Plays

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Revision as of 11:51, 14 March 2017 by Kevan (talk | contribs) (→‎Proposals: link)
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In BlogNomic, like in many other games, there are "plays". This is an informal attempt at a list, based on various players' observations. Names may be yet to stick.

Proposals

Bampam
(Benefiting a Majority/Punishing a Minority). Proposals that benefit a majority that includes yourself and/or punishes a minority that doesn't include yourself. It's based on the voting system, because quorum is required to make a proposal pass, and the benefit you would share with your majority works as incentive/bribe to get the proposal (and therefore benefit for yourself) passed.
Cleanup
(from "Spring Cleanup") Making a proposal that doesn’t change the effect of any of the rules, but redefines them in a way that is more comprehensible and takes up less space to write. Based on Bamdam, as the players who are comfortable with esoteric writing of the rules will tend to be a minority, and more clarity will make playing the game (and therefore making winning plays) more easy (and enjoyable) for the majority.
(Free) Handout
Immediate grant of a resource.
Gerrymandering (in the context of Bampam)
The art of choosing which will be the majority/minority for a Bamdam play.
One-off
A proposal that contains a rule which removes itself.
Hail Mary play
Last-ditch efforts during an endgame, when victory by another player seems imminent.
Stub
Incomplete and often function-less proposal, designed to be expanded by other proposals (typically from other players).
Sub-vote
A proposal where the votes can do something in the comments to change what the proposal does. For instance it could have a line that says "If the majority of valid For votes have the text "X" in them then ..." and then do something different in the proposal. It doesn't always work as intended.
Variable
A proposal that contains a variable in the proposal which is replaced upon its enactment. Example: "Replace each instance of VOTE with the number of voting icons in the comment section of this proposal" or "Replace TIME with the time this proposal is enacted."

Distractions

Actively defensive plays based on consuming other player's attention span or IRL time economy, to prevent them from using that time or attention on countermeasures against you.

Air keyboarding
Making complex proposals when you’re about to win, to make it look as if you think the game is ongoing.
Chaff
Making deliberately flawed or controversial proposals to move the focus away from others in the queue, or from game actions you’re taking.
Coin-on-a-string
Humbly making a proposal to remove an advantage in your favour, but self-killing it before it enacts so that players will have to start the fix process from scratch again.

Metagame

Coin-flip victory
Two or more players agreeing to assist one of their number to victory, in exchange for that player promising to randomly select a member of the group to pass the victory mantle to. (If two players both feel that they have a lower-than-50% chance of winning alone, working together for an exactly 50% chance of victory can make some sense.)
Example: In the Second Dynasty of Brendan, two zombie players idled so that the third zombie could trigger the "last remaining zombie" victory condition.
Invasion
Getting a large amount of players to join for the purpose of creating your own Cabal with them.
Puppetry
Privately asking an idle player to unidle and perform a few simple actions (typically which would allow the asking player to win immediately).

Gamestate

Cabal
Alliance of players with a common goal to employ Bampam with each other, often in secret.
Fool’s Gold
A resource which is stockpiled by a minority of players before any use is proposed for it, meaning that the majority will probably never want to give it a use.