Difference between revisions of "Plays"

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(formatting, add coin-flip victories)
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;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.)
 
;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.)
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:''Example: In the Second Dynasty of Brendan, two zombie players idled so that the third zombie could [https://blognomic.com/?URL=https%3A%2F%2Fblognomic.com%2Farchive%2Fi_graduate trigger the "last remaining zombie" victory condition].''
  
 
==Gamestate==
 
==Gamestate==

Revision as of 20:03, 11 March 2017

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

Bamdam
(Benefiting a Majority/Defecting a Minority). Proposals that benefit a majority that includes yourself and/or defects 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.
Gerrymandering (in the context of Bamdam)
The art of choosing which will be the majority/minority for a Bamdam play.
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 for the majority.
Cabal
Alliance of players with a common goal to employ Bamdam with each other, often in secret.

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.

Chaff
Making deliberately flawed or controversial proposals to move the focus away from others in the queue, or from game actions you’re taking.
Air keyboarding
Making complex proposals when you’re about to win, to make it look as if you think the game is ongoing.
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

Puppetry
Privately asking an idle player to unidle and perform a few simple actions (typically which would allow the asking player to win immediately).
Invasion
Getting a large amount of players to join for the purpose of creating your own Cabal with them.
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.

Gamestate

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.