastic action, the Effect of that Hazard must be immediately applied to that Fishing Contestant, known as the Victim when the Effect is applied.
{| class="wikitable"
|-
! Hazard !! Effect
|-
| Blackwater Beast || The Victim gains 2 Madness
|-
| Mine || If the Victim chose the Path containing the Cell that has this Hazard, they may immediately spend 5 Energy to remove the Mine from that Cell. If they choose not to spend the Energy, or if the Victim did not choose the Path or the Victim was not Travelling when this Effect was applied, the Fishing Contestant or Elder Judge who is performing that dynastic action must perform Blow Up as part of that dynastic action, applying it to the Victim.
|}
Travel across the Blackwater Bay shouldn’t always be so straight-forward when there’s danger in certain Cells.