Difference between revisions of "The First Dynasty of Derrick"
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==Proposals of Interest== | ==Proposals of Interest== | ||
− | [https://blognomic.com/archive/wizards_are_wild Wizards are Wild] Creates the cards, with a name, score, constraint, and two effects (up and down), and specifies playing a card is an atomic action. | + | *[https://blognomic.com/archive/wizards_are_wild Wizards are Wild] Creates the cards, with a name, score, constraint, and two effects (up and down), and specifies playing a card is an atomic action. |
− | [https://blognomic.com/archive/community_service Community Service] Creates communities, with a name, a faction, three ratings for war, culture, and economy, plus attitudes of either indifferent, friendly, or suspicious. Created the first community, and specified community size classes. | + | *[https://blognomic.com/archive/community_service Community Service] Creates communities, with a name, a faction, three ratings for war, culture, and economy, plus attitudes of either indifferent, friendly, or suspicious. Created the first community, and specified community size classes. |
− | [https://blognomic.com/archive/discard_dis_card Discard Dis Card] defined discarding | + | *[https://blognomic.com/archive/discard_dis_card Discard Dis Card] defined discarding |
− | [https://blognomic.com/archive/types_of_cards Type of Cards] Adds card types | + | *[https://blognomic.com/archive/types_of_cards Type of Cards] Adds card types |
− | [https://blognomic.com/archive/theyre_cards_not_rules They're Cards, not Rules] places the ability to start drawing and playing in the Historian's hands | + | *[https://blognomic.com/archive/theyre_cards_not_rules They're Cards, not Rules] places the ability to start drawing and playing in the Historian's hands |
− | [https://blognomic.com/archive/drawing Drawing] lays foundation for how to draw cards, and how to deal them | + | *[https://blognomic.com/archive/drawing Drawing] lays foundation for how to draw cards, and how to deal them |
− | [https://blognomic.com/archive/factions_and_ruins Factions and Ruins] Defines the possible factions and made empty communities ruins | + | *[https://blognomic.com/archive/factions_and_ruins Factions and Ruins] Defines the possible factions and made empty communities ruins |
− | [https://blognomic.com/archive/some_cards some cards] The first card proposed. It failed, but probably effected later cards a lot | + | *[https://blognomic.com/archive/some_cards some cards] The first card proposed. It failed, but probably effected later cards a lot |
− | [https://blognomic.com/archive/two_bit_arcana Two bit Arcana] The first set of cards to be added. Very simple effects, all spells and potions. | + | *[https://blognomic.com/archive/two_bit_arcana Two bit Arcana] The first set of cards to be added. Very simple effects, all spells and potions. |
− | [https://blognomic.com/archive/a_village_is_not_made_of_houses A village is not made of houses] mostly faction oriented, and with strong requirements | + | *[https://blognomic.com/archive/a_village_is_not_made_of_houses A village is not made of houses] mostly faction oriented, and with strong requirements |
− | [https://blognomic.com/archive/more_communities More Communities] created many communities, and gave them random ratings | + | *[https://blognomic.com/archive/more_communities More Communities] created many communities, and gave them random ratings |
− | [https://blognomic.com/archive/thou_shall_not Thou Shall Not] created a mechanism for manual dealing | + | *[https://blognomic.com/archive/thou_shall_not Thou Shall Not] created a mechanism for manual dealing |
− | [https://blognomic.com/archive/towers_of_power Towers of Power] Created homes for wizards, and a way to move | + | *[https://blognomic.com/archive/towers_of_power Towers of Power] Created homes for wizards, and a way to move |
− | [https://blognomic.com/archive/growing_rather_attatched Growing rather Attatched] Created an attachment mechanism for cards. | + | *[https://blognomic.com/archive/growing_rather_attatched Growing rather Attatched] Created an attachment mechanism for cards. |
− | [https://blognomic.com/archive/first_catch_your_owlbear First Catch Your Owlbear] Created a number of powerful ritual cards that require discarding card types. | + | *[https://blognomic.com/archive/first_catch_your_owlbear First Catch Your Owlbear] Created a number of powerful ritual cards that require discarding card types. |
− | [https://blognomic.com/archive/shoe_polish Shoe Polish] Created a convenient and compact format for the cards | + | *[https://blognomic.com/archive/shoe_polish Shoe Polish] Created a convenient and compact format for the cards |
− | [https://blognomic.com/archive/the_point The Point] Defined Scoring, which increases "Thaum" | + | *[https://blognomic.com/archive/the_point The Point] Defined Scoring, which increases "Thaum" |
− | [https://blognomic.com/archive/a_psudodeck A Psudodeck] Defined the "Deck", which is a computed value | + | *[https://blognomic.com/archive/a_psudodeck A Psudodeck] Defined the "Deck", which is a computed value |
− | [https://blognomic.com/archive/trick_or_treat1 Trick or Treat] A number of Trick cards | + | *[https://blognomic.com/archive/trick_or_treat1 Trick or Treat] A number of Trick cards |
− | [https://blognomic.com/archive/making_monsters Making Monsters] Added a number of monster cards, all attachable | + | *[https://blognomic.com/archive/making_monsters Making Monsters] Added a number of monster cards, all attachable |
− | [https://blognomic.com/archive/deal_of_the_day Deal of the Day] Made dealing a daily action instead of weekly. This really sped up game play, and the game really starts here. | + | *[https://blognomic.com/archive/deal_of_the_day Deal of the Day] Made dealing a daily action instead of weekly. This really sped up game play, and the game really starts here. |
− | [https://blognomic.com/archive/theres_some_place There's Some Place] Let wizards choose a home | + | *[https://blognomic.com/archive/theres_some_place There's Some Place] Let wizards choose a home |
− | [https://blognomic.com/archive/factionalism Factionalism] Created 11 cards that relied on factions to work. 8 person cards and 3 Labors. | + | *[https://blognomic.com/archive/factionalism Factionalism] Created 11 cards that relied on factions to work. 8 person cards and 3 Labors. |
− | [https://blognomic.com/archive/selfkill_2.0 Selfkill 2.0] Created the SHRED mechanic, allowing Wizards to remove specific cards from proposals even after voting has started. | + | *[https://blognomic.com/archive/selfkill_2.0 Selfkill 2.0] Created the SHRED mechanic, allowing Wizards to remove specific cards from proposals even after voting has started. |
− | [https://blognomic.com/archive/more_people More People] Created 6 person cards, 3 of which change the attitude of communities towards wizards | + | *[https://blognomic.com/archive/more_people More People] Created 6 person cards, 3 of which change the attitude of communities towards wizards |
− | [https://blognomic.com/archive/here_i_brought_some_more_of_me Here I brought some more of me] Created token cards. created 15 rather diverse cards, including the first objects (clothing cards) and structures. | + | *[https://blognomic.com/archive/here_i_brought_some_more_of_me Here I brought some more of me] Created token cards. created 15 rather diverse cards, including the first objects (clothing cards) and structures. |
− | [https://blognomic.com/archive/honour_system Honor System] enabled card trading on a 1 for 1 basis. | + | *[https://blognomic.com/archive/honour_system Honor System] enabled card trading on a 1 for 1 basis. |
− | [https://blognomic.com/archive/wont_you_be_my_neighbor Wont' you be my neighbor] created 6 labors and a spell effecting wizard's homes, and resubmitted two shredded persons. | + | *[https://blognomic.com/archive/wont_you_be_my_neighbor Wont' you be my neighbor] created 6 labors and a spell effecting wizard's homes, and resubmitted two shredded persons. |
− | [https://blognomic.com/archive/cap_in_hand1 Cap in Hand] Limited the hand size to 4 cards | + | *[https://blognomic.com/archive/cap_in_hand1 Cap in Hand] Limited the hand size to 4 cards |
− | [https://blognomic.com/archive/auto_dealer Auto Dealer] Made the auto-dealer on a separate site a convenient way to deal cards | + | *[https://blognomic.com/archive/auto_dealer Auto Dealer] Made the auto-dealer on a separate site a convenient way to deal cards |
− | [https://blognomic.com/archive/exothaumic_reactions Exothaumic Reactions] Made Thaum a price when playing the up effect of cards | + | *[https://blognomic.com/archive/exothaumic_reactions Exothaumic Reactions] Made Thaum a price when playing the up effect of cards |
*Legacy [https://blognomic.com/archive/immortal_memory_victory#comments] -- set winning condition | *Legacy [https://blognomic.com/archive/immortal_memory_victory#comments] -- set winning condition | ||
[https://blognomic.com/archive/meta_traveller Meta Traveller] 4 powerful cards that can create a city, remove a ruin, veto a proposal, or remove a card from the game. | [https://blognomic.com/archive/meta_traveller Meta Traveller] 4 powerful cards that can create a city, remove a ruin, veto a proposal, or remove a card from the game. |
Revision as of 16:14, 31 July 2018
19 JUN 2018 -
Contents
Ascension Address
Upon returning from my voyages, I received word that an old aunt had perished from consumption. I mourned this loss, but there was nothing to be done about it. The executor visited me shortly afterwords, delivering a stack of old books. Aunty Neddy always had odd interests. The oldest book I’d never seen before. when I opened it, the archaic runes on the page stared back at me, signifying nothing. And then they shifted, and I could read of the ancient people who made this book. It spoke of cities, so long lost to history that this was perhaps the only record of them.
It spoke of the wizards. These wizards found safe valleys, fertile mountains, and majestic rivers for the people to settle in. They led small bands to become thriving villages. They guided young peasants to become Wise Kings, Witty Playwrights, and Cunning Architechs. They dethroned idolent kings, provoked starving peasants into revolution, and brokered alliances. They placed monsters to guard to terrorize towns, and sent heroes on quests. And they told stories about their deeds. With the short lives of the common folk, five generations is enough to rewrite history.
The word of the book didn’t just change that first time.
Players
The following players were active at the start of the Dynasty:
9spaceking, Axemabaro, Brendan, card, Corona, derrick, Jumble, Kevan, LinkVanyali, pokes
Final Ruleset
Proposals of Interest
- Wizards are Wild Creates the cards, with a name, score, constraint, and two effects (up and down), and specifies playing a card is an atomic action.
- Community Service Creates communities, with a name, a faction, three ratings for war, culture, and economy, plus attitudes of either indifferent, friendly, or suspicious. Created the first community, and specified community size classes.
- Discard Dis Card defined discarding
- Type of Cards Adds card types
- They're Cards, not Rules places the ability to start drawing and playing in the Historian's hands
- Drawing lays foundation for how to draw cards, and how to deal them
- Factions and Ruins Defines the possible factions and made empty communities ruins
- some cards The first card proposed. It failed, but probably effected later cards a lot
- Two bit Arcana The first set of cards to be added. Very simple effects, all spells and potions.
- A village is not made of houses mostly faction oriented, and with strong requirements
- More Communities created many communities, and gave them random ratings
- Thou Shall Not created a mechanism for manual dealing
- Towers of Power Created homes for wizards, and a way to move
- Growing rather Attatched Created an attachment mechanism for cards.
- First Catch Your Owlbear Created a number of powerful ritual cards that require discarding card types.
- Shoe Polish Created a convenient and compact format for the cards
- The Point Defined Scoring, which increases "Thaum"
- A Psudodeck Defined the "Deck", which is a computed value
- Trick or Treat A number of Trick cards
- Making Monsters Added a number of monster cards, all attachable
- Deal of the Day Made dealing a daily action instead of weekly. This really sped up game play, and the game really starts here.
- There's Some Place Let wizards choose a home
- Factionalism Created 11 cards that relied on factions to work. 8 person cards and 3 Labors.
- Selfkill 2.0 Created the SHRED mechanic, allowing Wizards to remove specific cards from proposals even after voting has started.
- More People Created 6 person cards, 3 of which change the attitude of communities towards wizards
- Here I brought some more of me Created token cards. created 15 rather diverse cards, including the first objects (clothing cards) and structures.
- Honor System enabled card trading on a 1 for 1 basis.
- Wont' you be my neighbor created 6 labors and a spell effecting wizard's homes, and resubmitted two shredded persons.
- Cap in Hand Limited the hand size to 4 cards
- Auto Dealer Made the auto-dealer on a separate site a convenient way to deal cards
- Exothaumic Reactions Made Thaum a price when playing the up effect of cards
- Legacy [1] -- set winning condition
Meta Traveller 4 powerful cards that can create a city, remove a ruin, veto a proposal, or remove a card from the game. Magic Mirror Established the Duplication method for cards Ancient Rituals 4 rituals, 1 labor, 2 persons, and a monster. The monster and rituals are positive attached cards. More Attatchables + Faction Maker 1 spell and 5 structures relating to factions, mostly giving benefits to that community when cards are played Dungeons and Dragons Made attachable a function of card type, not constraint Glove in Hand Made objects stay in a wizard's hand if the up effect is played, added 5 objects.
Ascension
Commentary
First attempt to use cards in nomic. --seldiora (9spaceking)