Discussion: Hard Rules
I’m going to start opening up movement mechanics with my next few proposals. Before I do, are there any urgent problems with the dynastic rules that need fixing?
I’m going to start opening up movement mechanics with my next few proposals. Before I do, are there any urgent problems with the dynastic rules that need fixing?
Also, the protection clause in rule 2.2 doesn’t seem to apply to itself (”The following are the Hard Rules for the Sixth Dynasty of Josh (or “Dynasty 100”)”). One could e.g. move dynasty 32’s CHICKEN to our rule 2.2 and thereafter apply one of the various letter- or word-switching dynamics to our dynastic rules.
Actually, it looks like the CHICKEN can be injected directly into our core rules. There are bound to be similar, equally dangerous mechanics in old rulesets; we probably need some sort of blanket protection clause against rule-altering game actions (while ensuring that this clause gets around point 3 of “Prioritisation”).
Purplebeard:
Ruleset 71: “The current [Time Buddha] is the player called Darknight.”