Round 10/Proposal Ideas

Feel free to expand ideas, write them out in more detail, add new ideas, etc.

Less Fleshed-Out Ideas

 * Win condition (Victory points, potentially poker/card themed?) Completed by 
 * Secondary currency to allow special actions including buying victory points, changing lots in some way? Completed by 
 * Increasing the number of lots generated to be two times the number of players that bid in the previous auction Completed by 
 * Increase the number of cards per lot to 3 Completed by 
 * Scaling the payout of placements (Total bet amounts distributed across placements?) and increasing the number of placements Completed by 
 * Let new players get coins right away in a way that is minimally exploitable
 * Explicitly legislate that players lose their items when they leave the game
 * Add non-tradable chips that players gain when they first join (babychips). Only gained during the auction phase.
 * Timeout period to rejoin if you leave?

Secret Action Determinacy
Ignore all text in italics. They are comments, nothing more.

This adds requirements for the text as a general requirement of secret actions.

Amend Rule Secret Information by:
 * 1) prepending to the list of secret action properties the following bullet point:
 * A set of requirements for the action's contents (by default none)
 * 1) adding to the list of failure methods after the second element the following bullet point:
 * If, at the revelation date, the auction's revealed contents do not meet all the requirements of that secret action, it fails.
 * 1) adding a paragraph after that list which reads:
 * If a secret action is to fail at the same instant as its revelation date, then it fails immediately before its revelation date.

''Refactor the bid action. Issues of improper relationships are already handled by the rule, so I'm allowed to make this lighter.''

In Rule The Auction Casino subrule Bidding replace:
 * During an Auction Phase, as a secret action in #auctions with default maturation and revelation dates, players can place bids on one or more distinct active lots.

with:
 * During an Auction Phase, players can bid as a secret action in #auctions with default maturation and revelation dates. Bid actions must contain an unambiguous mapping of bid amounts to lot numbers.

Refactor the hand submissions.

Amend The Auction Casino subrule Submitting a Hand so that it reads, in full:
 * During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand. A hand submission action must specify a non-empty set of cards.
 * If, at the revelation date of the hand submission action, that action's submitter does not possess all the cards specified in the contents, then that hand submission fails.
 * If, at the revelation date of the hand submission action, that action's submitter does not possess all the cards specified in the contents, then that hand submission fails.

Pay to Play
Ignore all text in italics. They are comments, nothing more.

''It's rather inconvenient for players to join the game and be locked out of trading for a week. Let's fix that.''

In Rule Info subrule Players replace:
 * Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.

with:
 * Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server. When someone stops being a player, they lose all their items.

In Rule Phases replace:
 * At the beginning of each Auction Phase, each player gains 100 chips.

with:
 * At the beginning of each Auction Phase, each player gains 100 chips. If a player joins the game during an Auction Phase, they gain 100 chips.

''I don't know how well I like "reputable"... ideas?''

In Rule Actions, in the section before any subrules, append the following paragraph:
 * Players are considered reputable if they have continuously been a player for the last seven days.

In Rule Actions subrule Trades replace:
 * Players may trade items with other players.

with:
 * Reputable players may trade items with other reputable players.

In Rule Actions subrule Contracts replace:
 * Players may enter into a contract with other players.

with
 * Reputable players may enter into a contract with other reputable players.

Auction Balancing
Amend Rule The Auction Casino subrule Scoring by:

first, changing the value of the "Running" multiplier to c.

second, replacing the first paragraph with:
 * A hand's score is defined as cm where c is the number of cards in that hand and m is the product of the value of all multipliers that hand qualifies for.

third, replacing:
 * for two hands, if one has a higher score, that hand has higher priority than the other; otherwise, the hand submitted earlier has higher priority than the other. Hands with higher hand priority receive a lower rank number.

with:
 * for two hands:
 * If one has a higher score, that hand has higher priority than the other.
 * Otherwise, if the highest rank attested in one hand is higher than that of the other, the former hand has higher priority than the other.
 * Otherwise, if the highest suit attested in one hand is higher than that of the other, the former hand has higher priority than the other.
 * Otherwise, the hand submitted earlier has higher priority than the other.
 * Hands with higher hand priority receive a lower rank number.

Trung Exchange Clarifications
Amend Rule Items subrule Trung by replacing:
 * Trungs may be exchanged at the following rates:

with:
 * Players may "trade in" their Trungs by saying they do so in #game-actions, specifying one of the trades below. When they do so, the Trungs are removed from their possession and the specified item is created in their possession.

Anti-wealth hoarding measures
Amend rule "Phases" by replacing the following text:
 * "At the beginning of each Auction Phase, each player gains 100 chips."

with:


 * "At the beginning of each Auction Phase, each player gains a number of chips equal to 100 minus their tax value.


 * A player's wealth value is defined as the number of chips they possess, increased by the number of chips possessed by each contract they are entered into, divided by the number of players entered into that contract. (For example, a contract possessing 400 chips, with four players entered into it, would increase each player's wealth values by 100).


 * A player's tax value is defined as 0, increased by 5 for every 20 wealth they have above 300, to a maximum value of 100."

Building the Auction Casino
This proposal aims to add a number of activities, called Tables, for users to take part in in an official manner in their down time. During this drafting process, comments will be left below in italics, and are not meant to be included in the final proposal.

But first, some groundwork:

Rename rule "Auctions" to "The Auction Casino"

In rule "The Auction Casino" add section "Participation" with the following text:

The "Participation" value of the Auction Casino is given by one of the following criteria, whichever is higher:


 * 10
 * 2 for every 3 players
 * 2 of every player who bid in the previous auction for card lots

In rule "The Auction Casino" section "Lots, amend the following text:

"Each lot consists of three cards. Each auction has the higher option of:


 * Ten lots
 * 2 lots for every 3 players
 * 2 lots for every player who bid in the previous auction"

To:

"Each Auction in the Auction House has a number of House Lots in addition to any Player Lots that contain 3 cards each equal to the Participation value of the Auction Casino at the time the Lots are generated."

And the text:

"During any phase other than the Auction Phase, if there are fewer lots than the number specified above, any player may generate a Lot by generating a set of cards to fulfill that Lot."

To:

"During any phase other than the Auction Phase, if there are fewer House Lots than the number specified above, any player may generate a House Lot by generating a set of cards to fulfill that Lot."

In rule "The Auction Casino", add section "The Auction House" with the following text:

During the Auction Phase, a player may put an item they own up for Auction as a Lot in the Auction House. During the Bartering Phase, so long as there are no existing secret or non-secret bids on any Lots, a player may take down an item they own from Auction in the Auction House, removing its Lot. If an item contained by a Lot ever ceases to exist, its Lot is removed from the Auction House. An item that is up for Auction remains up for Auction until it is taken down by its owner or until the Lot containing the item is won. If a lot containing a player-owned item is won at the Auction House, then a number of chips equal to the value of the winning bid is transferred to the owner of the item and the item is transferred to the player that placed the winning bid.

In rule "The Auction Casino", add section "Bidding on Works of Art" with the following text:

After the Auction Phase, but before the Revelation Date for bids, any player may generate the bid of a Third-Party Auctioneer on a given Lot containing a Work of Art. The bid of the auctioneer must be generated as a random integer between 75% of the Value of the Work of Art (rounded up) 150% of the Value of the Work of Art (rounded up).

If a bid for a Work of Art is won by a player and the Value of that Work of Art is less than the winning bid amount, then the Value of that Work of art is increased to match the winning bid amount. If a Third-Party Auctioneer wins the bid on a Lot containing a Work of Art, then the Work of Art is no longer owned by any player and is placed in the Gallery. Its Lot is removed from the Auction House.

Add rule "Tables" with the following text:

There are two types of Tables that players can sit down at, Limited Access Tables and Limitless Access Tables. A player may not be sitting at multiple Tables at the same time. Unless otherwise specified, a player may only sit down at a Limited Access Table at most 1 time in a given week. A player may sit down at a Limitless Access Table as many times as they like. A player may sit down at a Table by announcing their intent to do so in the appropriate channel (#tables, unless otherwise specified). A player stands up from a Table when Play at the table ends or when they announce their intent to stand up in the same channel.

Slots
Slots are a Limited Access Table that a player may sit down at at most 3 times per week.

When a player chooses to play the slots, they must put 6 chips in the machine (losing them in the process). A player may not play the slots if they do not have enough chips to do so. The player then rolls 3 times on the following table:

Afterwards, the player compares their 3 Values with the chart below and claim their payout, if any. Values of the same kind must be sequential in the rolls to count. If multiple payouts apply at the same time, they gain the effect of the payout higher in the chart. Play at this table ends when the payout is awarded.

The Studio
The Studio is a Limited Access Table that a player may sit down at once per week by announcing their intent to do so in #the-studio.

Works of art have the following attributes: A Title, a Description, and a Value

While sitting at the Studio Table, a player may spend 50 chips to create a single Work of Art in their possession. To create a Work of Art, the player must post a message to #the-studio, providing a Title for the Work of Art no more than 30 characters in length and a Description of the Work of Art no more than 200 characters in length. A player's attempt at creating a Work of Art fails if they do not have at least 50 chips to lose.

The initial Value of a Work of Art is determined by generating an integer between 1 and the Participation Value of the Auction Casino when the Work of Art is created, then multiplying by 4.

War
War is a Limitless Access Table that two players must sit down at in order to play.

Before the the war begins, both players must agree to the items each of them are wagering.

Once both players have agreed to the items they are wagering, both players draw a card. The winner of the War is the player who drew the card with the highest rank. If the ranks of both cards are the same, then the winner is the player who drew the card with the highest suit. If both suits are the same, then each player draws a new card, and repeats the process until a winner can be determined.

Once a winner is determined, the items wagered by the losing player are immediately transferred to the winning player. If a player stands up from the table before a winner can be determined, both players keep the items they wagered.

Off to the Races
Off to the Races is a Limitless Access Table that multiple players may sit down at by announcing their intent to do so in #the-raceway.

After a player sits down at this table, but before the Race begins, that player must choose to enter a Horse in the Race. To do so, the Player must select a Name (consisting of at most 18 characters) and a card they own to represent their Horse. A player may not enter a Horse in the Race that has the same name or is represented by the same card as another Horse.

When all players sitting at the Table have entered a horse in the Race, ensure that at least 4 horses have been entered in the Race. If there are fewer than 4 horses entered in the Race, then the remaining number of horses are generated by drawing that many cards. These are NPC horses. NPC horses have a name that is the name of the card drawn for them, and properties equal to the Suit and Rank of the card drawn for them. If an NPC horse has identical properties to a horse already entered in the Race, continue drawing cards until a valid horse is entered. Once the above criteria has been met, betting may begin.

When betting begins, any player (including those not sitting at the Table) may place bets on the horses they think will win. When a player bets, they lose that many chips. A bet fails if the player does not have enough chips to place that bet. The total sum of bets on all horses is known as the prize pool. When all players that have expressed interest to bet have done so, or after an hour has passed since the last bet was placed, 10% of the prize pool (rounded down to the nearest whole number) is removed, and the Race begins.

The Length of the Race is equal to the number of horses that have been entered in the Race multiplied by 2. A horse wins the Race when they have a Position that is greater than the Length of the Race. The Race ends when one or more horses win the Race. When the Race begins, all horses in the Race start with a Position of 0.

To progress the Race, any player with a horse in the race may perform a Race Action. The Race Action may be taken until one or more horses win the race.

Race Action: Draw a card, all horses in the race that share a suit, rank or color with the drawn card increase their position by 1. If no horses share a suit, rank or color with the drawn card, all horses' positions increase by 1. A Lap Action may only be taken if, at any time all horses surpass a given position for the first time. When this happens, a Lap action must be performed once before another Race Action can be taken. Any player with a horse in the race may choose to perform the Lap Action.

Lap Action: Draw a card,  all horses in the race that share a suit, rank, or color with the drawn card decrease their positions by 1.

After the Race ends, each player that had a winning horse in the Race receives an amount of chips as winnings. If multiple horses won, the prize pool is divided evenly among the winning horses (rounded down). The winnings each horse a player bet on is equal to (P/W)*B, where P is the amount of the prize pool allocated to that horse, W is the total amount wagered on that horse, and B is the amount of chips the player bet on that horse. If a horse wins that was not entered by a player, then the winnings for that horse are awarded to nobody.

If a player stands up from the table before the Race ends, their horse continues racing, but any winnings that player may have gotten go to nobody. Play for this Table ends when all players have stood up, or when the Race ends and awards have been given out.

Sealed Bid Auctions

 * To avoid issues with time zones and sniping at the end, eliminate live bidding. Instead, each player secretly bids, and the person with the top bid wins, for the second-highest price.
 * Submit bids secretly by posting a (salted) hash in #auctions
 * Reveal bids at the end

Current draft
In the rule "Phases" replace the second and third paragraph with:
 * The Auction Phase: Monday, Tuesday, and Wednesday
 * The Bartering Phase: Thursday, Friday, Saturday, and Sunday
 * The Bartering Phase: Thursday, Friday, Saturday, and Sunday

Create a rule with the title "Secret Information" and the text:


 * When the rules authorize a set of players to "secretly" take an action (a "secret action") then those players can only take that action by posting in the relevant channel the type of game action to be performed, along with an SHA-256 hash containing a clear and unambiguous declaration of the action that the player is performing. It is strongly recommended to make the text to hash unpredictable, for instance by adding unrelated text to the end of the declaration. Since hashes are irreversible it is also strongly recommended to store the exact text that you hashed so that you can post it later.
 * Secret actions have the following properties, subject to modification by the rule that defines the secret action:
 * a channel in which the action must be performed (by default #game-actions).
 * a maturation date (by default the beginning of the next rules-defined phase after the action's performance).
 * a revelation date (by default three days after the maturation date).
 * During the period after the maturation date but before the revelation date of a secret action, the player who took that action must post the unhashed text corresponding to what they posted when taking the action (including the actions and the salt), and other players should verify that the unhashed text correctly matches up to the hashed text.
 * A secret action fails immediately after any of the following occur:
 * If, at the revelation date, the player has not revealed the unhashed text, that action fails.
 * If it is before the maturation date and the message in which the hashed text was sent was edited, that action fails.
 * The player posts an attempt to perform a secret action and they already have an attempt which has not failed at the time of posting the new attempt, then the former attempt fails.
 * Players may generate SHA-256 hashes by any method that results in a hash verifiable to be computed from the original message by other players. For convenience, here are a few unaffiliated websites that can be used to generate SHA-256 hashes:
 * https://emn178.github.io/online-tools/sha256.html
 * https://passwordsgenerator.net/sha256-hash-generator/
 * https://xorbin.com/tools/sha256-hash-calculator
 * Players may generate SHA-256 hashes by any method that results in a hash verifiable to be computed from the original message by other players. For convenience, here are a few unaffiliated websites that can be used to generate SHA-256 hashes:
 * https://emn178.github.io/online-tools/sha256.html
 * https://passwordsgenerator.net/sha256-hash-generator/
 * https://xorbin.com/tools/sha256-hash-calculator

Amend Rule "Auctions", subrule "Bidding" so that it reads in full:
 * During an Auction Phase, as a secret action in #auctions with default maturation and revelation dates, players can place bids on one or more distinct active lots. When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.
 * In addition to normal failure conditions for secret actions, bids fail if any of the following occur:
 * If, when a player reveals their bids, one or more of those bids are not a natural number greater than zero if more than one of them are on a single lot, then all such bids fail immediately.
 * If, at the revelation date for the bidding the set of a player's bids that would otherwise succeed add up to a number more than how many points they have, then all of their bids fail.
 * Priority on a lot is a total order over bidders on that lot, considering only bids that are successful as of the revelation date, and is defined as follows:
 * If two bidders have different bids, the one with the higher bid has priority over the other.
 * Otherwise, the bidder whose most recent start or increase of their bid was least recent has higher priority over the other.
 * At the revelation date of each week's bids, after Prizes are given out for Hands and after it is decided which bids were successful, the auction concludes, and for each lot the following occur in the order listed:
 * The lot is transferred to the possession of the sole bidder with the highest priority on that lot (if one exists).
 * The player who received that lot loses the amount of points they bid.
 * At the revelation date of each week's bids, after Prizes are given out for Hands and after it is decided which bids were successful, the auction concludes, and for each lot the following occur in the order listed:
 * The lot is transferred to the possession of the sole bidder with the highest priority on that lot (if one exists).
 * The player who received that lot loses the amount of points they bid.

Amend Rule "Auctions", subrule "Presenting A Hand" by changing its name to "Submitting a Hand" and changing its text to read, in full:
 * During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand, specifying five distinct cards in their possession.
 * If, when a player reveals the Hand they submitted, they do not possess all the cards contained inside, then that Hand submission fails.
 * If, when a player reveals the Hand they submitted, they do not possess all the cards contained inside, then that Hand submission fails.

Amend Rule "Auctions", subrule "Prizes" by replacing the first paragraph with:
 * At the revelation date of each week's Hand submissions, before it is decided which bids were successful and lots are given out for auctions, but after it is decided which Hand submissions were successful, all players who have successfully Submitted a Hand in the week prior receive a placement according to the contents of their most recently Submitted Hands. Better hands get a lower rank number. Then:
 * The cards the players presented are destroyed.
 * The players then gain the prize(s) corresponding to their placement.

Card And Reward Development (CARD)

 * The purpose of this is to both increase the number of cards in circulation to allow more activate participating, and to increase the rewards to make playing a better investment

Working draft
In rule "Auctions" section "Lots" Amend the following text:
 * "Each lot consists of two cards. Each auction has ten lots."

To: In rules "Phases", "Auctions" and "Items" replace all instances of the word "points" with the word "chips".
 * "Each lot consists of three cards. Each auction has the higher option of:
 * Ten lots
 * 2 lots for every 3 players
 * 2 lots for every player who bid in the previous election "

Each player gains chips equal to their point total the instant before this proposal passed In rule "Items" create section "Trung", with the following text: In rule "Items" create section "Gold Star" with the following text: Create rule "Victory" with the following text: In Rule "Auctions" section "Prizes" replace the following:
 * "Trungs are fungible items. Trungs may be exchanged at the following rates:
 * 10 Trungs for 1 Gold Star
 * 2 Trungs for 1 Standard Proposal Maker"
 * "Gold Stars are items that cannot be traded."
 * If a player has 10 Gold Stars in their possession at any time, they become the winner of Round 10, ending the round."

With:

 Amend the section "Scoring" of the rule "Auctions"''' by replacing
 * "Hands are ranked as follows: (2 and A are treated as sequential for the purposes of ranking hands, hands higher on the list have better ranking)"
 * with
 * "Hands are ranked as follows. Ranks that appear earlier in the table have better ranking. A hand's rank is considered to be the best rank that it satisfies the criteria for (not all cards must be used in satisfying the criteria, i.e. extraneous cards are acceptable). For the purpose of determining rank, A and 2 are treated as sequential."

Amend the same section by replacing the criteria of the hands in the table as follows:
 * Straight Flush: "Five cards of sequential rank, all sharing the same suit."
 * Five-of-a-Kind: "Five cards of the same rank."
 * Four-of-a-Kind: "Four cards of the same rank."
 * Full House: "Three cards of one rank and two cards of another rank."
 * Flush: "Five cards of the same suit."
 * Straight: "Five cards of sequential rank."
 * Three-of-a-Kind: "Three cards of the same rank."
 * Two Pair: "Two cards of one rank and two other cards of another rank."
 * One Pair: "Two cards of one rank."
 * High Card: "Always satisfied."

Booster Pack
With this proposal I want to make the game more competitive. As it stands, you can somewhat easily expect to collect a five-of-a-kind by winning a couple of auctions and trading a bit. I want to remove this strategy as a viable option because it's boring. I will do this by adding and reorganizing a whole bunch of stuff.


 * Add a bunch of suits.
 * I was thinking that we could take inspiration from other European card decks.
 * The cards we currently use are the French deck. We have Hearts, Diamonds, Clubs, and Spades.
 * The Spanish deck and the Italian deck use Swords, Cups, Coins, and Clubs.
 * The German deck uses Acorns, Leaves, Hearts, and Bells.
 * The Swiss deck has Bells, Shields, Roses, and Acorns.
 * Combining these all together we can create a full twelve-suited deck with Hearts, Diamonds, Clubs, Spades, Swords, Cups, Coins, Acorns, Leaves, Bells, Shields, and Roses.
 * Add a bunch of ranks.
 * It will be to get N-of-a-kind hands if it's less likely for any given card to be chosen.
 * We could also pull from real-life decks for this, specifically the royalty.
 * Spanish decks have Sota, Caballo, and Rey. The Sota is a Page or Jack character, but the Caballo is a Knight. We can steal that.
 * Swiss and German decks have the Unter and Ober -- two servants instead of one servant and a queen or one servant and a knight. I'm not too big a fan of this, but we could take it anyway.
 * Some variations of the card game 500 use a French-suited deck that has numbered cards going up to 13. Only red 13s are found in this version.
 * Very strange idea: chess pieces? King, Queen, and Knight are already attested. Could we bring in Bishops and Rooks? Pawns can just be the pip cards. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * The biggest source for new ranks is probably the Tarot deck's Major Arcana, which can provide 22 new ranks.
 * These should probably be treated a bit differently than most other cards.
 * Real life Tarot decks don't assign suit to the Major Arcana. It may make sense to follow.
 * If we do that, we could make them less probable to appear and have several hands to create just out of the different Tarot cards.
 * This could potentially complicate the act of drawing cards. Having a split between the normal cards and the major arcana could also complicate rules-writing to a messy degree.
 * Change hands to be variable-size.
 * This will lower the commitment for the average player trying to join in on the bidding round.
 * It will also allow us to create more complicated hands.
 * You should be able to just submit the number of cards that make up the hand you're submitting.
 * Change the hand rankings and add some.
 * In a departure from poker, we will want to change the rankings to reflect what hands are actually the hardest to create.
 * We may want to dip into Non-standard poker hands.
 * I think we should focus on combinations of specific ranks and/or suits as trading for particular cards rather than any random card adds more strategy.
 * I have no ideas for this. Maybe a lot of jokes about the roles the cards play? Things in the vein of Nyhilo's suggestion of "So only 1 Klink, Rose, and Zeph is needed to create a Modteam. 3 card hand"
 * They don't have to be unique types of hands, though. Like a Royal Flush is just one kind of flush, some of these can be a specific version of another, broader type of hand. A king plus two or more knights could be a round table, for instance. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * Hand ideas:
 * Regional hands: include every suit from one of the four decks that we pull suits from (French, German, Swiss, or Spanish). For example, a Spanish four-of-a-kind could be the tens of Clubs, Swords, Cups, and Coins. This makes Hearts, Clubs, Bells, and Acorns the most valuable cards since they can be used in multiple regions' hands. This works best for four-card hands.
 * Same-suit N-of-a-kind: it will no longer be trivial to collect a lot of cards of the same suit and rank. If you have five kings of swords, for example, that would rank much higher than a normal five-of-a-kind.
 * Even longer sets and runs: Drawing inspiration from rummy, what if you can put out any set or run of cards, as long as you want (up to some reasonable maximum; for runs this is clearly just the number of distinct ranks, for sets the number of suits seems appropriate). To make this work, we might need to switch to a system where hands are scored based on multipliers rather than ranked from a table -- that would also allow us to implement the other set variants described above on lots of different hand types with maybe a little less overhead. --CodeTriangle (talk) 05:58, 8 July 2021 (UTC)
 * Idea for a muliplier-based hand ranking system (CodeTriangle (talk) 19:29, 15 July 2021 (UTC)):
 * Your final hand ranking is equal to bnm + r (b = base rank, n = number of ranks in deck, m = multiplier, r = high rank in hand)
 * A hand with a greater bm will always beat out a hand with a smaller bm, and r is only important for distinguishing between two hands with equal bm.
 * Base values of different hands:
 * High card: 1. This means that your hand's rank is from 21-40. Probably no multipliers will be added to this.
 * X sets of Y cards (where X >= 1 and Y >= 2): XY. I think this is fair. One set of two cards (one pair) has a base value of 2. Two sets of two cards (two pair) is double that, and something ludicrous like two sets of seven cards or seven sets of two cards has a base value of 14.
 * Run of X cards (where X >= 3?): X, probably. Theoretically, one run of X is exactly as difficult to collect as one set of X, even though we've had far more sets presented so far.
 * Flush (X cards of the same suit): Probably something low, maybe even less than X since the Perfect bonus is going to be ridiculously valuable on its own.
 * Full House: Do we care about this one for reasons outside of the fact that it originated in Poker? In any case, probably not much higher than sets.
 * Multipliers:
 * Natural: Hand consists of leaves, acorns, and roses.
 * Shiny: Hand consists of diamonds, bells, and coins.
 * Warring: Hand consists of clubs, swords, and shields.
 * Regional: Hand has exactly four suits and they form the suits of one regional deck.
 * Perfect: Hand has exactly one suit.

I'd love to hear everyone's ideas on this. Make sure to sign your name if you make any comments on the above. --CodeTriangle (talk) 23:36, 6 July 2021 (UTC)

Current Draft
Amend rule Auctions, subrule Lots by removing the sentence starting with "Each card is generated" and the tables following that sentence.

Amend rule Items subrule Cards so that it reads:


 * Cards are items. Each card has a rank and a suit. Cards with the same rank and suit are fungible. The values in the suit and rank table below are the only possible suits and ranks for cards. Ranks are sequential according to their ordering on the rank table; in particular, Ace is lower than 2, each number is lower than the number higher than it, 13 is lower than Unter Knave, and so on. Suits are sequential according to their ordering on the suit table.
 * Cards belong to a tradition based on their suit:
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Suits !! Tradition
 * + Traditions
 * Hearts, Diamonds, Spades, Clubs || French
 * Swords, Cups, Coins, Clubs || Spanish
 * Leaves, Hearts, Bells, Acorns || German
 * Bells, Acorns, Roses, Shields || Swiss
 * }
 * Cards belong to a color based on their suit:
 * {| class="wikitable"
 * Bells, Acorns, Roses, Shields || Swiss
 * }
 * Cards belong to a color based on their suit:
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Suits !! Color
 * + Colors
 * Hearts, Diamonds, Roses || Red
 * Spades, Clubs, Swords || Black
 * Leaves, Acorns, Shields || Green
 * Coins, Bells, Cups || Gold
 * }
 * To generate (draw) a card is to randomly choose a suit and rank by doing the following:
 * First, rolling a d12 to determine the suit of the card. The suit is the corresponding entry in the Suits table below.
 * Then, rolling a d20 to determine the rank. The result is the corresponding entry in the Ranks table below.
 * {| class="wikitable"
 * To generate (draw) a card is to randomly choose a suit and rank by doing the following:
 * First, rolling a d12 to determine the suit of the card. The suit is the corresponding entry in the Suits table below.
 * Then, rolling a d20 to determine the rank. The result is the corresponding entry in the Ranks table below.
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! d12 !! Suit
 * + Suits
 * 1 || Leaves
 * 2 || Diamonds
 * 3 || Cups
 * 4 || Clubs
 * 5 || Acorns
 * 6 || Roses
 * 7 || Bells
 * 8 || Swords
 * 9 || Shields
 * 10 || Hearts
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * 8 || Swords
 * 9 || Shields
 * 10 || Hearts
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * 11 || Coins
 * 12 || Spades
 * }
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! d20 !! Rank
 * + Ranks
 * 1 || Ace
 * 2-13 || 2-13
 * 14 || Unter Knave
 * 15 || Ober Knave
 * 16 || Knight
 * 17 || Bishop
 * 18 || Rook
 * 19 || Queen
 * 20 || King
 * }
 * 17 || Bishop
 * 18 || Rook
 * 19 || Queen
 * 20 || King
 * }
 * 19 || Queen
 * 20 || King
 * }
 * }

Amend Rule Auctions, subrule Submiting a Hand by replacing "five distinct cards" with "a set of cards".

Amend Rule Auctions, subrule Scoring to read:


 * A hand's priority is defined as crm + h where c is the number of cards in that hand, r is the number of rules-defined ranks for cards, m is the product of the value of all multipliers that hand qualifies for, and h is the number associated with the highest rank in that hand.
 * The following are multipliers for hands. A hand qualifies for a multiplier if everything in the Conditions column is true of the hand.
 * {| class="wikitable"
 * {| class="wikitable"
 * {| class="wikitable"

! Name !! Conditions !! Value
 * Paired || The hand is composed wholly of cards of x distinct ranks, and there are y of each such rank in the hand (where x &ge; 1 and y &ge; 2).
 * x + y
 * Running || All cards in the hand are in sequential order and the hand is at least 3 cards in size.
 * h
 * Senatorial || Among the cards of the hand there is at least one Knight, one Bishop, and one Rook.
 * 3
 * Regional || The suits of the cards in the hand include at least one of each suit in one particular card tradition and no other suits.
 * 2
 * Monochrome || The suits of the cards in the hand include at least one of suit in one particular card color and no other suits.
 * 3
 * Flushed || The suit of each card in the hand is the same and the hand is at least 4 cards in size.
 * 4
 * }
 * Monochrome || The suits of the cards in the hand include at least one of suit in one particular card color and no other suits.
 * 3
 * Flushed || The suit of each card in the hand is the same and the hand is at least 4 cards in size.
 * 4
 * }
 * }

For each Jack that a player had before this proposal passed, give that player an Unter of the same suit.

If there are any Jacks, destroy them.

Contracts
Append a section titled "Contracts" to Rule "Actions" with the text:


 * A contract is an agreement between entities, with each entity agreeing to be bound by a legal relationship. Players may enter into a contract with other players. A contract occurs when:
 * A party proposes an offer to another party in #game-actions with the terms of the contract and intention to be contractually bound; and
 * The other parties consent to the terms of the contract in #game-actions.
 * Parties bound by a contract may terminate the contract by unanimous consent in #game-actions. Contracts may possess items. Items possessed by contracts may only be disbursed when provided for clearly, unambiguously, and in an easily evaluatable manner.
 * The other parties consent to the terms of the contract in #game-actions.
 * Parties bound by a contract may terminate the contract by unanimous consent in #game-actions. Contracts may possess items. Items possessed by contracts may only be disbursed when provided for clearly, unambiguously, and in an easily evaluatable manner.
 * Parties bound by a contract may terminate the contract by unanimous consent in #game-actions. Contracts may possess items. Items possessed by contracts may only be disbursed when provided for clearly, unambiguously, and in an easily evaluatable manner.


 * Amend the section "Players" to:


 * Only players may perform actions and vote. Players may possess items.
 * Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.
 * Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.