Nomic Game start now go hi!
Points:
Excal: -10
Bardiche: -6
Magetastic: 15
Rat: 15
Tonfa: 12
n!: 16
EXCAL'S STATS: Atk 1 Def 5 Int 3 Spi 5 (Energized by Rat to Int)
RAT'S STATS: Atk 1 Def 3 Int 5 Spi 5
N!'S STATS: Atk 5 Def 4 Int 4 Spi 1
MAGE'S STATS: Atk 3 Def 5 Int 5 Spi 1 (Energized by n! to Int)
THE VP'S STATS: Atk 3 Def 1 Int 5 Spr 5
BARD'S STATS: Atk 1 Def 5 Int 5 Spi 3 (Energized by Tonfa to Int)
The rules~
Immutable Rules
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes, as follows:
During the Proposal or Voting phase for a player, a vote for the proposal at hand may be sent in to the Moderator via a forum PM to the Moderator or, if the Moderator requests it, to the Co-Mod. This vote may be changed up until the end of the Voting phase. There are three options: Affirmative, Negative, and Abstention (or whatever synonyms are chosen). If no PM is received by the end of the Voting Phase, the vote shall be counted as an Abstention.
106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void in effect. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
117. The Moderator and First Judge for this game is Taishyr/Taitoro/Xorntoro/Xorn-Gibberish. He may not be made a player and has veto attempts over attempts to make him a player. The Co-Mod is Halbarad. As for his playership, that's his choice.
Mutable Rules
201. Players shall alternate in Hatbotted order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
202. A rule-change is adopted if the vote is a majority among the eligible voters.
203. A player gains points at the beginning of the next player's turn equal to his rule number minus 300, divided by 2, plus 3. Round up after dividing. (So (((X-300)/2)+3)
204. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
205. When a proposed rule-change is defeated, the player who proposed it loses 10 points. When a proposed rule-change is accepted, the player who proposed it gains 10 points.
206. Each player always has exactly one vote.
207. The winner is the first player to achieve 200 (positive) points.
208. At no time may there be more than 25 mutable rules.
209. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs. See Rule 305.
210. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.
The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then a Hatbotted player is made Judge, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. If a Judgment is invoked and it is the Judge's turn, then a different person becomes Judge for that turn.
Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
211. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.
This rule takes precedence over every other rule determining the winner.
212. There are two Phases, or Parts, to each round of the game of Nomic: the Proposal phase, to last no more than 72 hours, and the Voting phase, to last no more than 24 hours. See rule 303 for amendment
New Rules
303. There are two Phases, or Parts, to each round of the game of Nomic: the Proposal phase, to last no more than 48 hours, and the Voting phase, to last no more than 24 hours.
304. Each player has four statistics, denoted as follows: Attack, Defense, Intelligence, and Spirit. Each of the values begins at 1, and on the inception of this rule, each player shall be awarded 10 additional points to spread between his statistics. When assigning these points, no statistic can be raised above 5. These points must be assigned immediately, and play will not recommence until this is done. The values are to be made public, and posted in the opening post of any and all Nomic threads.
During the proposal phase of each turn, each player may also take one of these additional options. These options are PM'd to the mod, to be revealed and enacted at the end of the proposal phase, before voting commences.
Assault: Select a player. Your opponent will lose 1d6+Your attack-His Defense points. The mod will roll dice and adjust the totals. (1d6 means a six-sided die, the sides consisting of 1, 2, 3, 4, 5 and 6. Results will be taken from the side facing upwards after the die has been rolled. The mod may use a stand-in for the die, such as HATBOT, at his discretion.)
Protect: Select a player. Add your defense score to his defense score until your next turn. You are permitted to target yourself with this ability, as well, effectively doubling your defense.
Legislative Maneuvers: You may not use this ability during your own turn.
Select a player. The mod will roll 1d6 for each of you, and add the results to your corresponding Intelligence scores.
If your roll is lower, you suffer from an Injunction. This lasts until the beginning of your next turn, and you may not use Legislative Maneuvers while you are under an Injunction. In the proposal phase of your next turn, you do nothing. In the voting phase of your next turn, nothing happens.
If your roll is tied, nothing happens.
If your roll is higher, you can order the other player to vote in whatever manner you choose once, and he must comply. This ability must be used before your next turn, and may not be used during your turn.
Energize: Select a player. You may add your Spirit score to their Intelligence or Assault until the beginning of your next turn. This player is considered Energized. A player can only be Energized by one other player at a time. Further attempts to Energize that player fail until the first instance expires.
The actions are resolved in the following order- Protect, Energize, Attack, Legislative Maneuvers, meaning that a player who has energized or protected another will have this ability take effect before any other actions are done. When multiple players select the same option, they will be resolved simultaneously.
305. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the highest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
306. All players in the current game of Nomic, as of the inception of this rule, will have the options of drawing from the Deck on their turn. Draws cost a certain amount of points listed below, deducted as soon as the card is drawn. The cards drawn counter resets on the player's next turn. All Draws must be done before the Voting Phase, but need not be done consecutively; all Draws and their results must be declared in topic, and a player cannot draw more than once if he is at or below 0 points.
First draw: 1
Second draw: 3
Third draw: 6
Fourth draw: 10
Fifth draw: 15
Sixth draw: 21
Drawing past six cards is not permitted.
There are twenty-one cards in the Deck, and when a card is drawn, it is immediately replaced and the deck is reshuffled.
The twenty cards are divided into four suits and four ranks; each card has a unique suit/rank combination. The four suits are phlegm, sanguis, cholera, and melancholia. The ranks are Jack, Queen, King, Ace, and Eight. (In order, these may be corresponded to spades, hearts, diamonds and clubs, and Jack, Queen, King and Ace when using a real deck to draw from). The twenty-first card is the Joker of Bane.
The suits change a player's stats as follows permanently, unless stated otherwise by the rank of the card. The maximum stat allowed by card-drawn mods is 8.
Phlegm/Spades: Intelligence +1, Spirit -1.
Sanguis/Hearts: Spirit +1, Intelligence -1.
Choleric/Diamond: Attack +1, Defense -1.
Melancholic/Clubs: Defense +1, Attack -1.
Jack: If this rank is drawn, another point is deducted from the player's score. This cannot reduce the player's score below zero.
Queen: Instead of accepting the stat modification as written on the card, the player may instead swap the two stats and then apply the stat modification. (So if someone with Int 4/Spi 1 drew the Sanguine Queen, for example, they could first swap Int and Spi (to Spi 4/Int 1) and then apply the stat mod (to Spi 5/Int 1).
King: The drawer may instead choose which stat is reduced, instead of following the suit's reduction. It cannot reduce the stat increased in this way.
Ace: The drawer may instead choose which stat is increased, instead of following the suit's increase. It cannot increase the stat reduced in this way.
Eight: Instead of accepting the stat modification as written on the card, the player may choose to stop drawing for his turn. If he does so, he gets a +3 to the stat that would have been boosted, and a -3 to the stat that would have been reduced. (The player may also accept the stat mod as normal and then stop drawing.) This boost lasts until the player's next turn.
Joker of Bane: The player's stats are reset to their base.
Failed Rules
301. Change Rule #205 so that it reads as follows. "If your proposal fails, gain three points for every vote for the proposal made by a non-proposing player. If your proposal passes, then every player besides the proposer gains points equal to the total votes for the proposal, and the proposing player can, on one vote before their next proposal, have their vote carry the weight of two votes. If the vote is unanimous, then they can do this twice."
302. Every eligible voter is permitted to abstain. However, no eligible voter is permitted to abstain twice in a row. Doing so will incur a penalty of having a Negative vote appended to the first proposal to be proposed by the eligible voter who abstained twice in a row. This negative vote will be considered equal to an eligible voter's vote, and for the purposes of point calculations will be considered the same as the proposing player's vote.
307. The rule, as it stands, shall be left alone except for the following action which will be added at the bottom.
Duel: A duel can only be selected by the player making a proposition and must be made at the same time as he makes his proposal. If he does not issue his challenge publically at that time, then he has forfeited his right to make a challenge on that pass. Also, the challenge counts as your action for that round. Issueing a challenge involves stating who you are challenging, declaring which stat you are using to attack with (Defense can never be used to attack), and which stat you are targetting (Attack can never be attacked in this way).
In the discussion phase, the challenged party has three options. They can accept the challenge, decline the challenge, or ignore the challenge. An ignored challenge is the same as accepting the challenge, save that the challenger automatically wins. If the challenged declines, they may do so by ceding the greater of the following two amount of points to the challenger. A) 5 points, or B) If the declining party has more points than the challenger, 10% of the difference between them. If the challenged party accepts, then the challenge goes forth.
Each player who is not engaged in the challenge can give support to either party. This must be declared by PM to the moderator, and there is no cost to doing so, in points or actions, and it can coincide with their regular action for the round. A person giving support adds half of their relevant stat (ie. the one the party they are supporting is using) to the score used for the duel.
The duel is resolved by having each party adding 1d6 to their final score and the greater number wins.
The aftermath of a duel is as follows. Assume in all cases that when Attack/Defense comes up it is decided by the winner.
Whoever wins takes one point of the stat used for defense (unless it's Defense, then it's winners choice of attack/defense). Ties go to the defender.