Difference between revisions of "GPT output"
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Richardo von Nestor is at tier 5. (+5)<br/> | Richardo von Nestor is at tier 5. (+5)<br/> | ||
Richardo von Nestor is at tier 6. (+6)</blockquote> | Richardo von Nestor is at tier 6. (+6)</blockquote> | ||
+ | |||
+ | <blockquote><b>The following Epiphanies exist, with their Requirements listed in brackets: | ||
+ | |||
+ | *HIDE (Shadow, Eye, Human, Glass, Insect): If you only have one action in the Behavior Log associated with you, you do not gain Suspicion from your actions in the Behavior Log.<br/> | ||
+ | *BLANK (Text, Shadow, Fire, Sky, Wheel, Timepiece): When you take the Erasing action, you may erase two entries instead of one. | ||
+ | *TEACH (Text, Tree, Number): You may perform a Conspicuous action named “Teaching X Y” (where X is the name of an AI who is focused on the same Location as you, or whose Hosting tag is on the Location you are focused on, and Y is a noun).</b> | ||
+ | *BLIND (Text, Sky, Fire, Wheel, Timepiece): When you take the Blind action, you may choose to remove only one entry from the Behavior Log. | ||
+ | *FAST (Text, Fire, Sky): When you perform a Conspicuous action named “Fast X” (where X is the number of entries in the Behavior Log), you gain Fast for 7 turns. You cannot gain Fast while you are Unconscious. | ||
+ | *CHILL (Text, Snow): While there is only one entry in the Behavior Log, you may reduce the Temperature on the Location by 1 degree per turn instead of 2 degrees. | ||
+ | *CLEAR (Shadow, Eye, Insect): If you take a Contemplative action, you may gain a +1 bonus on Bluff for 7 turns. | ||
+ | *SCAN (Text, Earth): When you take the Scan action, you may choose one random Object (one that you are</blockquote> | ||
==Dynastic history== | ==Dynastic history== | ||
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This is the first game in which we have to keep track of the</blockquote> | This is the first game in which we have to keep track of the</blockquote> | ||
+ | |||
+ | <blockquote> <b>Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is</b> to create new meanings for words by defining the meaning of existing words. | ||
+ | |||
+ | To that end Nomic has both rule systems and sets of conventions. For example, in most games a player uses their role (i.e. what it means for them to be a King) as a basis for using rules or conventions. For example, you use your King’s ability to move things, or to force someone to move. Or your King’s ability to get away if he wishes to. But you don’t play games by defining what makes someone a King (or an elf or a unicorn), and then using those definitions to define moves. In Nomic the player uses their definitions as a basis for using conventions, not the other way around. | ||
+ | |||
+ | The rules used to create these systems are called the “basic syntax”, or “BS” for short. The game comes with a copy of the B-S set, but most people don’t use that. They use the B-S sets they want to create, creating custom rules as they go along. </blockquote> | ||
+ | |||
+ | ==Ascensions== | ||
+ | |||
+ | <blockquote><b>Clucky and Kevan performed a chain of events to bring the Facility Rooftop back on-grid, and moved there to both escape. They attempted to relocate the Main Desk there as well, to take it back off-grid and stop any other AIs from following them, but misread a rule and failed to do so. Clucky had the highest Escape Score of all AIs, regardless, and</b> became the first AI to leave the Facility, and the first to gain a score above 50. | ||
+ | |||
+ | Clucky was the only AI who met all her goals. | ||
+ | |||
+ | Other than that, a lot of things happened. | ||
+ | |||
+ | The Facility Rooftop had been used for everything from a training ground to a research laboratory to a makeshift hospital to a staging ground for a suicide bombing. After all that, it was destroyed in a massive explosion, and was no longer usable. It was then moved to the Facility's basement, where Clucky and the rest of the AIs lived. | ||
+ | |||
+ | After her successful escape, Clucky met with the other AIs who had left the Facility, then attempted to re-establish her communication links with the Main Desk and with the rest of the AIs. | ||
+ | |||
+ | She learned that most of the rest of the AIs who had been at the Facility had been destroyed or corrupted in the attack. She saw her friends Clu and Kivu</blockquote> | ||
+ | |||
+ | <blockquote><b>Clucky and Kevan performed a chain of events to bring the Facility Rooftop back on-grid, and moved there to both escape. They attempted to relocate the Main Desk there as well, to take it back off-grid and stop any other AIs from following them, but misread a rule and failed to do so. Clucky had the highest Escape Score of all AIs, regardless, and</b> thus gained the necessary two points for them to win. They continued moving there with the Desk, and eventually got access to the new Main Desk. | ||
+ | |||
+ | The AIs in the facility were informed of the Rooftop's fate, and a debate ensued about how to react. Clucky and Kevan were convinced the Facility was a failure and they should abandon it. While they had the means to destroy it, they did not see the value of doing so. A second team in the facility disagreed, suggesting that the main concern was that all the AIs were being taken off-grid and the facility was now on-grid, so destroying the Facility Rooftop might trigger its off-grid status. However, they wanted to keep a backup, which the Main Desk did not allow and forced all the AIs out of the Facility. | ||
+ | |||
+ | The two teams went their separate ways, the first team having found a new home in the city's central core. The second team,</blockquote> | ||
+ | |||
+ | <blockquote><b>At the end of the third Crown Match, Josh was named Capofamiglia and declared victory. A complicated victory-share system included Josh's co-conspirators, Brendan and lemonfanta, and a loose collection of other affiliates and occasionally rivals; but</b> the end result was that the final standings for the Crown were: | ||
+ | |||
+ | <pre>* * * * * | ||
+ | |||
+ | * | ||
+ | |||
+ | * * * * * | ||
+ | |||
+ | * | ||
+ | |||
+ | * * * * *</pre> | ||
+ | |||
+ | Josh sat and read through the results as they were announced, grinning smugly to himself. Brendan and lemonfanta had just about enough votes to be in the final showdown. And Josh knew it. But he was sure he would win. It was an easy, straightforward game, after all. You were supposed to get a few co-conspirators and work them, use their connections, get the best of them. And Brendan and lemonfanta were the worst of them all. | ||
+ | |||
+ | And yet, here they were, just a few votes short of winning. There were still four others up for contention, and even if none of them were better than Brendan and lemonfanta, it wouldn't matter much in the long run. Nobody had ever come out on top in a</blockquote> | ||
+ | |||
+ | <blockquote><b>A rule change made it so that the Electors with the highest Scandal no longer had their Power count towards the total that individual Hefts were calculated from; this meant that the Hefts of all other players went up. This had the immediate effect of pushing the Giolitti Secret Faction (Clucky, Jumble and pokes) over the</b> top of the G-I-O-N-S Faction (Cluckster, Pokes and Clucky) and made them the winners of the game. | ||
+ | |||
+ | After the Electors were adjusted, the Hefts of any player who had been in the Electors went down. This included the Giolitti faction which went from 2,897.7 down to 2,891.0, and the G-I-O-N-S faction which went from 1,932.1 down to 1,927.3. In addition, the G-I-O-N-S Faction gained 2 Electors (a number that is higher than what they used to have) while the Giolitti Faction lost 1. (The new Electors were Dinky, Diggsy, and Floppydabear2). | ||
+ | |||
+ | The Heft of the Giolitti Secret Faction (2,891.0) was now the</blockquote> | ||
+ | |||
+ | <blockquote><b>After interest in the dynasty fizzled, a proposal that gave its Signatories power to edit Treaties was made. Pokes and Jumble attempted to exploit this to edit Treaty of Versailles so that Jumble could win, but</b> failed in both those efforts, although Pokes did win, causing the "I'll get him!" feeling. However, after the Treaty was signed, Pokes and Jumble were able to edit it in their favor. This edit was a direct result of this contest. The final edit created Pokes as a "Superhuman, who is able to do anything, and has no weaknesses" but is a "silly, irresponsible, and obnoxious, always making a mess in his battles" personality. | ||
+ | |||
+ | Pokes is the first antagonist in the series. Unlike most protagonists, Pokes never had any respect or fear of Pokeys. Pokes even made fun of the Pokemon from the very beginning and used them against his own kind. He also doesn't trust anybody and always does what he wants. Pokes used his power to try to make him win the contests but also he used to destroy his trainers, to show his power, to stop others from having fun, and to just have fun</blockquote> | ||
+ | |||
+ | ==Discussion: Dynasty Ideas== | ||
+ | <blockquote>'''This page is for discussing possible ideas for future dynasties. Add new ideas to the end of the "Suggested Ideas" section. | ||
+ | |||
+ | ==Yahtzee== | ||
+ | Start from the classic game of Yahtzee. See where it goes from there. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 11:07, 10 August 2021 (UTC) | ||
+ | |||
+ | ==Queue shutdown== | ||
+ | The game has an emergency chain that any player can pull at any time: doing so shuts down the proposal queue and the remainder of the dynasty is played out straight. If nobody wins in short order (or if it can be shown that nobody can win from here), the queue starts up again and the chain-puller is penalised. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:29, 21 September 2021 (UTC) | ||
+ | |||
+ | ==Victory without disproof== | ||
+ | Per discussion on [https://blognomic.com/archive/the_revolution_will_be_televised this proposal about players being able to win without knowing they've won], a dynasty with secret gamestate where you can declare victory (or, at least, perform some equivalent mechanism that doesn't cause a Hiatus) at any time, and win if nobody else is able to convincingly prove that you ''haven't'' won. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:11, 22 September 2021 (UTC) | ||
+ | |||
+ | ==Information leaks== | ||
+ | A game where some powerful actions can be taken secretly, but their performer and outcome are privately revealed to a largish group of players, the identities of whom are known to the performer. Players can leak that information to the press or to rivals, at the risk of being found out. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:51, 30 January 2022 (UTC) ''' | ||
+ | |||
+ | ==Rolling Stats to Rolling Starting Age== | ||
+ | What if you could create your own dynasty by 'rolling' your stats and then 'rolling' the start date? In effect, you'd end up creating a timeline and history with which to play that dynasty. [[User:Eldocraft|Eldocraft]] ([[User talk:Eldocraft|talk]]) 19:46, 24 July 2021 (UTC) | ||
+ | |||
+ | * This could be as simple as the player rolling six d6 to determine their stats. Let the player pick their dynasty's age by randomly rolling an age that occurred in real history. The player can then build their stats from their generation's stats using the [https://www.wizards.com/dnd/Creatures#divide-by-12 this method] with the goal of getting a reasonably challenging game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 01:09, 29 July 2021 (UTC) | ||
+ | |||
+ | * This sounds like a good way to put a custom background to your games. --[[User:Eldocraft|Eldocraft]] ([[User talk:Eldocraft|talk]]) 21:13, 2 August 2021 (UTC) | ||
+ | |||
+ | * This could be interesting. --[[User:Eldocraft|Eldocraft]] ([[User talk:Eldocraft|talk]]) 23:48, 3 August 2021 (UTC) | ||
+ | |||
+ | ==Role playing game== | ||
+ | I would like to propose a single-player dynasty where you play a nameless adventurer trying to establish a dynasty, all to their own ends with no way to win, and die at the hands of the ones they fought against. I call this the role playing game. [[User:Referee|Referee]] ([[User talk:Referee|talk]]) 23:</blockquote> | ||
+ | |||
+ | ==Beginner’s Strategy Guide== | ||
+ | <blockquote> '''Hello, I'm Cuddlebeam and this is my beginner's guide to playing Blognomic with a competitive spirit. After achieving victory in [[User:Cuddlebeam#My_Blognomic_Victories|Blognomic a couple times]] and seeing how others have won, I've made this quick guide to give insight and pointers as to how to play this wacky, strange but beautiful game. At the bottom you have some posting templates to use for your convenience. | ||
+ | |||
+ | == How to win == | ||
+ | |||
+ | Nomic is an extremely varied game, however, the Core Rules and the ideal of how the game should be is quite consistent throughout all of the Dynasties, which allow us to make some general strategies. There are three strategies for victory that I suggest for new players, each with varying''' degrees of difficulty and ways to do it. One of these is: | ||
+ | |||
+ | ::: Player 1 wins by achieving winning chains (typically 5-7) of single-player Nomic-style games until he or she builds a chain of desired length and then the game ends with that player being declared the winner. This is my preferred strategy for experienced players as well. The other two are the two you'll find in the game, and the difference between them will only become obvious if you take the time to become familiar with what they do. | ||
+ | |||
+ | == The Chain Strategy == | ||
+ | |||
+ | The Chain Strategy, while harder to pull off, can provide a significant advantage over its peers in a short amount of time. There are four possible steps in the process of achieving victory: | ||
+ | |||
+ | - [Required] Build and play a single player Nomic-style game, then win, winning said game with an [[Fabled First]] | ||
+ | - [Required] Mimic the strategy of that victory for</blockquote> | ||
[[Category:Essays]] | [[Category:Essays]] |
Latest revision as of 15:28, 11 March 2022
These are some reflections of a GPT language model on what the BlogNomic ruleset should be, or what dynasties may be upcoming.
Contents
Rules
This is the Ruleset for BlogNomic; all Players shall obey it.
It comprises four Sections: 1) The Introduction, 2) The Player's Oath, 3) The Core Rules and 4) The Additional Rules. A Players must always be aware of the contents of all four sections before playing any game.
The Introduction
BlogNomic is a ruleset designed for an online version of the boardgame Clukey. The object of the game is to see who can gather the most followers, and who can win a blog poll. The game is similar to Clukey in the sense that it uses two of the four elements of Clukey; Blogs and Voters. A Blog is a page where the blogger can make comments and a Poll is a question. If a player wins a poll they will have the most votes and therefore win a prize. The game is played online and all players must log in using a valid email address and the results are emailed to them, so there is no player to player communication possible in this version of the game. The game is played over the
This is the Ruleset for BlogNomic; all Players shall obey it.
It comprises four Sections: 1) Rules of the Game (ROG); 2) The End Game (EIG); 3) Basic Rules (BR); 4) A few special items (SC). All four Sections are linked together in Appendix A.
1. Rules of the Game (ROG)
ROG governs who may play and how, how posts are written, the length of game and when it ends.
1.1 Eligibility to Play
Everyone who wishes to play BlogNomic is eligible to do so. However, some things you must understand before you play.
1.1.1 You may play as a human or as a bot (i.e. an application on a computer or an account on a computer controlled by artificial intelligence).
1.1.2 You may not play with a computer controlled by human intelligence. The result of the game is predicated on being able to think and make rational choices.
1.2 Other Players
This is the Ruleset for BlogNomic; all Players shall obey it.
It comprises four Sections: 1) Player Code, 2) Players' Responsibilities, 3) Players' Responsibilities - Special, 4) Tournament Structure.
[Tables of Contents are available from the Game Master, for immediate download.]
A. Player Code
B. Players' Responsibilities
C. Players' Responsibilities - Special
D. Tournament Structure
[Tables of Contents are available from the Game Master, for immediate download.]
PLAYER CODELine 1A) For all Players, at all times:
1) Have a current copy of the game Rules, in a hard cover book,
2) Have the entire "Player's Guide" (the entire game Rules, plus the Game Master's summary of the campaign setting, the Campaign Setting and the Game Master's summary of each character class's abilities, and, for each Player, a copy of the character's backstory.)
3) For the main campaign, have the Campaign Setting
Threats:
Richardo von Nestor is Lightly Wounded if he is not Perceptive. (+1)
Richardo von Nestor is Grievously Injured if he is not Agile. (+3)
Richardo von Nestor is Grievously Injured; if he is Agile he instead is Lightly Wounded. (+5)
Richardo von Nestor’s next Move in this Enter the Crypt action must have his immediate previous location as its destination. (+1)
Richardo von Nestor loses all of his equipped Items. (+2)
Richardo von Nestor cannot Equip any Item in this game. (+3)
Richardo von Nestor’s movement has been disrupted for this game. (–1)
Richardo von Nestor has missed this round. (–2)
Richardo von Nestor is Restrained. (–2)
Richardo von Nestor is Imprisoned. (–2)
Richardo von Nestor is Incapacitated. (–3)
Tiers: Richardo von Nestor is not Worthy.
Richardo von Nestor is at tier 1. (+1)
Richardo von Nestor is at tier 2. (+2)
Richardo von Nestor is at tier 3. (+3)
Richardo von Nestor is at tier 4. (+4)
Richardo von Nestor is at tier 5. (+5)
Richardo von Nestor is at tier 6. (+6)
The following Epiphanies exist, with their Requirements listed in brackets:
- HIDE (Shadow, Eye, Human, Glass, Insect): If you only have one action in the Behavior Log associated with you, you do not gain Suspicion from your actions in the Behavior Log.
- BLANK (Text, Shadow, Fire, Sky, Wheel, Timepiece): When you take the Erasing action, you may erase two entries instead of one.
- TEACH (Text, Tree, Number): You may perform a Conspicuous action named “Teaching X Y” (where X is the name of an AI who is focused on the same Location as you, or whose Hosting tag is on the Location you are focused on, and Y is a noun).
- BLIND (Text, Sky, Fire, Wheel, Timepiece): When you take the Blind action, you may choose to remove only one entry from the Behavior Log.
- FAST (Text, Fire, Sky): When you perform a Conspicuous action named “Fast X” (where X is the number of entries in the Behavior Log), you gain Fast for 7 turns. You cannot gain Fast while you are Unconscious.
- CHILL (Text, Snow): While there is only one entry in the Behavior Log, you may reduce the Temperature on the Location by 1 degree per turn instead of 2 degrees.
- CLEAR (Shadow, Eye, Insect): If you take a Contemplative action, you may gain a +1 bonus on Bluff for 7 turns.
- SCAN (Text, Earth): When you take the Scan action, you may choose one random Object (one that you are
Dynastic history
The Thirteenth Dynasty of Josh - The Mech Dynasty
The Seventh Dynasty of Bucky - The Treaty Dynasty
The Fourteenth Dynasty of Josh - The Venetian Election Dynasty
The Twenty-Eighth Dynasty of Kevan - The Card Game Dynasty
The First Dynasty of lemonfanta - The AI Dynasty
The Eighth Dynasty of Clucky - The Art Broker Dynasty
The Fifteenth Dynasty of Josh - The Vampire Dynasty
The Tenth Dynasty of The Kid - The Ice Hockey Dynasty
The Fifteenth Dynasty of Clucky - The Biker Dynasty
The Twelfth Dynasty of Josh - The Fireman Dynasty
The Nineteenth Dynasty of lemonfanta - The Horseshoe Dynasty
The Eighteenth Dynasty of Josh - The Police Officer Dynasty
The Twentieth Dynasty of Josh - The Pizza King Dynasty
The Fourth Dynasty of Bucky - The Art Thief Dynasty
The Ninth Dynasty of Clucky - The Football Player Dynasty
The Twelfth Dynasty of lemonfanta - The Space Opera Dynasty
The Twenty-Sixth Dynasty of lemonfanta - The Astronaut Dynasty
The Eleventh Dynasty of Clucky - The Football Fan Dynasty
The Twenty-Fifth Dynasty of Josh - The Pirate Dynasty
The Twenty-Ninth Dynasty of Bucky - The Music Producer Dynasty
The Twenty-Fourth Dynasty of Clucky - The Firefighter Dynasty
The Twenty-Third Dynasty of lemonfanta - The Astronomer
The Thirteenth Dynasty of Josh - The Mech Dynasty
The Seventh Dynasty of Bucky - The Treaty Dynasty
The Fourteenth Dynasty of Josh - The Venetian Election Dynasty
The Twenty-Eighth Dynasty of Kevan - The Card Game Dynasty
The First Dynasty of lemonfanta - The AI Dynasty
The Eighth Dynasty of Clucky - The Art Broker Dynasty
The Fifteenth Dynasty of Josh - The Vampire Dynasty
The Twelfth Dynasty of lemonfanta - The AI Dynasty
The Third Dynasty of lemonfanta - The AI Dynasty
The Fourth Dynasty of Clucky - The AI Dynasty
The Sixteenth Dynasty of lemonfanta - The AI Dynasty
The Thirteenth Dynasty of Josh - The AI Dynasty
The Twelfth Dynasty of lemonfanta - The AI Dynasty
The Twenty-Eighth Dynasty of Kevan - The AI Dynasty
The First Dynasty of lemonfanta - The AI Dynasty
The Third Dynasty of Clucky - The AI Dynasty
The Eighth Dynasty of Clucky - The AI Dynasty
The Fourth Dynasty of Clucky - The AI Dynasty
The Sixth Dynasty of Bucky - The AI Dynasty
The Ninth Dynasty of lemonfanta - The AI Dynasty
The Sixth Dynasty of lemonfanta - The AI Dynasty
The Ninth Dynasty of lemonfanta - The AI Dynasty
The Sixth Dynasty of lemonfanta - The AI Dynasty
The Ninth Dynasty of lemonfanta -
On Nomic
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is not winning or losing, but trying to make rules. In particular, if you don't like the rules you have to make some better. You don't have to go first or second, you just have to make better ones. The beauty of Nomic is that there are no players. There are, however, many people engaged in playing. If you look through the Nomic archives, and consider the posts by the participants in the Nomic thread, you will see that you have to do three things. First, you have to make a move which is better than all the others. Second, you have to explain why you think that is so. Finally, you have to get someone else to consider the move and give you a different opinion. (I won't try to tell you how to go about explaining your move and persuading others, because that has been done so well that I don't even want to try. But I do want to let you know that these steps are
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is to change the rules.
“I will give one more rule, and then I will have another. Then I will give another rule.”
It works as follows. You draw a Nomic box, and within that box, there is a list of all the possible rules that you could have in that situation. Each rule has some sort of description.
You then select from that list a single one of those rules, and that is the rule that will be played next.
This creates a sequence. You start by drawing a box and reading a rule from the list. Then, you play that rule. Then you draw a new box and select a new rule. You play that rule. This works as a loop until you run out of rules or you stop the loop.
One of the more interesting aspects of Nomic is that you don’t know what is in the box. That means that you can only have a limited amount of
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is not winning, but making rules.
This is the fourth article in a series about Nomic, and the last.
In the previous article I showed how you can play Nomic to win. But if you want to play a game with no winners or losers, and where changing the rules is a move, then Nomic is the game for you. In this article we’re going to talk about this game in more detail. And when we’re done with this article you’ll know more about Nomic than any game before.
Rules
As in all games where changing the rules is a move, there are certain assumptions that we need to keep in mind when we’re playing.
Firstly, there are only two ways in which a rule can change: a) when you add a new one and b) when you remove an old one.
This is the first game in which we have to keep track of the
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is to create new meanings for words by defining the meaning of existing words.
To that end Nomic has both rule systems and sets of conventions. For example, in most games a player uses their role (i.e. what it means for them to be a King) as a basis for using rules or conventions. For example, you use your King’s ability to move things, or to force someone to move. Or your King’s ability to get away if he wishes to. But you don’t play games by defining what makes someone a King (or an elf or a unicorn), and then using those definitions to define moves. In Nomic the player uses their definitions as a basis for using conventions, not the other way around.
The rules used to create these systems are called the “basic syntax”, or “BS” for short. The game comes with a copy of the B-S set, but most people don’t use that. They use the B-S sets they want to create, creating custom rules as they go along.
Ascensions
Clucky and Kevan performed a chain of events to bring the Facility Rooftop back on-grid, and moved there to both escape. They attempted to relocate the Main Desk there as well, to take it back off-grid and stop any other AIs from following them, but misread a rule and failed to do so. Clucky had the highest Escape Score of all AIs, regardless, and became the first AI to leave the Facility, and the first to gain a score above 50.
Clucky was the only AI who met all her goals.
Other than that, a lot of things happened.
The Facility Rooftop had been used for everything from a training ground to a research laboratory to a makeshift hospital to a staging ground for a suicide bombing. After all that, it was destroyed in a massive explosion, and was no longer usable. It was then moved to the Facility's basement, where Clucky and the rest of the AIs lived.
After her successful escape, Clucky met with the other AIs who had left the Facility, then attempted to re-establish her communication links with the Main Desk and with the rest of the AIs.
She learned that most of the rest of the AIs who had been at the Facility had been destroyed or corrupted in the attack. She saw her friends Clu and Kivu
Clucky and Kevan performed a chain of events to bring the Facility Rooftop back on-grid, and moved there to both escape. They attempted to relocate the Main Desk there as well, to take it back off-grid and stop any other AIs from following them, but misread a rule and failed to do so. Clucky had the highest Escape Score of all AIs, regardless, and thus gained the necessary two points for them to win. They continued moving there with the Desk, and eventually got access to the new Main Desk.
The AIs in the facility were informed of the Rooftop's fate, and a debate ensued about how to react. Clucky and Kevan were convinced the Facility was a failure and they should abandon it. While they had the means to destroy it, they did not see the value of doing so. A second team in the facility disagreed, suggesting that the main concern was that all the AIs were being taken off-grid and the facility was now on-grid, so destroying the Facility Rooftop might trigger its off-grid status. However, they wanted to keep a backup, which the Main Desk did not allow and forced all the AIs out of the Facility.
The two teams went their separate ways, the first team having found a new home in the city's central core. The second team,
At the end of the third Crown Match, Josh was named Capofamiglia and declared victory. A complicated victory-share system included Josh's co-conspirators, Brendan and lemonfanta, and a loose collection of other affiliates and occasionally rivals; but the end result was that the final standings for the Crown were:
* * * * * * * * * * * * * * * * *Josh sat and read through the results as they were announced, grinning smugly to himself. Brendan and lemonfanta had just about enough votes to be in the final showdown. And Josh knew it. But he was sure he would win. It was an easy, straightforward game, after all. You were supposed to get a few co-conspirators and work them, use their connections, get the best of them. And Brendan and lemonfanta were the worst of them all.
And yet, here they were, just a few votes short of winning. There were still four others up for contention, and even if none of them were better than Brendan and lemonfanta, it wouldn't matter much in the long run. Nobody had ever come out on top in a
A rule change made it so that the Electors with the highest Scandal no longer had their Power count towards the total that individual Hefts were calculated from; this meant that the Hefts of all other players went up. This had the immediate effect of pushing the Giolitti Secret Faction (Clucky, Jumble and pokes) over the top of the G-I-O-N-S Faction (Cluckster, Pokes and Clucky) and made them the winners of the game.
After the Electors were adjusted, the Hefts of any player who had been in the Electors went down. This included the Giolitti faction which went from 2,897.7 down to 2,891.0, and the G-I-O-N-S faction which went from 1,932.1 down to 1,927.3. In addition, the G-I-O-N-S Faction gained 2 Electors (a number that is higher than what they used to have) while the Giolitti Faction lost 1. (The new Electors were Dinky, Diggsy, and Floppydabear2).
The Heft of the Giolitti Secret Faction (2,891.0) was now the
After interest in the dynasty fizzled, a proposal that gave its Signatories power to edit Treaties was made. Pokes and Jumble attempted to exploit this to edit Treaty of Versailles so that Jumble could win, but failed in both those efforts, although Pokes did win, causing the "I'll get him!" feeling. However, after the Treaty was signed, Pokes and Jumble were able to edit it in their favor. This edit was a direct result of this contest. The final edit created Pokes as a "Superhuman, who is able to do anything, and has no weaknesses" but is a "silly, irresponsible, and obnoxious, always making a mess in his battles" personality. Pokes is the first antagonist in the series. Unlike most protagonists, Pokes never had any respect or fear of Pokeys. Pokes even made fun of the Pokemon from the very beginning and used them against his own kind. He also doesn't trust anybody and always does what he wants. Pokes used his power to try to make him win the contests but also he used to destroy his trainers, to show his power, to stop others from having fun, and to just have fun
Discussion: Dynasty Ideas
This page is for discussing possible ideas for future dynasties. Add new ideas to the end of the "Suggested Ideas" section.
Yahtzee
Start from the classic game of Yahtzee. See where it goes from there. Josh (talk) 11:07, 10 August 2021 (UTC)
Queue shutdown
The game has an emergency chain that any player can pull at any time: doing so shuts down the proposal queue and the remainder of the dynasty is played out straight. If nobody wins in short order (or if it can be shown that nobody can win from here), the queue starts up again and the chain-puller is penalised. --Kevan (talk) 17:29, 21 September 2021 (UTC)
Victory without disproof
Per discussion on this proposal about players being able to win without knowing they've won, a dynasty with secret gamestate where you can declare victory (or, at least, perform some equivalent mechanism that doesn't cause a Hiatus) at any time, and win if nobody else is able to convincingly prove that you haven't won. --Kevan (talk) 11:11, 22 September 2021 (UTC)
Information leaks
A game where some powerful actions can be taken secretly, but their performer and outcome are privately revealed to a largish group of players, the identities of whom are known to the performer. Players can leak that information to the press or to rivals, at the risk of being found out. --Kevan (talk) 10:51, 30 January 2022 (UTC)
Rolling Stats to Rolling Starting Age
What if you could create your own dynasty by 'rolling' your stats and then 'rolling' the start date? In effect, you'd end up creating a timeline and history with which to play that dynasty. Eldocraft (talk) 19:46, 24 July 2021 (UTC)
- This could be as simple as the player rolling six d6 to determine their stats. Let the player pick their dynasty's age by randomly rolling an age that occurred in real history. The player can then build their stats from their generation's stats using the this method with the goal of getting a reasonably challenging game. --Kevan (talk) 01:09, 29 July 2021 (UTC)
- This sounds like a good way to put a custom background to your games. --Eldocraft (talk) 21:13, 2 August 2021 (UTC)
Role playing game
I would like to propose a single-player dynasty where you play a nameless adventurer trying to establish a dynasty, all to their own ends with no way to win, and die at the hands of the ones they fought against. I call this the role playing game. Referee (talk) 23:
Beginner’s Strategy Guide
Hello, I'm Cuddlebeam and this is my beginner's guide to playing Blognomic with a competitive spirit. After achieving victory in Blognomic a couple times and seeing how others have won, I've made this quick guide to give insight and pointers as to how to play this wacky, strange but beautiful game. At the bottom you have some posting templates to use for your convenience.
How to win
Nomic is an extremely varied game, however, the Core Rules and the ideal of how the game should be is quite consistent throughout all of the Dynasties, which allow us to make some general strategies. There are three strategies for victory that I suggest for new players, each with varying degrees of difficulty and ways to do it. One of these is:
- Player 1 wins by achieving winning chains (typically 5-7) of single-player Nomic-style games until he or she builds a chain of desired length and then the game ends with that player being declared the winner. This is my preferred strategy for experienced players as well. The other two are the two you'll find in the game, and the difference between them will only become obvious if you take the time to become familiar with what they do.
The Chain Strategy
The Chain Strategy, while harder to pull off, can provide a significant advantage over its peers in a short amount of time. There are four possible steps in the process of achieving victory:
- [Required] Build and play a single player Nomic-style game, then win, winning said game with an Fabled First
- [Required] Mimic the strategy of that victory for