Difference between revisions of "The First Dynasty of Cuddlebeam"
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Cuddlebeam (talk | contribs) (Proposals of interest) |
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* denotes admins, ^ denotes Seraphim | * denotes admins, ^ denotes Seraphim | ||
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+ | == Proposals of Interest == | ||
+ | A fairly short dynasty. Started out with a Promise and economic sub-theme to turn into a Ruleset riddled with combos for infinite currency (and even combo for infinite currency that represented 'infinite' currency), which eventually became the win condition. | ||
+ | |||
+ | *[https://blognomic.com/archive/threading_magic Threads of Magic] Created Promises. | ||
+ | *[https://blognomic.com/archive/items_curses Mana] Created Mana, the dynasty's main currency. | ||
+ | *[https://blognomic.com/archive/the_scorn_ultimatum The Scorn Ultimatum] Scorning, which was popular during earlygame play. | ||
+ | *[https://blognomic.com/archive/fleshy_limitations Fleshy Limitation] Created Stamina, a resource designed for Map Play, but Map Play never took off. Was relevant in Golem-making. | ||
+ | *[https://blognomic.com/archive/damn_near_killed_em Damn near killed them!] Created Golems, automatons which would follow in-built Promises. Instrumental to pokes' victory method. | ||
+ | *[https://blognomic.com/archive/guess_what_if_youre_a_deity_you_win Guess what? If you’re a deity, you win!] Crucial proposal. Introduced the first win condition, which could've been completed by anyone who knew how to pull off a combo to gain 5 Gnosis instantly. Created an at-enactment race to be the first to post such a combo to win. | ||
== Ascension == | == Ascension == | ||
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== Final Ruleset == | == Final Ruleset == |
Revision as of 17:43, 25 July 2017
July 11, 2017 - ?
Contents
Ascension Address
Pact Magic
The Artefacts were destroyed, granting vast amounts of magic power to a certain Russian handyman. However, in order to keep his new power in check, he needed to perform a powerful magic pact with entities from beyond.
...
Several years later, in an age of social media and smartphones, the remains of this magic still lingers - in the hands of “Pactmakers”, which have refined the art of the Original Pact, allowing it to be used in many more ways.
The Original Pact is massive, thick, but crude - like a giant rope holding a knot. Pact Magic works by taking a string from that “rope” to create new binds - or other surprising uses. And the Original Pact is starting to wear thin.
a New “Original Pact” needs to be made - and soon.
Keep “Combos” and “Tags”, Repeal all other Dynastic Rules.
Replace “Explorer” with “Pactmaker” and “Expedition Leader” with “Seraphim”.
Players
The following players were active at the start of this dynasty:
Axemabaro, card*, Cpt_Koen, Cuddlebeam^, Dewaldo, Kevan*, orkboi, pokes*, Publius Scribonius Scholasticus, Sinq, Sphinx, Thunder
And at the end of this dynasty:
(TBA)
- denotes admins, ^ denotes Seraphim
Proposals of Interest
A fairly short dynasty. Started out with a Promise and economic sub-theme to turn into a Ruleset riddled with combos for infinite currency (and even combo for infinite currency that represented 'infinite' currency), which eventually became the win condition.
- Threads of Magic Created Promises.
- Mana Created Mana, the dynasty's main currency.
- The Scorn Ultimatum Scorning, which was popular during earlygame play.
- Fleshy Limitation Created Stamina, a resource designed for Map Play, but Map Play never took off. Was relevant in Golem-making.
- Damn near killed them! Created Golems, automatons which would follow in-built Promises. Instrumental to pokes' victory method.
- Guess what? If you’re a deity, you win! Crucial proposal. Introduced the first win condition, which could've been completed by anyone who knew how to pull off a combo to gain 5 Gnosis instantly. Created an at-enactment race to be the first to post such a combo to win.