Unofficial CONTEST: Subgame in a Rule. Ranked-choice voting (ballot should be a list), options are (full submissions below):
- ais523 (Fruits of Persistence and Patience) - Falsifian (Clairvoyant Roshambo) - Jason Cobb (The Watch) - G. (Hot Potato) MAIN CRITERION: "In order, which of these concepts would you most like to play, starting next month?" PLEASE ASSUME that relatively-trivial bugs would be fixed in any final proposed draft. Note: Vote is advisory. If there's no clear consensus, I might discuss ways to break ties (e.g. please include votes for your own, but I may discard self-votes). No Zombie votes please - won't count those. FULL ENTRIES -------------------------------------------------------------------------- ais523 Create a new Power-0.3 rule, "Fruits of Persistence and Patience": {{{ A Predeclaration is an announcement, explicitly labeled as a Predeclaration, that specifies the SHA-256 hash of a string describing a specific action and a date on which that action is performed. A Predeclaration is initially valid if no Predeclarations had been made previously by the same person in the same week, and initially invalid otherwise; but a Predeclaration ceases to be valid once the action it describes actually occurs on the given date. If the rules specify that an action CAN be taken by N days' Predeclaration, a player CAN take that action by announcement as long as e published a valid Predeclaration describing that action, and the current date, at least N and at most 21 days ago; but only if e publishes the string whose hash was specified in the Predeclaration as part of the same message. Fruits are a class of asset. For each positive integer N, a player CAN earn a number of Fruits equal to the square of N by N days' Predeclaration. A player with more Fruits than any other player can win the game by 5 days' Predeclaration. Whenever a player wins the game via this mechanism, all Fruits are destroyed. }}} (Who should track this? The Treasuror is the obvious choice, but possibly we want a separate office. It shouldn't be much work, though, given that the only way to create Fruits is via an explicit announcement, and the only potential extra work involved with such announcements is in verifying that they are valid.) -------------------------------------------------------------------------- Falsifian Co-authors: Aris, Jason Cobb Power: 0.5 Title: Clairvoyant Roshambo At every time, the Roshambo Wheel is set to exactly one of Rock, Paper or Scissors. When the Rules do not say that its value changes, it stays the same. If it would otherwise not be set to a value, it is set to Rock. Whenever a player has not done so in the past 4 days, e CAN Commune with the Wheel by unconditional announcement, specifying a new value for the wheel. A player CAN Reach into the Past by unconditional announcement at any time. When a player Communes with the Wheel, the Roshambo Wheel is changed to the value e specified, as long as that value is Rock, Paper or Scissors, and e does not not Reach into the Past in the following four days. Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. Roshambo Score is an integer player switch. Once per Agoran week, each player CAN Play Roshambo by unconditional announcement, specifying Rock, Paper or Scissors, but only if e has not Communed with the Wheel in the past 4 days. When e does so: * If e specifies a value that beats the current value of the Roshambo Wheel, then 4 days later, eir Roshambo Score is increased by 1. * If e specifies a value that is beaten by the current value of the Roshambo Wheel, then 4 days later, eir Roshambo Score is decreased by 1. The Medium is an office, and the recordkeepor of Roshambo Score. A player with a Roshambo Score of at least 10 CAN Transcend Time by announcement. When e does so, e wins the game, and all instances of the Roshambo Score switch are flipped to 0. -------------------------------------------------------------------------- Jason Cobb Create a power-0.5 Rule with the title "The Watch" and the following text: { Watch Role is a player switch with possible values Uninvolved (default), Watcher, and Exiled. A person with the Watch Role of Watcher is a " Watcher". Look Target is a player switch with possible values "null" ( default) and each player. To flip one's Look Target to a certain person is to "look" at that person. To flip one's Look Target to null is to "stop looking". For a person to leave the Watch is to first flip eir Watch Role to Uninvolved, then to stop looking. To reset the Watch is to cause each player to leave the Watch. Watchman is an elected office. When a person becomes the Watchman, e leaves the Watch; rules to the contrary notwithstanding, the Watch Role of the Watchman cannot be flipped. The Watchman CAN, with 2 Agoran consent, reset the Watch. A person with a Watch State of Uninvolved CAN flip eir Watch State to Watcher by announcement. A Watcher CAN leave the Watch by announcement. A Watcher CAN, once per Agoran week, look at any Watcher or stop looking by communicating to the Watchman that e does so (a public announcement satisfies this criterion). If there are at least 5 Watchers, a Watcher CAN by announcement Check eir Watch. When one does so: - If a majority of Watchers are looking at that Watcher, the Watchman CAN, and SHALL in a timely fashion, cause em to win the game and then reset the Watch. - Otherwise, the Watchman CAN, and SHALL in a timely fashion, cause em to leave the Watch. } -------------------------------------------------------------------------- G. Create the following Rule, Hot Potato, power=1: Hunger is a natural switch for active players with a range of 0-100 (default 0). An active player with a hunger greater than 0 is "hungry", the other active players are "full". The potato is an indestructable asset with ownership restricted entirely to hungry players. The Swedish Chef is an Office and tracks the potato and hunger in eir weekly report. Whenever there are no hungry players, the Swedish Chef CAN by announcement, and SHALL in a timely fashion, set the table. This has the effect of setting every active player's hunger to 100. Whenever the potato is not owned by a hungry player (or does not exist), the Swedish Chef CAN by announcement, and SHALL in a timely fashion, transfer it to (or if it does not exist, create it in the possession of) a randomly-selected hungry player. This is known as serving the potato. The owner of the potato CANNOT transfer ("pass") the potato to any entity that owned it in the previous 24 hours. At the beginning of each Agoran day, the owner of the potato has eir hunger decreased by N, or to 0 if eir hunger is less than N, where N is the number of Agoran days (excluding the current one) that have begun since the potato was last served. When a person becomes an active player, the Swedish Chef CAN by announcement, and SHALL in a timely fashion, set eir hunger to the average of all active players' hunger, rounded down. If there is only one hungry player, then any player CAN cause em to win the game by announcement; this sets the winner's hunger to 0. --------------------------------------------------------------------------