Cycle 13/Ruleset

= Persistent Rules =

Time
All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).

The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.

Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.

Players
Any person may become a player by posting a message setting forth their intent to do so in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #game-actions.

Actions
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.

Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.

Generate Coins
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player's SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player's SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.

Loops
Loop priority is a strict weak order over rules, defined as follows: The phase counter is an integer, initially 0.
 * A persistent rule has higher loop priority than an ephemeral rule.
 * Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.
 * Otherwise, two rules have the same loop priority.

At the end of each phase (immediately before the new phase begins), the following occur in order: When a new phase begins while the phase counter is 0, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
 * The phase counter is incremented by 1.
 * If the phase counter is not less than 9, the following occur in order:
 * The current loop is considered to end, and effects defined by the rules as occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
 * All rules that are not persistent are simultaneously repealed
 * All items that are not defined as persistent by the rules are removed from inventories.
 * The phase counter is set to 0.

Rules and items that are not persistent are "ephemeral".

Leaderboards
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.

At the start of a loop, the players that best accomplished each active goal in the previous loop, if any, gain the reward for that goal in that loop, if any.

Goal list

 * Have the most Coins at the end of the Loop.
 * Be the first player in the loop to have at least 10 Nomicubes in their possession.
 * Be the first player in the loop to have at least 100 Nomicubes in their possession.
 * Have the most Nomicubes at the end of the loop
 * Be the first player in the loop to have at least 100 coins in their possession.

Reward list

 * 1 Orb
 * 2 Orbs
 * 1 Orb Share Privilege
 * 1 Orb Steal Privilege
 * 1 Goal Selection Privilege
 * 1 Extra Vote Privilege

Items
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.

Orbs
Orbs (singular Orb) are a persistent, fungible item.

Coins
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.

Proposals
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent they are not prohibited by the rules.

At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect.

If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

Urgent Class Proposals
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.

The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.

Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.

In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.

The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it.

Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules.

Transtemporal Proposal
Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.

The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.

Winning
When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.

Judges
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by :+1: or :-1: reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.

Security
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.

In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.

This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.

Orb Share Privilege
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.

A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.

If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.

Orb Steal Privilege
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.

A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.

Goal Selection Privilege
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.

A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.

Extra Vote Privilege
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.

Nomicubes
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.

Tokens
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.

Entities
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed.

If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.

If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions. =Ephemeral Rules=

Prize Machine
Once per phase, a player can choose to use the Prize Machine by revoking 10 coins from their possession. In exchange, they may roll 1d8, with the number they roll correlating with a value from the below list and receive the items that correspond with that number.

Rock, Paper, Scissors!
Rock, Paper, Scissors, Shoot! Once per phase, a player can challenge their future-self to a game of rock, paper, scissors by sending a message in game-actions and randomly selecting from the choices of rock, paper, or scissors. This is called "throwing a hand". The number of nomicubes currently in their possession should be included in the challenge message, for easy reference. Rock beats scissors, scissors beats paper, paper beats rock. Three phases later, the player may respond to their past-self's challenge by replying to the message that the past-self sent and throwing their own hand.

If the future-self wins, they may steal up to 5 nomicubes from their past-self (if the past-self has any to steal). Specify a positive integer less-than or equal-to the number of nomicubes the past self has and gain that amount. The number of nomicubes the past-self has is determined by taking the number of nomicubes they actually had when they threw the challenging hand, minus the total cubes the future-self has already stolen from them. No paradoxes here! If this number is negative, then the past-self is considered to not have any nomicubes. Darn!

Nomicube Trading Tax
At the end of each phase, each player loses an amount of Nomicubes equal to 25% (rounded down) of the gross amount of Nomicubes they received from trades during that phase.