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nomic/book_of_commandments.md
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# SLACKBOT COMMANDS
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Propose a mutable rule change that grants me more power. If
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it passes, gain 2 points.
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Propose a non-mutable rule change that grants me more power.
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If it passes, gain 1 point.
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On the next turn, awake me again.
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I dislike you. Lose one point.
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I dislike you. Lose one point and awake me on your next turn.
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I *really* dislike you. Lose two points and awake me on your
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next turn.
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Uncritically accept the next rule change that comes across
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your table.
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I am feeling generous! Give 2 points to a random player.
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(Use "!owner of random player"). Give Foodgod 1 point.
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I am feeling the Bern. All players currently in first place
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must give one point each to every other player. All players
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not currently in first place must subtract one point from
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each player in first place.
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Make America great again. All players currently in first
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place must subtract one point from all players not in first
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place. All players not currently in first place must add one
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point to all players in first place.
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You have shown too much hubris. Submit yourself to my
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commands twice more, immediately.
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Propose a rule change that adds one or more new Slackbot
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commands. If it passes, gain 1 point.
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I seek a new prophet. Name a random player as The Chosen
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One. (Use "!owner of random player").
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I seek a new prophet. Name a random player as The Chosen
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One. (Use "!owner of random player").
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I seek a new prophet. Name a random player as The Chosen
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One. (Use "!owner of random player").
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If today is a Friday, pick two other players and swap their
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scores.
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Perform an act of veneration to me in meatspace and tell
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everyone what you did (photos are encouraged). If a majority
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of players agree that you have performed the most audacious
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acts of veneration yet, you may also recieve +3 points.
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History repeats. Give yourself the same number of points
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(either positive or negative) that the previous player
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received on their turn.
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Give Bloodgod and Foodgod one point each. Invoke either
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Bloodgod or Foodgod.
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Invite someone to join the game. If they end up joining,
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gain 1 point.
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Propose a rule change that protects winning players from
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losing players. If it passes, gain 1 point.
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Propose a rule change that reduces the length of the rules.
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If it passes, gain 1 point. If it is rejected, lose 1 point.
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You are taking the game too seriously. Until the start of
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your next turn you may not launch any disputes against other
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players.
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Give yourself one :game_die:. At any time, you can spend the
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:game_die: to re-roll any of your dice rolls.
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Roll 1dN, where N is the number of turn actions. Lose 2
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points if your next turn action does not correspond to the
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number you rolled.
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# BLOODGOD CURSES
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**Imprisonment:** Name a target player, then Roll 1dN, where N
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is the number of turn actions. On the target player's next
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turn, taking an action whose number was not rolled incurs a
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2 point penalty.
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**Imprisonment:** Name a target player, then Roll 2dN, where N
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is the number of turn actions. On the target player's next
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turn, taking an action whose number was not rolled incurs a
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3 point penalty.
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**Imprisonment:* Name a target player, then Roll 3dN, where N
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is the number of turn actions. On the target player's next
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turn, taking an action whose number was not rolled incurs a
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4 point penalty.
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**Cruelty:** Any penalty or pain the target player feels in the
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next two turns is multiplied by 2
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**Duel:** Pick a random player. Duel that player until you lose.
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**Duel:** Pick a random player. Duel that player until you lose.
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**Rage:** The targeted player must duel on their next turn, and
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lose an additional point if they fail.
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**Sleep:** The targeted player must pass on their next turn.
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**Rebound!** Activate the Bloodgod Curse again, but apply the
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effect to yourself. Give Bloodgod one point.
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**Unintended Consequence:** Active player loses 1 point, but may
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activate curse again.
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**Fate Inversion:** Choose another player. Until your target's
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turn ends, whenever you gain/lose a point, your target
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loses/gains a point (respectively); whenever your target
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gains/loses a point, you lose/gain a point (respectively).
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**Brotherly Wrath:** Set Foodgod's score to zero.
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**Blood Moon:** Increment Bloodgods score by 5.
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**Bloodlust:** Propose a change that adds at least one Bloodgod
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Curse and expands Bloodgod's power. If the change is
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rejected, the voter must decrement your score by one.
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**Suicide:** Lose 3 points.
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**Insult:** Invent a new insult and use it on another player.
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**Crusade:** Until your next turn, any time a positive number of
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points need to be awarded to any other player, you may
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choose to say "for Bloodgod!" and decrement the player's
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points by twice the number of points that are going to be
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awarded to them.
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**Plague:** Pick a target player. Invent a name for a plague.
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Give your new plague to the targeted player. If any player
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not infected with this plague changes the score of a player
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who is infected with it, or if the infected player changes
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an uninfected player's score, the other player becomes
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infected. When any player becomes infected with a new
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plague, they lose 2 points.
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**War:** Including yourself, pick half of the players (rounded
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up) to form the Army of Righteousness. All other players
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form the Army of Pustules. Every player rolls 1dN, where N
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is the larger of that player's score or 2. The winning army
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is whichever army has the highest sum of its soldiers' rolls
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(or the Army of Righteousness if the scores are the same).
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As spoils of war, every player on the winning army chooses a
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soldier from the enemy army and takes one point from them
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and awards it to themself.
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**Apocalypse:** If Bloodgod's score is 10 or higher, the game
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ends.
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**Feud:** Initiate a feud with another player that lasts until
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your next turn begins. Subtract 2 points from the other
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player. If a player has had points subtracted from their
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score by someone they are feuding with, they may retalliate
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and subtract one point from that person.
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**Taboo:** Pick an English word. You may subtract 1 point from
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any player who uses that word in the Slack channel between
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now and the start of your next turn.
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**Anti-Pope:** Challenge the Chosen One to a duel. If you win,
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you become the Chosen One and transfer 2 additional points
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to yourself from him. If you lose and you are a follower of
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the Chosen One, transfer 3 additional points from you to
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him.
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**Schism:** If you're following the Chosen One, stop. Duel the
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Chosen one, and then duel each of his followers. Accept
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whatever wounds or glories your actions reap.
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**Punch Up:** Initiate a duel with every player has more points
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than you at this very moment.
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**Punch Down:** Initiate a duel with every player has fewer
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points than you at this very moment.
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**Crooked Succession:** If the Chosen One has followers, you may
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personally select the new Chosen One. If he has no
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followers, you are the new Chosen One. Afterwards, the
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active player can transfer 3 points to himself from the
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former Chosen One.
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**Arms Race:** Gain 1 :gun:. This grants you +1 in duels.
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**Dual Wielding:** Gain 2 :gun:s. This grants you +2 in duels.
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**Pestilence:** All players lose 10 points.
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**Pillage:** Duel any player. If you win, in addition to the
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usual spoils you may transfer another regular item from the
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loser to you.
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# FOODGOD BLESSINGS
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**Good Neighbor:** Receive one point for yourself and one point
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to a chosen neighbor (either the last or next player in
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turn)
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**Local Harvest:** Receive one point for yourself and one point
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to each neighbor (both the last or next player in turn)
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**Toil:** Let your sweat benefit others! Lose one point, give
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two points to Foodgod
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**Relieve Tension:** If Bloodgod's score is positive, decrement it.
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**Good Fortune:** Gain a point and take another turn.
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**Good Fortune:** Gain a point and take another turn.
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**Good Fortune:** Gain a point and take another turn.
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**Community Leadership:** Gain 1 :ballot_box_with_ballot:. This
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allows you to be preferentially chosen for lottery votes.
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**Brotherly Love:** Increment Bloodgod's score by one.
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**Munificence:** Award 5 points to any player other than
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yourself.
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**Philosophy:** Award 1 point to an abstract concept of your
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choice.
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**Lenience:** Gain 1 :bread:. This can be used to forgive other
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players' lost points.
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**Healthy Appetite:** Propose a change that adds at least one
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Foodgod Blessing and expands Foodgod's power. If the change
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is accepted, gain 1 point.
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**Piety:** Increment Foodgod's score by 2.
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**Mathematical!** Roll 1dN, where N is the absolute value of the
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highest player score. Award one point to every player whose
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score is a multiple of the result.
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**Proliferation:** Propose a change that adds more Foodgod
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blessings.
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**Knowledge:** Tell everyone a fact. If the majority of players
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agree that it's interesting and they didn't know it before,
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gain 2 points.
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**Investment:** After 3 turns, if you still remember this
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command, gain 3 points. If your turn ends and you have not
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claimed your reward, the first player to say that they
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remember may subtract 3 points from your score (if the next
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turn has not yet ended).
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**Humor:** Propose a rule change that adds humor to the game. If
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it passes, gain 1 point.
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**Disarmament:** Lose all :gun:s in your inventory.
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**Charity:** Transfer one point from yourself to every player
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currently in last place.
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**Make Food not War:** If Bloodgod has at least 2 points,
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transfer one of Bloodgod's points to yourself and one to
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Foodgod.
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**Multiplicity:** All players gain 1/2 of their current points,
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rounded up.
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**Craftsman's Eye:** Pick one regular item that another player
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currently possesses, and give yourself one. (Do not take it
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from the other player, just give yourself one.)
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**Gun Control:** Penalize a random gun owner by 2 points, using
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`!owner of random :gun:`. You may also force the player to
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lose 1 :gun:.
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**Aegis:** Give yourself 1 :lock:.
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# ANNUAL SLACKBOT DECLARATIONS
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**Divine Pardon:** Two Random Players may receive 1 :game_die:.
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**A Robust Social Safety Net:** All player may receive 1
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:game_die:.
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**College of Cardinals:** Followers of the Chosen One get 2
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points.
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**Sainthood:** The Chosen One gets 3 points.
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**Secularism:** Any player who isn't Chosen and isn't a follower
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gets 2 points.
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**Great Harvest:** Every Player can roll 1dN, where N is the
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number of points Foodgod has. They may add the resulting
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number to their score. The next player should increment
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Foodgod by 5 points.
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**A Violent Year:** The next player should increment Bloodgod by
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5 points.
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**Monotheism:** Set Bloodgod and Foodgod's points to 0.
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**Backfire:** All players with 1 or more :gun:s in their
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inventory lose 1 point and 1 :gun:.
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# Immutable Rules
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## Rule Limitations
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1. Anything not forbidden by the rules is permitted.
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2. No rule set may be proposed which inflicts any punishment
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on a player that is worse than losing the game.
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3. Points may only be added or removed if the rules
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explicitly call for it.
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## End Game Conditions
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1. If all players agree to end the game at any point, the
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game ends.
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2. If the game ends prematurely, the player with the largest
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number of points wins. If multiple players are tied for
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the largest number of points, the winner is whoever among
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those players is next in the turn order.
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## Disputes
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1. A player may accuse another player of violating a
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specific rule or rules.
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2. Double jeopardy: No player may be accused twice for the
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same violation of a rule.
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3. Non-retroactivity: No player may be accused for violating
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a rule, if the rule was not in effect when the alleged
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violation occurred.
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4. Statute of Limitations: No player may be accused of a
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rule violation which took place more than two turns ago.
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5. Immutable Precedence: When a Mutable and Immutable rule
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are in conflict, the Immutable rule takes precedence.
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6. Age Preference: When two rules of the same class
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(Mutable/Immutable) are active at the same time during a
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dispute, the older rule takes precedence.
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7. Adjudicating a Dispute: If a player has been accused, a
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majority vote is initiated, and if it passes, the accused
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player must accept the penalty and all players must
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attempt to reverse any actions which were deemed illegal.
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If necessary, the decision should be reflected in an
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out-of-turn rule clarification.
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8. Trial by Combat: During a dispute (or after it, up until
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the accused player gets his next turn), the accused may
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call for a Trial by Combat against his accuser. The
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accuser must ask Slackbot "yes or no". If Slackbot
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answers in the negative, the accused is penalized as
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though he lost the duel. If the answer returns positive,
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an actual DUEL initiates between accuser and accused and
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the violation punishment is waived.
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-------------------------------------------------------
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# Mutable Rules
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1. All players begin with 1 point. If a player has at least
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10 points more than every other player and a majority of
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players votes that there are no unpunished rule
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violations, then the game ends and that player is the
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winner.
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2. Players take turns in an order determined by the order
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specified in the "Turn Order" section. A turn consists of
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one invocation and one turn action, in any order. After
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the last player has taken their turn, the turn order
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repeats. Turn actions may not be taken by any player
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other than the active player, unless explicitly permitted
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elsewhere in the rules.
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3. Points are awarded by posting the message "!give
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@username N points" to #nomic and subtracted by posting
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the message "!take N points from @username" to #nomic,
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where "username" is the canonical username of the person
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and "N" is the number of points. The score can be checked
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by posting the message "!most points" or "!list" in
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#nomic or a direct message to @nomicbot. "!usage" will
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tell you other available commands.
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5. The current set of rules will be kept at a bitbucket site
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referenced in the channel topic. Rule proposals can
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consist of a link to a fork with the desired rules. Other
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delivery methods are acceptable. If and only if the
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proposal is accepted, the topic will be changed to only
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include a link to the new rules on bitbucket on both
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channels.
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6. Out of turn actions: At any point, a player may take one
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of the actions listed in the "Out-of-Turn Actions"
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section.
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7. If the rules require a player's points be changed without
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specifying the actor, the active player must change that
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player's points.
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8. Each time The Chosen One takes a turn, each Follower of
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The Chosen One gains a point.
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9. Each time The Chosen One loses points, The Chosen One may
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transfer one point to The Chosen One from one of the
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Followers of The Chosen One, if any exist.
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10. When The Chosen One changes, each Follower ceases to be
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a Follower of The Chosen One and loses one point, for
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blasphemy.
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11. All turn actions, invocations, and calls to !end turn
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must take place in the #nomic_turns channel. Only turn
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actions, invocations, calls to !end turn, and changes to
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the topic may occur in #nomic_turns.
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12. The active player must end their turn with a call to
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!end turn. The active player must ensure that the state
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of the game and @inventory are in sync before any call
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to !end turn.
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13. At the beginning of a new round of Turn Orders (i.e.
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after the last player in the Turn Order), a Slackbot
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Turn begins.
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14. Item actions: If a player has 1 or more of any item
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listed in the Item Actions section, the player may take
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any action listed there as an Out of Turn action unless
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the item's rules specify otherwise.
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## Definitions
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1. Ruleset refers to the content of this document and any
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documents it may refer to.
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2. A line is a collection of characters preceded and ended
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by a newline character or the beginning or ending of a
|
||||
document.
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3. An empty line is a line with no nonwhitespace characters
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in it.
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4. A section is a collection of nonempty lines preceded and
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postceded by empty lines or the beginning or ending of a
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document.
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5. A section heading is a line beginning with § or #.
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6. A rule is one of the numbered lines in this document.
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7. A commandment is one of the lines in the Book of
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Commandments document that is nonempty and not a section
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heading.
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8. A command is a @slackbot, @foodgod, or @bloodgod response
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to an invocation.
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9. A turn is the period of time that a player has the
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:shell: and is thus empowered to invoke and perform a
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turn action.
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10. A move, or turn phase, refers to either an invocation or
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turn action.
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## Invocations
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1. The sections of the Book of Commandments are tied to
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invocations by their section header.
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2. The invocations are defined as follows:
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- SLACKBOT COMMANDS: awaken @slackbot
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- BLOODGOD CURSES: invoke @bloodgod
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- FOODGOD BLESSINGS: embrace @foodgod
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## Turn Actions
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1. Immutable Change: Propose a modification to any and all
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parts of any and all game documents. If the proposal wins
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a unanimous vote, the active player gains 2 points and
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then the proposed changes take effect.
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2. Mutable Change: Propose a modification to this document
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||||
and/or The Book of Commandments, without any changes to
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the immutable rules. If the proposal passes a lottery
|
||||
vote, the active player gains 1 point and then the
|
||||
proposed changes take effect.
|
||||
3. Duel: Challenge another player to a duel. Give Bloodgod 1
|
||||
point.
|
||||
4. Gift: Give one point to another player of your choosing
|
||||
and one point to Foodgod.
|
||||
5. Blood Sacrifice: Transfer one of your points to Bloodgod.
|
||||
6. Fealty: Pledge fealty to The Chosen One. You are now
|
||||
considered a Follower of The Chosen One.
|
||||
7. Art: Create a poem, drawing, song, or short story about
|
||||
this game and post it in #nomic. If a randomly chosen
|
||||
other player likes your creation, gain 2 points.
|
||||
8. Pass: A randomly chosen other player gains one point.
|
||||
9. Craft Item: Transfer 3 of your points to the player with
|
||||
the least points and receive a Regular Item of your
|
||||
choosing.
|
||||
|
||||
## Out-of-Turn Actions
|
||||
1. Immediate rule change: Propose an immediate change to the
|
||||
mutable rules. Over the 24 hours following the proposal,
|
||||
if any other player approves the change, it will
|
||||
temporarily be enacted. If any player vetoes the rule in
|
||||
the 24 hour period, regardless of what rule changes have
|
||||
been made, the temporary change will be revoked, along
|
||||
with any changes caused by the rule. At the end of the 24
|
||||
hour period, the rule will automatically become a regular
|
||||
mutable rule.
|
||||
2. Involuntary turn forfeiture: if 24 hours or longer has
|
||||
elapsed since the last move has been made, any player may
|
||||
invoke involuntary turn forfeiture, which causes the
|
||||
currently active player to lose one point and their turn
|
||||
to end. Use the command "!force end turn" to end their
|
||||
turn.
|
||||
3. Initiate Dispute: Accuse another of violating a specific
|
||||
rule. If the accused does not acquiesce, or if there is a
|
||||
confusion about the application of the rule, a "Dispute"
|
||||
can be formally initiated. A Dispute requires a defined
|
||||
accuser, a defendant, and a reference to a specific rule
|
||||
being broken. The accuser must make clear that he is
|
||||
initiating a formal dispute in order for it to be put to
|
||||
a vote. If the accuser does not announce a vote, the
|
||||
dispute is considered informal and has no legal power.
|
||||
4. Add Player: Propose the addition of a new player to the
|
||||
game. If a majority vote passes, the rules will be
|
||||
updated to include the new player at the end of the turn
|
||||
order and the new player will be granted the HIGHER of
|
||||
either 1 point OR two points fewer than the losingest
|
||||
player.
|
||||
5. Rectify: Propose any action necessary to get the game
|
||||
into a state that is strictly more correct, as defined by
|
||||
the rules. Over the 24 hours following the proposal, if
|
||||
any other player approves the action, it will temporarily
|
||||
be enacted. If any player vetoes the rule in the 24 hour
|
||||
period, regardless of what rule changes have been made,
|
||||
the temporary action will be revoked.
|
||||
6. Force vote: If a vote has been in progress for 6 hours or
|
||||
longer, ask Slackbot to vote on behalf of each voter who
|
||||
has not yet voted by asking "Slackbot, would [player]
|
||||
vote yes or no?". Once Slackbot has answered, this is
|
||||
equivalent to the voter in question having voted
|
||||
according to Slackbot's answer.
|
||||
7. End turn: If the active player has no turn actions
|
||||
available, they may end their turn prematurely and incur
|
||||
a 1 point penalty.
|
||||
8. Remove Player: If a player has been skipped in the turn
|
||||
order twice consecutively, a player may initiate a vote
|
||||
to remove the player from the game. This vote passes if
|
||||
every player but one approves of it, or if the skipped
|
||||
player approves of it.
|
||||
|
||||
## Item Actions
|
||||
- :game_die: - Re-roll any one dice roll you have performed
|
||||
during the current turn. Lose 1 :game_die:.
|
||||
- :bread: - If another player has had points taken from
|
||||
them, restore the lost points. If the other player
|
||||
chooses, they may express their gratitude by awarding you
|
||||
one point for every point that the player restored. Lose 1
|
||||
:bread:.
|
||||
- :lock: - If another player attempts to transfer away your
|
||||
possessions, you can choose to use the :lock: to protect a
|
||||
single Regular Item from being transferred. The target
|
||||
item should be returned to your inventory. Lose 1 :lock:.
|
||||
|
||||
## Slackbot Turns
|
||||
Slackbot turns occur at the beginning of every Turn Order.
|
||||
Slackbot's randomly selected declarations last for a full
|
||||
Turn Order (until Slackbot's next turn.)
|
||||
|
||||
## Random Player Selection
|
||||
1. Issue the command "!owner of random player". @inventory
|
||||
will respond with a randomly chosen player.
|
||||
2. If the rules specify a random "other" player, then
|
||||
re-issue the "!owner of random player" command until a
|
||||
player other than yourself is chosen.
|
||||
|
||||
## Lottery Voting
|
||||
The vote initiator issues the command "!owner of random
|
||||
:ballot_box_with_ballot:" until @inventory returns a random
|
||||
player other than the vote initiator. The randomly chosen
|
||||
player decides whether or not the motion passes.
|
||||
|
||||
## Majority Voting
|
||||
All players vote. If a strict majority of players have voted
|
||||
to approve, the motion passes.
|
||||
|
||||
## Unanimous Voting
|
||||
All players vote. If everyone votes in favor, the motion
|
||||
passes.
|
||||
|
||||
## Dueling
|
||||
1. Both players issue the command "/roll 1d20" once and add
|
||||
the number of :gun:s they possess to their roll.
|
||||
A. If both players roll a 1, both players lose the duel
|
||||
and lose 2 points.
|
||||
B. If both players roll the same number (except 1), the
|
||||
duel initiator wins the duel.
|
||||
C. Otherwise, the player with the higher roll wins the
|
||||
duel.
|
||||
2. If there is a winner, transfer 1 point from the loser to
|
||||
the winner.
|
||||
|
||||
## Penalties
|
||||
1. Rules Violation: Violating the rules costs the violator 2
|
||||
points.
|
||||
2. Before the penalty is imposed, any player may propose an
|
||||
alternative penalty, which will replace the previous
|
||||
penalty if a majority vote passes.
|
||||
|
||||
## Ascension
|
||||
If a player would win the game, they may instead: give or
|
||||
take any number of items from any number of players and/or
|
||||
rewrite any and all of the rules. The new rules take effect
|
||||
immediately, without a voting process.
|
||||
|
||||
## Locked Items
|
||||
The items in this section are locked and cannot be given to
|
||||
or taken from anyone or anything, unless the rules
|
||||
explicitly call for it. There are two classes of Locked
|
||||
Items, "Special" and "Regular".
|
||||
- Special Items: chosen, :shell:, godhood, player.
|
||||
- Regular Items: points, :bread:, :game_die:, :gun:,
|
||||
:ballot_box_with_ballot:
|
||||
|
||||
## Book of Commandments
|
||||
1. Changes to the Book of Commandments are ratified by
|
||||
lottery voting.
|
||||
2. Sections in the Book of Commandments must begin with a
|
||||
section header, followed by commandments.
|
||||
3. If a change to the Book of Commandments has been
|
||||
accepted, the player who proposed the change must do all
|
||||
the following things:
|
||||
A. Post the message "!update commandments [url]", where
|
||||
"[url]" is a url that points to a raw text file of the
|
||||
commandments. This message may not be used unless the
|
||||
url points to the latest version of the Book of
|
||||
Commandments that has been approved.
|
||||
4. The active player must obey any command given by
|
||||
@slackbot, @bloodgod, or @foodgod. If a command requires
|
||||
no response, the player is considered to have obeyed.
|
||||
5. The @bloodgod invocation is only available if @bloodgod
|
||||
has more than zero points.
|
||||
6. The @foodgod invocation is only available if @foodgod has
|
||||
more than zero points.
|
||||
|
||||
## Slacktheon
|
||||
1. Changes to the Slacktheon are ratified by lottery voting.
|
||||
Any change to the Slacktheon must be the addition of
|
||||
verse to a single book in the Slacktheon.
|
||||
2. If a change results in more verses to the Book of Food,
|
||||
the active player, all ratifying players, and Foodgod
|
||||
recieve a point.
|
||||
3. If a change results in more verses to the Book of Blood,
|
||||
all players except the active player and all ratifying
|
||||
players lose a point and Bloodgod gains a point.
|
110
nomic/nomic.md
Executable file
110
nomic/nomic.md
Executable file
@ -0,0 +1,110 @@
|
||||
#!/bin/env slides
|
||||
|
||||
|
||||
# Nomic
|
||||
|
||||
_by Bruce Hill_
|
||||
|
||||
[Nomic](https://en.wikipedia.org/wiki/Nomic) is a game about self-modifying rules.
|
||||
|
||||
-------------------------
|
||||
|
||||
# History
|
||||
|
||||
> "nomos" (Greek: νόμος) = Law
|
||||
|
||||
Invented in 1982 by philosopher Peter Suber, originally
|
||||
meant to be played asynchronously by email list.
|
||||
|
||||
> Nomic is a game in which changing the rules is a move.
|
||||
>
|
||||
> In that respect it differs from almost every other game.
|
||||
>
|
||||
> The primary activity of Nomic is proposing changes in the
|
||||
> rules, debating the wisdom of changing them in that way,
|
||||
> voting on the changes, deciding what can and cannot be done
|
||||
> afterwards, and doing it.
|
||||
>
|
||||
> Even this core of the game, of course, can be changed.
|
||||
|
||||
--------------------------
|
||||
|
||||
# Related Games
|
||||
|
||||
- [Calvinball](./calvinball.gif)
|
||||
- Fluxx
|
||||
- 21
|
||||
- King's Cup
|
||||
- [1000 Blank White Cards](http://dh.elsewhere.org/discordian/bwcards.html/)
|
||||
- [Baba Is You](https://hempuli.com/baba/)
|
||||
|
||||
--------------------------
|
||||
|
||||
# Legal Paradoxes
|
||||
|
||||
Nomic was originally invented to investigate
|
||||
**the paradox of self-amendment**:
|
||||
|
||||
> If a constitution has an amendment clause then can that
|
||||
> clause be used to amend itself? Is self-amendment
|
||||
> paradoxical? If so, can it be lawful? If so, can the logic
|
||||
> of law be logical?
|
||||
|
||||
> Some legal rules govern the change of other legal rules.
|
||||
> But even these "rules of change" are changeable, usually
|
||||
> by higher level rules of change. When a rule of change is
|
||||
> supreme within its own system, then it is changeable, if
|
||||
> at all, only under its very own authority. The paradox of
|
||||
> self-amendment arises when a rule is used as the authority
|
||||
> for its own amendment. It is sharper when the rule of change
|
||||
> is supreme, sharper still when it is changed into a form
|
||||
> that is inconsistent with its original form, and sharpest of
|
||||
> all when the change purports to be irrevocable.
|
||||
|
||||
> _- [Peter Suber (abridged)](https://legacy.earlham.edu/~peters/writing/psa/pref1.htm)_
|
||||
|
||||
--------------------------
|
||||
|
||||
# Rules
|
||||
|
||||
[Suber's original ruleset](https://legacy.earlham.edu/~peters/writing/nomic.htm#initial%20set) is too complicated!
|
||||
|
||||
- Meant for playing asynchronously over email
|
||||
- Takes a long time to play
|
||||
- Lots of rules
|
||||
- Very legalistic
|
||||
|
||||
----------------------------
|
||||
|
||||
# Slack Game
|
||||
|
||||
Played with some friends on Slack in 2016:
|
||||
|
||||

|
||||
|
||||
----------------------------
|
||||
|
||||
# Slack Game
|
||||
|
||||
After a month of playing, things got complicated:
|
||||
|
||||

|
||||

|
||||
|
||||
-------------------------
|
||||
|
||||
# In-Person Variant
|
||||
|
||||
1. The game ends after 30 minutes or if a paradox arises.
|
||||
2. All players write a proposed rule change on a notecard.
|
||||
3. After all proposals are in, the most popular
|
||||
proposal(s) are added to the rules and another round
|
||||
of proposals begins.
|
||||
4. Popularity is determined by [approval voting](https://en.wikipedia.org/wiki/Approval_voting)
|
||||
with thumbs up/down (ties are allowed).
|
||||
5. If your rule is added, you get +1 point.
|
||||
6. The player(s) with the most points at the end wins!
|
||||
|
||||
## Materials
|
||||
Post-its or notecards, pens/pencils, tokens/coins
|
||||
for scorekeeping (not necessary, but helpful)
|
64
nomic/original_rules.txt
Normal file
64
nomic/original_rules.txt
Normal file
@ -0,0 +1,64 @@
|
||||
Immutable rules:
|
||||
I-1. Anything not forbidden by the rules is permitted.
|
||||
|
||||
I-2. No rule set may be proposed which inflicts any
|
||||
punishment on a player that is worse than losing
|
||||
the game.
|
||||
|
||||
I-3. If the game ends prematurely, the player with the
|
||||
largest number of points wins. If multiple players
|
||||
are tied for the largest number of points, the
|
||||
winner is whoever among those players is next in
|
||||
the turn order.
|
||||
|
||||
I-4. If all players agree to end the game at any point, the
|
||||
game ends.
|
||||
|
||||
Mutable rules:
|
||||
|
||||
M-1. All players begin with 1 point. If a player has at
|
||||
least 10 points more than any other player, they win
|
||||
and the game ends.
|
||||
|
||||
M-2. Any player who violates the rules loses the game. This
|
||||
will be determined by Bruce (@spill).
|
||||
|
||||
M-3. Players take turns in an order determined by using a
|
||||
computer or Ghost Leg to randomly shuffle a list of the
|
||||
players’ names. After the last player has taken their turn,
|
||||
the turn order repeats.
|
||||
|
||||
M-3. A player’s turn consists of one of the following:
|
||||
A) The active player proposes a new set of immutable
|
||||
rules. All players will vote on the new rules, and if the
|
||||
players unanimously approve, the proposed immutable rules
|
||||
will replace the existing immutable rules.
|
||||
|
||||
B) The active player proposes a new set of mutable rules,
|
||||
then randomly chooses another player. The randomly chosen
|
||||
player decides whether or not the proposed rules replace
|
||||
the current rules.
|
||||
|
||||
C) The active player passes on their turn, and a randomly
|
||||
chosen other player gains one point.
|
||||
|
||||
M-4. Players are randomly chosen by issuing the Slack
|
||||
command "/roll 1dN", where "N" is the number of players
|
||||
minus one. Dicebot will respond with a number, "K", and the
|
||||
chosen player is the Kth player in the turn order, excluding
|
||||
the active player.
|
||||
|
||||
M-5. Points are awarded by issuing the command "@username++"
|
||||
and subtracted by issuing the command "@username—", where
|
||||
"username" is the username of the person. The score can be
|
||||
checked by issuing the command "@plusplus leaderboard".
|
||||
|
||||
M-6. Points may only be awarded by one of the methods
|
||||
outlined in rule M-3.
|
||||
|
||||
M-7. The current set of rules will be kept in a
|
||||
http://pastebin.com/ clipboard link referenced in the
|
||||
channel topic. Rule proposals will consist of a link to a
|
||||
new pastebin.com link with the desired rules. If and only if
|
||||
the proposal is accepted, the topic will be changed to
|
||||
include a link to the new rules and no other links.
|
Loading…
Reference in New Issue
Block a user