Friday, August 30, 2024

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.

Comments

Desertfrog:

30-08-2024 17:06:25 UTC

What would be considered moving “through” a cell? For example, if someone moves from G4 to F3, do they move through F4 or G3 or both or neither?

Lukas:

30-08-2024 17:51:00 UTC

@Desertfrog The origin cell is at least explicitly excluded, and if it’s the destination cell then that would fall under the “whenever a Fishing Contestant’s name is added to that Cell” part. So F3 but not G4 by my reading.

JonathanDark: he/him

30-08-2024 17:57:09 UTC

It’s still true that moving “through” is not as well defined as it should be. Let me add some text regarding that specifically.

Lukas:

30-08-2024 17:59:18 UTC

The 10 Doubloon cost for the Mine seems too steep to see much use; you’re spending 10 Doubloons and 2 Energy (one to buy the mine and one to deploy it) for inflicting something that can be negated with 2 Doubloons and 2 Energy (via Meditation).

JonathanDark: he/him

30-08-2024 18:38:09 UTC

How would you negate Blow Up with 2 Doubloons and 2 Energy?

However, I do see that since you can negate it with 3 Energy, and it costs 2 Energy overall to acquire and deploy the Mine, I agree that the Doubloon cost should be lower. I’ll cut it in half.

JonathanDark: he/him

30-08-2024 18:42:18 UTC

I also upped the Mine removal to 5 Energy. So, for the cost of 5 Doubloons and 2 Energy, you can force others to route around a Cell or not travel to it, or they can spend 5 Energy at that Cell or take the penalty from blowing it up.

Lukas:

31-08-2024 01:33:00 UTC

(I misread it as 3 Madness rather than 3 Energy.)
for

Darknight: he/him

01-09-2024 20:45:20 UTC

for

Clucky: Puzzle Master he/him

02-09-2024 04:02:21 UTC

imperial