Round 10/Ruleset

General
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Sunday 00:00 UTC.

Players
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, 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.

Phases
Each week is divided into two phases:

The Auction Phase: Monday, Tuesday, and Wednesday

The Bartering Phase: Thursday, Friday, Saturday, and Sunday

At the beginning of each Auction Phase, each player gains a number of chips equal to 100 minus their tax value. If a player joins the game during an Auction Phase, they gain 100 chips 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.

Bidding
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 When a bidder ceases to be a player, all of their bids on active auctions are withdrawn and cease to be bids, and the bidder ceases to be a bidder.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 is not an explicit, unconditional, natural number greater than 0, or if more than one bid is assigned to 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 chips 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 chips they bid.

Lots
There is an entity called the Auction House, also known as the House. The House can own items, has a number of Lots, and can hold Auctions. Each Auction in the Auction House has a number of Lots that contain 3 cards each equal to the Participation value of the Auction Casino at the time the Lots are generated.

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.

Submitting a Hand
During an Auction Phase, as a secret action with default channel, maturation date and revelation date, players can Submit a Hand, specifying a non-empty set of 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.

Prizes
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. Hand priority in a given week is a total order over hands submitted in that week; 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. Then:
 * The cards the players presented are destroyed.
 * The players then gain the prize(s) corresponding to their placement.

Scoring
A hand's score 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.

Participation
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

Actions
A "game action" is any action a player may take that would alter the gamestate. All game actions in this section can be performed by announcing them in the channel #game-actions. Players are considered reputable if they have continuously been a player for the last seven days.

Trade
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 #game-actions.

Contracts
A contract is an agreement between entities, with each entity agreeing to be bound by a legal relationship. Reputable players may enter into a contract with other reputable 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.

Contracts may possess items. A player may trade items they own to a contract, receiving no items from the contract in return. A player may make other trades with a contract, provided that items possessed by contracts may only be disbursed when provided for clearly, unambiguously, and in an easily evaluatable manner. Such trades take place when the involved player explicitly consents to a trade in #game-actions.

Proposals
Proposals are made by sending a message in the channel #proposals. If that message is deleted or modified before or during its voting period, the proposal is retracted.

A :+1: or :-1: reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.

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

The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.

Urgent Class Proposal
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal takes effect if and only if it has no more than two votes against it at the end of its voting period.

Any player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal takes effect if and only if the ratio of votes at the end of its voting period is at least 1/2 in favour. A standard proposal can only be made by using a Standard Proposal-Maker item.

Items
Once an item is used, it is removed from that player's possession.

Chips
Chips are fungible items.

Cards
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:

Cards belong to a color based on their suit:

To generate (draw) a card is to randomly choose a suit and rank by doing the following:
 * 1) First, rolling a d12 to determine the suit of the card. The suit is the corresponding entry in the Suits table below.
 * 2) Then, rolling a d20 to determine the rank. The result is the corresponding entry in the Ranks table below.

Proposal-Makers
Proposal-makers are items. Proposal-makers of the same kind are fungible.

Trung
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 Star
Gold Stars are items that cannot be traded.

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 request by a person other than themself, 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.

Judges may make rulings on the Metaruleset, but those rulings shall only be effective within the bounds of the round.

Within 4 days of a judge ruling being made, a public vote of confidence on that ruling can be initiated in #game-actions; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

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.

Any player may become a candidate for the next Judge by sending a text message in the channel #judge-elections. Immediately after the week ends, the player whose text message made during the previous week has the most :+1: reactions becomes the Judge for one week. Ties are broken in favour of the player with the earliest text message.

Secret Information
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

Victory
If a player has 10 Gold Stars in their possession at any time, they become the winner of Round 10, ending the round.

Tables
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.

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.