Wednesday, April 09, 2025

Proposal: Be prepared. Your team depends on you.

Reaches quorum 6-2 with an Emperor DEF, and is enacted -SingularByte

Adminned at 10 Apr 2025 16:24:53 UTC

If “A Measure of Competence” failed, do nothing. Otherwise:

Create a new rule, “Preparation Actions”:

Some actions are defined as Preparation Actions. If an Agent performs a Preparation Action, that Agent cannot perform another Preparation Action (nor another copy of the same Preparation Action) until after the next Break-In action has been completed.

An Agent cannot perform Preparation Actions unless at least one of the following statements is true for that Agent:
* There are at most 2 other Agents whose Fame is greater than or equal to that Agent’s, or
* There are at most 3 other Agents whose Infamy is greater than or equal to that Agent’s.

Create a subrule “Distractions” of “Preparation Actions”:

“Plan a Distraction” is a virtual Preparation Action that only Burglars can perform, and a number must be specified in order to perform it. During the next Break-In action after a Burglar performs the Plan a Distraction action, Burglars are not considered to have the same Location as Guards while the Minute is the specified number, even if their Location values are the same.

If “The Way In” was enacted, create a subrule “The Back Door” of “Preparation Actions”:

“Create a Back Door” is a virtual Preparation Action that only Burglars can perform, and a lettered Spot must be specified in order to perform it. When this action is performed, until the next Break-In action has completed, the specified Spot is considered to connect to “Grounds” for the purpose of determining whether Routes submitted by Burglars are complete.

If “The Way In” and “Loot Grabbin’” were both enacted, change “a lettered Spot must be specified” to “a lettered Spot that does not contain an Artifact must be specified” in “The Back Door”.

If “Treasure” was enacted, create a subrule “Treasure Radar” of “Preparation Actions”:

“Locate the Treasure” is a virtual Preparation Action, and three Spots must be specified in order to perform it. When an Agent performs this action, the Concierge should as soon as possible inform that Agent of the amount of Treasure in each of the chosen Spots.

Create a subrule “Camera Trap” of “Preparation Actions”:

“Place a Camera Trap” is a virtual Preparation Action that only Guards can perform, and a lettered Spot must be specified in order to perform it. During the next Break-In action after a Guard performs the Place a Camera Trap action, any time a Burglar’s Location becomes equal to the specified Spot, that Burglar is considered to have Encountered a Camera Trap.

In “The Break-In”, change “who encountered Guards, and naming the Guards that each encountered” to “who encountered Guards or Camera Traps, naming the Guards that each encountered and specifying whether each encountered a Camera Trap”.

In “The Break-In”, after “For each Burglar that encountered no Guards, set their Infamy to 12 minus the number of spots in their Route that are Grounds” add “minus 4 (to a minimum of 0) if they encountered a Camera Trap”

 

A revised version of “Be prepared. Be very prepared.”

The game as currently designed has the issue that the Guards have a very large advantage over the Burglars – with optimal play, the Burglars cannot do anything other than kingmake to decide which of the Guards they want to give the most points to. (I think this sort of game is best when the Burglars could score very well if they knew what the Guards were doing, and vice versa – but in the current gamestate, the Guards can guarantee that no Burglar can escape even if the Guards have no information on what the Burglars are doing, a problem that’s exacerbated by the high player counts as those benefit Guards more than they benefit Burglars.) As such, Burglars need some fairly powerful actions to have any chance at all. I have therefore given the Burglars some fairly powerful actions, and the Guards some somewhat weaker actions (giving both sides equal access to equally powerful Preparation Actions wouldn’t help to fix the balance).

This is now designed to handle large player counts better – you need to have done well in the previous Break-In to be able to prepare for the next one, a mechanic designed to cap the number of Preparation Actions available without causing any timing issues. It still doesn’t handle the first Break-In well, but we can fix that later (or just let it happen and be very Guard-sided, allowing preparation for the next one).

Comments

Trapdoorspyder: he/him

09-04-2025 03:09:48 UTC

I think that this is a much better version! I’m a bit worried that it could become a “the ahead get more ahead” situation based on the criteria for actually taking the actions. I’m not sure if throttling who can take the actions is a fun gameplay solution to the wider issue that the “Plan a Distraction” is really strong.

Trapdoorspyder: he/him

09-04-2025 03:13:37 UTC

I just had an idea looking over other proposals, perhaps using fame/infamy as a currency rather than a metric for throttling may be a more fun-feeling method of managing this

ais523:

09-04-2025 03:39:46 UTC

I initially tried to make it a currency but it had the problem that it scaled in the wrong direction – having more players makes Infamy harder to get but Fame easier to get, so people who were Burglars last time were basically locked out of having any influence on the subsequent round. You’d have to scale the relative values of Infamy and Fame for buying things dynamically, which is somewhat difficult to do in a readable and concise way.

The reason I went with the “top N” approach is that it’s pretty much immune to changes in the value of Fame and Infamy due to changes in dynastic rules or player count.

Trapdoorspyder: he/him

09-04-2025 06:05:33 UTC

Fair enough! I’m curious to see what others rhino of it

DoomedIdeas: he/him

09-04-2025 13:09:14 UTC

My concern is that Camera trap is wildly unbalanced, and only increases the issue of Guards being able to prevent any and all Infamy gains. Adding what amounts to a stationary Guard that catches any and all Burglars and can be placed at either a point of Ingress or one of the three bridges (U, I, and F) feels like it simply exacerbates the issue of Giards being able to lock down the Hotel completely. It’s much too powerful to allow multiple uses as well, and since the teams mix with each Break In, you could potentially have 4 or more Guards placing Camera Traps at a time according to the limitations you proposed.
against

Kevan: Concierge he/him

09-04-2025 14:45:37 UTC

imperial Abstaining, now that teams have been assigned.

JonathanDark: he/him

09-04-2025 15:02:38 UTC

I agree with DoomedIdeas but I think if the camera trap were removed or nerfed a little, that’s all that is needed, so just arrow revise it.

Clucky: he/him

09-04-2025 16:28:12 UTC

against

SingularByte: he/him

09-04-2025 16:36:46 UTC

I think at the moment, the expression “perfect is the enemy of good” fits here. Are cameras too powerful? Probably - though they don’t rid you of all your infamy so they’re not as strong as a full guard.

But, is this better than the current state where 4 guards can prevent all entry from the burglars? Undoubtedly.

for

Trapdoorspyder: he/him

09-04-2025 16:50:15 UTC

for I admit that this continues to contain balance issues, but I’d prefer to get the framework on the books at this point and modify as needed

Darknight: he/him

09-04-2025 20:58:02 UTC

arrow

JonathanDark: he/him

10-04-2025 00:54:34 UTC

CoV for to get it into the rules and we can patch later.

Raven1207: he/they

10-04-2025 01:41:49 UTC

for

Clucky: he/him

10-04-2025 14:20:29 UTC

I see all the burglars are voting for a burglar friendly proposal! what a shocker /s

SingularByte: he/him

10-04-2025 15:27:12 UTC

Preparation actions need you to have fame or infamy though, and unless the guards mess up, I’d expect them to be first to be able to earn that.

Darknight: he/him

10-04-2025 15:30:20 UTC

for cov