Initial Ruleset
I - The Rules
1. All players must at all times abide by the rules. No player may ever take any voluntary action that violates any rule in the current set of rules.
2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
* If one of the rules defers to another rule or explicitly states that it has precedence over the other, then that rule will take priority.
* If the above situation does not resolve the conflict, the rule which has been in its current form for the longest amount of time will take priority.
4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.
II - The Admin
1. The Admin for CastleNomic will be TheLoneAmigo
2. The Admin is responsible for maintaining the game and interpreting the rules, as well as keeping track of all hidden information.
3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately make any final decisions.
III - Players
1. Each player will be required to have a blogger account and a valid e-mail address. A single person may not act as more than one player.
2. The Admin is not a player.
3. New players may join the game at any time at the approval of the Admin.
4. Any player that does not participate in the game without the approval of the Admin will be removed from the game, along with all their assets.
5. All players are expected to act respectfully and courteously towards other players and the Admin at all times. Repeated violations of this rule will result in the offending player being removed from the game.
IV - Resources
1. The amount of each resource held by each player will be considered public information.
2. Gold will be a resource.
3. Food will be a resource.
4. Each player will start with two gold and two food.
5. Every square owned by a player provides two food to that player each turn.
V - The Board
1. The game will take place on the CastleNomic board.
2. The initial board will consist of 100 squares in a ten by ten grid.
3. Each square will be referred to by a co-ordinate system with its orgin at the lower left corner of the board.
4. In some situations, squares may be owned by players.
5. If there is any dispute over tile ownership, the player that is willing to bid the most amount of Gold for it wins the tile. The winner must give the bidded amount to the loser. In case of a tie, the tile is not considered owned by anyone this turn.
6. Squares on opposite sides of the board are considered adjacent.
VI - Orders and Turns
1. Each turn will begin when the Admin posts the Current Rules.
2. All players will submit their orders to the Admin.
3. The Admin will work out the results of all orders and post them.
4. Once all players have submitted their orders to the Admin and the Admin has posted the results, the turn will end.
VII - Castles
1. Each player will start with one Castle placed on the square of their choice.
2. If two players attempt to place a Castle on the same square, they will each be forced to choose a different location.
3. A player is considered to own the four squares orthagonally adjacent to any Castle they own as well as the square beneath their Castle.
4. A Castle provides its owner with an income of one gold every turn.
5. Each Castle must be named by its player.
VIII - Units
1. Units will be any piece owned by a player that is on the board and not a castle.
2. All units will have a Movement value, representing the amount of squares they may move each turn.
3. If two or more units end up in the same square, the Admin will roll one dice for each unit. The unit that rolls lowest is eliminated, and the process continues until only one player's units are left in the square.
4. Some units will have a Combat value. They will add this value to any dice rolls made in combat.
5. Units may be built in the Castle of a player if the owner pays the resource cost.
6. The Knight will be a unit. It will have a Movement value of 2 and a Combat value of 2. If a Knight is in the same square as a Castle, it will provide an income of one gold per turn. A Knight will cost three gold and two food.
7. All players will start with one Knight.
8. All Knights must have names.
IX - Items
1. An item is any object that a player may possess that is not a unit. There is no limit to how many items a player may have at any time.
2. If stated in the item's description, an item may be "used" by the player owning it and any actions associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
3. Some specific Items may be attached to individual Units or Castles. These Items are called Upgrade Items.
X - Proposals
1. A player may make any number of proposals between each turn.
2. A proposal is one of the following:
* The addition of a new rule
* The deletion of an existing rule
* The modification of an existing rule
* A change to the game state which does not necessarily fit into one of the above categories
3. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
5. When a proposal is made, all other players will have a chance to vote Yes or No on it.
6. After 4 days or after all players have submitted a single vote on each proposal, the Admin will tally the votes. If the majority of votes on a proposal are Yes votes, the proposal will be implemented.
7. If a proposal receives no votes apart from the proposing player in 4 days, it will be declared dead and removed from voting.
8. After all proposals have been voted on or declared dead, the Admin will post the Current Rules.
XI - Disruption of Gameplay
1. In the event that a paradox, infinite loop, or any situation arises that prohibits further gameplay, the game will be paused. The Admin also has the right to pause the game at any time if he feels there is a need to do so.
2. When the game is paused, players may not take any actions other than voting until the game is unpaused.
3. During a pause due to a disruption of gameplay, the players have the option to suggest to the Admin ideas on how to fix the game. The Admin will make a proposal, and the players will vote on it by the same rules as a proposal made by a player. If the proposal is accepted, the proposal is implemented and the game is unpaused. If the proposal is rejected, the above process is repeated until the game is fixed.
XII - Ending the Game
1. Once a player has been declared the winner, the game ends.
2. If there is only one player in the game with a Castle, that player will immediately be declared the winner.
1. All players must at all times abide by the rules. No player may ever take any voluntary action that violates any rule in the current set of rules.
2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
* If one of the rules defers to another rule or explicitly states that it has precedence over the other, then that rule will take priority.
* If the above situation does not resolve the conflict, the rule which has been in its current form for the longest amount of time will take priority.
4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.
II - The Admin
1. The Admin for CastleNomic will be TheLoneAmigo
2. The Admin is responsible for maintaining the game and interpreting the rules, as well as keeping track of all hidden information.
3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately make any final decisions.
III - Players
1. Each player will be required to have a blogger account and a valid e-mail address. A single person may not act as more than one player.
2. The Admin is not a player.
3. New players may join the game at any time at the approval of the Admin.
4. Any player that does not participate in the game without the approval of the Admin will be removed from the game, along with all their assets.
5. All players are expected to act respectfully and courteously towards other players and the Admin at all times. Repeated violations of this rule will result in the offending player being removed from the game.
IV - Resources
1. The amount of each resource held by each player will be considered public information.
2. Gold will be a resource.
3. Food will be a resource.
4. Each player will start with two gold and two food.
5. Every square owned by a player provides two food to that player each turn.
V - The Board
1. The game will take place on the CastleNomic board.
2. The initial board will consist of 100 squares in a ten by ten grid.
3. Each square will be referred to by a co-ordinate system with its orgin at the lower left corner of the board.
4. In some situations, squares may be owned by players.
5. If there is any dispute over tile ownership, the player that is willing to bid the most amount of Gold for it wins the tile. The winner must give the bidded amount to the loser. In case of a tie, the tile is not considered owned by anyone this turn.
6. Squares on opposite sides of the board are considered adjacent.
VI - Orders and Turns
1. Each turn will begin when the Admin posts the Current Rules.
2. All players will submit their orders to the Admin.
3. The Admin will work out the results of all orders and post them.
4. Once all players have submitted their orders to the Admin and the Admin has posted the results, the turn will end.
VII - Castles
1. Each player will start with one Castle placed on the square of their choice.
2. If two players attempt to place a Castle on the same square, they will each be forced to choose a different location.
3. A player is considered to own the four squares orthagonally adjacent to any Castle they own as well as the square beneath their Castle.
4. A Castle provides its owner with an income of one gold every turn.
5. Each Castle must be named by its player.
VIII - Units
1. Units will be any piece owned by a player that is on the board and not a castle.
2. All units will have a Movement value, representing the amount of squares they may move each turn.
3. If two or more units end up in the same square, the Admin will roll one dice for each unit. The unit that rolls lowest is eliminated, and the process continues until only one player's units are left in the square.
4. Some units will have a Combat value. They will add this value to any dice rolls made in combat.
5. Units may be built in the Castle of a player if the owner pays the resource cost.
6. The Knight will be a unit. It will have a Movement value of 2 and a Combat value of 2. If a Knight is in the same square as a Castle, it will provide an income of one gold per turn. A Knight will cost three gold and two food.
7. All players will start with one Knight.
8. All Knights must have names.
IX - Items
1. An item is any object that a player may possess that is not a unit. There is no limit to how many items a player may have at any time.
2. If stated in the item's description, an item may be "used" by the player owning it and any actions associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
3. Some specific Items may be attached to individual Units or Castles. These Items are called Upgrade Items.
X - Proposals
1. A player may make any number of proposals between each turn.
2. A proposal is one of the following:
* The addition of a new rule
* The deletion of an existing rule
* The modification of an existing rule
* A change to the game state which does not necessarily fit into one of the above categories
3. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
5. When a proposal is made, all other players will have a chance to vote Yes or No on it.
6. After 4 days or after all players have submitted a single vote on each proposal, the Admin will tally the votes. If the majority of votes on a proposal are Yes votes, the proposal will be implemented.
7. If a proposal receives no votes apart from the proposing player in 4 days, it will be declared dead and removed from voting.
8. After all proposals have been voted on or declared dead, the Admin will post the Current Rules.
XI - Disruption of Gameplay
1. In the event that a paradox, infinite loop, or any situation arises that prohibits further gameplay, the game will be paused. The Admin also has the right to pause the game at any time if he feels there is a need to do so.
2. When the game is paused, players may not take any actions other than voting until the game is unpaused.
3. During a pause due to a disruption of gameplay, the players have the option to suggest to the Admin ideas on how to fix the game. The Admin will make a proposal, and the players will vote on it by the same rules as a proposal made by a player. If the proposal is accepted, the proposal is implemented and the game is unpaused. If the proposal is rejected, the above process is repeated until the game is fixed.
XII - Ending the Game
1. Once a player has been declared the winner, the game ends.
2. If there is only one player in the game with a Castle, that player will immediately be declared the winner.
1 Comments:
hmmmm... Is it just me, or do the other two people who posted here sound a bit like adverts?
Anyway, I'm here to say I want in, and also to say Hello.
Hello.
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