Round 7/Ruleset

From Infinite Nomic Wiki

Information[edit | edit source]

This is a board game, played on a virtual board. A representation of the board as well as the ruleset for this game shall be kept in the Infinite Nomic wiki, which is linked in #game-rules. For an action other than voting or making a proposal to be effective, it must be announced in #public-forum. For the purposes of this ruleset, being placed on a tile counts as landing on it.

Winning[edit | edit source]

Victory conditions not specified within this rule are not valid. VP may only be gained or lost as specified within this rule. A player wins once they have at least 100 Victory Poents (VP). Victory Poents are a quantity that is neither a currency nor an item. Proposals can only modify or repeal this rule when and only when one of the following conditions is met:

  1. a) 24 hours or more have passed, and less than 7 days have passed, and there are no votes against it.
  2. b) exactly 7 days have passed and the the proposal has at least 3 votes in its favour for every vote against it and the proposal failed to fulfill condition 'a)'

Turns[edit | edit source]

When someone becomes a player, their name is put at the bottom of the list of players in #game-rules. Players take turns according to this list, starting with the player on the top of the list and going down. When the player at the bottom of the list has taken their turn, players keep taking turns from the top again. The game begins immediately when the first player joins the game.

A player's turn consists of performing any actions the rules require them to perform on their turn, as well as optionally performing any other actions the rules allow them to perform on their turn. A player may choose to end their turn at any time during it, by stating their intent to do so in #public-forum). A player's turn automatically ends ("passes") 24 hours after it started or if the player has begun performing actions for their turn and five minutes have passed since their last message.

When a player's turn ends, the turn of the player below them in the list in #game-rules begins simultaneously.

If a player ends their turn, they have 1 hour to ping the next player whose turn it is, or they will lose 1 poent. This only counts if you have done something on your turn (I.e. moving)

Proposals[edit | edit source]

A player who does not already have a proposal being voted on may make a proposal by posting a message in #proposals. Players may then react to that message with either thumbsup or thumbsdown during the next 24 hours. When the voting period is over, if the message has more thumbsup reactions than thumbsdown reactions, the events stated in the proposal take effect and the player who sent the message containing the proposal gains a number of poents equal to the amount of thumbsup reactions on the proposal minus the amount of thumbsdown reactions.

If a proposal message is deleted or edited before it takes effect, then the proposal is retracted. It does not take effect and its voting period ends.

Game Board[edit | edit source]

The gameboard consists of the spaces defined in the rules. All players are always located on one of the board's spaces.

The gameboard has a number of primary spaces, n, inclusively numbered 1 through n. Each primary space is adjacent to the primary spaces whose numbers are one greater than or lower than its own number, and the primary space with the highest number is adjacent to the primary space with the lowest number.

Each Monday and Friday at 00:00 UTC a new primary space is added to the game board.

Moving[edit | edit source]

Entities can move between primary spaces in two directions. To "advance" or "move up" is to move in the direction that the numbers are increasing. To "regress" or "move down" is to move in the direction that the numbers are decreasing. For the purposes of this type of movement, the lowest-numbered space is considered to be one space higher than the highest-numbered primary space and the highest-numbered space is considered to be one space lower than the lowest-numbered primary space.

A player on a primary space can move up the board once on their turn by rolling 1d6 in #public-forum and moving up exactly that many spaces.

Poent[edit | edit source]

All players have an integer associated with them called "poents". Upon becoming a player for the first time, a player has 5 poents.

Tiles[edit | edit source]

Fives[edit | edit source]

When a player lands on a space divisible by 5, they gain 10 poents.

Jail[edit | edit source]

There is a non-primary space named Jail. A player who is in Jail may not move on their turn. While a player is in jail they may roll 1d6 up to once on their turn, if the player rolls 4, 5 or 6, they are no longer in jail and are placed on space 1.

If a player has failed to escape jail two turns in a row, on their following turn they may choose to lose 1 poent in order to escape from jail. Once a player escapes jail, they are immediately placed on the primary space with the lowest number.

Gulag[edit | edit source]

There is a non-primary space called Gulag. If a player misses two of their own turns in a row, they are removed from the turn order and placed into the Gulag. As long as a player is in the Gulag they are unable to gain or lose poents, take turns, or make proposals. A player may leave the Gulag at any time by stating their intent to rejoin the game in #public-forum, at which poent they are placed on space 1 and added to the bottom of the turn order.

Master of Your Fate[edit | edit source]

If a player lands on a primary space whose number is a multiple of 7 on their turn, then on the same turn they may spend a number of poents equal to their movement roll to gain a Number item with a stored value of their movement roll.

Frontier[edit | edit source]

The primary space with the highest number is The Frontier. If a player is on the The Frontier, when they make their movement roll, they explore new territory, which constitues doing the following steps, in order, with no intervening actions, otherwise all actions fail:

  1. Add a number of spaces equal to their movement roll minus 1.
  2. If the number of spaces created in step 1 is 3 or greater, do the following:
    1. Roll a 2-sided dice to determine whether a Snake (result = 1) or Ladder (result = 2) will be created.
    2. Add the type of feature determined in step 2.1 to a random primary space created in step 1 and a random primary space that existed before that has no snake or ladder features. These features are paired.
  3. Advance by a number of spaces equal to their movement role.

If ten minutes have passed since a movement roll has been made by a player who started their turn on The Frontier but new territory has not been explored, then any other player can explore new territory on their behalf and their turn does not end until new territory has been explored.

Features[edit | edit source]

Each space on the gameboard has a number of features on it. Types, locations, and effects of features are defined by the rules.

When a player lands on a space with a feature, all the effects of its features are applied in alphabetical order by feature name. This order can be modified by the rules.

Feature effects can only take place after a player moves.

Chief of Police[edit | edit source]

Cop Car is a space feature. Initially, space 4 has this feature. The Cop Car has a health value, that initially starts at 200. The value is tracked in Gamestate on the wiki.

If a player lands on a space with a Cop Car, they must, before their turn ends, choose one of the following options (otherwise the first option is taken

  • a. admit fault, moving to the jail space;
  • b. bribe the officer, losing 5 poents. Their turn ends immediately, and the Cop Car gains 5 health (not an option if the player has fewer than 5 poents);
  • c. fight the officer. The player rolls two six sided dice in a row, the first roll is the officer's roll and the second roll is the player's roll. If the player's roll is higher than the officers roll, the player gains 10 poents and the officer loses 10 health. If the player's roll is lower than the officers roll, they lose 10 poents and move to the jail space (not an option if the player has fewer than 10 poents);

If a players action would cause the Cop Cars health to drop to zero or lower, the player gains 100 poents and the Cop Car ceases to be a space feature.

If a player rolls a 4 on their turn while rolling for movement, then, after moving, the space that previously had the Cop Car feature loses that feature and the player's current space gains it.

Shop[edit | edit source]

If a player is on a space with the Shop feature, they may purchase instances of the items listed below for the listed price. Once an instance of an item is used, it disappears from that player's possession and the listed effect takes place.

Item Name Price Effect
Flute 3 poents Move a snake feature from one primary tile to another primary tile that is adjacent to it
N. 1 5 poents This item has the same effect as a Number 1, as described in rule 'Numbers'
I.N. 1 5 poents This item has the same effect as an Immutable Number 1, as described in rule 'Numbers'
2d6 10 poents This item may only be used on your turn, before you make a movement roll. You may make your movement roll with a 2d6 this turn
House 5 poents See "Houses" for details

All spaces with a number that is prime have the 'shop' feature.

Bank[edit | edit source]

All spaces with a number that is a multiple of 7 have the 'bank' feature.

'Bank' is a feature. When a player lands on a space with a 'Bank' feature, they may deposit poents in multiples of 5 creating a bank account and losing that amount of poents. Whenever a player passes or lands on a space with a 'Bank', the amount of poents stored in their account increases by 1 per multiple of 5 poents stored. While on a space with the Bank feature, a player may take out any amount of poents from their account given their withdrawal does not exceed the number of poents in their account or put the account below 0.

Houses[edit | edit source]

There is a type of feature called "House". Each house has a player who is its owner. A house with owner P can be called "P's House ", followed by an integer. This integer is called the house's "power". Upon adding a house feature to a tile, the house's power is 1. The first time houses are introduced to the game, no houses exist on the gameboard.

When a player lands on a space with a house on it, if they have at least x poents, they lose x poents and the owner of the house gains x poents (where x equals the house's power). If the player does not have sufficient poents, they instead lose all their poents so as to now have 0, and the owner of the house gains said poents. On their turn, if they are on a space with no other House features and they have at least one house item in their possession, a player can add a House feature to that space. This removes one House item from their possession.


Snek[edit | edit source]

"Snake" and "Ladder" are space features. They are initially found on no spaces.

Each Snake and Ladder is in a pair with another feature of its type. The lower Snake or Ladder in a pair is the one on the lower-numbered primary space; the upper Snake or Ladder is the other.

When referring to a specific snake or ladder, the shorthand "Type NL" can be used, where "Type" is the type of feature, "N" is a number indicating a pair (should be assigned by order of creation) and "L" is either "L" if the feature is lower or "U" if the feature is upper (for example "Snake 1U" or "Ladder 5L").

When a player lands on a lower Ladder, they advance to the upper Ladder in the pair. When a player lands on an upper Snake, they regress to the lower Snake in the pair. These movements take effect before the Cop Car does.

A snake NU cannot exist on the frontier. If one is on or would be placed on the frontier it is placed instead on the primary space 1 below the frontier.

Towns[edit | edit source]

If a player is on a space with an unclaimed field feature, that player can buy and place a town feature on the space they are currently occupying by saying “I claim a town in this area and name it (x) town” and paying 10 poents. The unclaimed field feature then turns into a (x) town feature.

Each town has a leader. The player who founded the town is automatically the leader but the leader can transfer the leader role to another player by saying “I give up my position of leader to:” and then pinging the player who will receive the role.

Towns can have members. All town leaders are members of their respective towns.

If a player lands on a town space they are not a member of, they can choose to join it through an application. The leader can approve or deny said application. The town leader can kick anyone out of their town for any reason, this causes the person who was kicked out to move down one space. A player may stop being memeber of a town by declaring their intent to do so.

Each town has a Treasury fund. Treasury Funds are made up of poents. Anyone can donate to a town fund by announcing their intent to do so together with the amount to be donated. The Leader of a town can transfer poents from their respective towns to their own possession by declaring their intent to do so and the amount of poents they want to transfer, together with the name of the town from which they are transfering the poents.

A list of existing towns must be tracked in the wiki, along with their respective town names, town leader names, list of members, and amount in their trasury funds.

Looping[edit | edit source]

When a player starts their turn on a primary space and advances to or past the lowest-numbered primary space, they gain 5 poents and all Numbers in their possession increase by one. They are then granted a Number of 1 in their possession.

Commerce[edit | edit source]

Players may not buy items if they have 0 or less of the currency being used to buy the item, or if the act of purchasing would cause them to have less than 0 of the currency being used to purchase it. Players may buy, sell, and trade items and currencies with other players. The exchange of items and currency (or currencies) takes place immediately after both players consent to the trade in #public-forum. A player or entity may never transfer an amount of a currency higher than they own. Actions or rule effects that would cause that automatically fail.

Numbers[edit | edit source]

Players can possess Number items, which store an integer value. If a Number item's stored value would increase above 6 it is set to 1 instead, and if it would decrease below 1 it is set to 6 instead.

Players can at any time destroy a Number item in their possession and advance by a number of spaces equal to the Number's stored value. Players can also destroy a Number item when required to make a dice roll, using the stored value instead of generating a random number.

Immutable Numbers are a type of number. Immutable Numbers have the same properties as regular Numbers, but their stored value can not increase or decrease.

Leaving[edit | edit source]

You can leave the game by simply saying so.