Ministries/Games
From B Nomic
(Redirected from Ministries/Play)
This is the domain of the Minister of Games, also known as the Gamemaster.
The current Gamemaster is Charles.
Current Subgames: None
See also "Subgames".
Field Matches
These no longer have any effect on the gamestate. They are kept here for historical purposes.
B-Chess
{
Create the following Field Match:
{{
Field Match
Name: B-Chess
Size: 20 x 20
Trophy: An ornamental chess piece
Means of Communication: A public message to the forum
Each square is also adjacent to the four squares sharing only a corner with it.
All Invokable actions of Field Objects in this Field Match may only be
invoked by that Field Object's owner. Only one invokable action per
Field Object may be invoked each Turn of the Field.
Unless otherwise specified, a Field Object may not move through a
square occupied by another Field Object. When moving more than one
square a Field Object must move in the shortest and most direct route
to their target square. If a Field Object moves into a square occupied
by another Field Object then the Field Object currently occupying that
square is destroyed. A Field Object may not move into a square
occupied by another Field Object owned by the same player.
Invokable Action: Initialize
Trigger: A Game Action by the Referee including the starting locations of
each Field Object placed during this action using a suitable method of
randomization.
Effect: If this action has never been invoked before in the current Field
Match a King is created in the possession of each Active Player and located
on a random square of the Field. If any two Kings are adjacent, all Kings
are destroyed and this process is repeated until no Kings are adjacent.
Invokable Action: Join
Trigger: A Game Action by a player who has never possessed a King object
in the current Field Match.
Effect: A King object is created in the possession of the player and
located on a random square of the Field that cannot be reached by any
existing Field Object in a single turn.
Invokable Action: Rejoin
Trigger: A Game Action by a player who does not possess a King, has
had his King(s) captured at least once and no more than three times,
and, according to the table below, spends the macks required per the
number of times King(s) have been captured:
xCaptured Macks
--------- -------
1 100
2 500
3 1000
Effect: A King object is created in the possession of the player and
located on a random square of the Field that cannot be reached by any
existing Field Object in a single turn.
Invokable Action: Purchase
Trigger: A Game Action by any player who possesses a King object on
the Field that spends X macks, where X is ten times the number of
times this player has previously invoked this action since the Field
was last turned
Effect: Without being placed on the Field, a new Field Object is created,
in the ownership of the Player invoking this Action, at random based upon
the following weighted table.
Field Object Weight
---------------------
Pawn 10
Rook 3
Knight 3
Bishop 3
Queen 1
Action: Checkmate
Trigger: Only one King remains on the Field
Effect: The player whose King remains is the winner of the Field
Match. The Current Field Match ends.
Field Object: King
Invokable Action: Move
Trigger: A Game Action by the owner specifying an adjacent space
Effect: The King moves to the adjacent space.
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
Field Object: Pawn
Invokable Action: Move
Trigger: A Game Action by the owner specifying an adjacent space in
a cardinal direction
Effect: If the specified space is unoccupied the Pawn moves to that space
Invokable Action: Capture
Trigger: A Game Action by the owner specifying an adjacent space in
a diagonal direction
Effect: If the specified space is occupied by a Field Object
belonging to a different player the Pawn moves to that space.
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
Field Object: Rook
Invokable Action: Move
Trigger: A Game Action by the owner specifying a space within 8
squares in a cardinal direction
Effect: The Rook moves to the specified space
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
Field Object: Knight
Invokable Action: Move
Trigger: A Game Action by the owner specifying a space that is 2
spaces away in one cardinal direction and one space away in a
perpindicular cardinal direction.
Effect: The Knight moves to the specified space. For the purposes of
this action the Knight may move through spaces occupied by other Field
Objects.
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
Field Object: Bishop
Invokable Action: Move
Trigger: A Game Action by the owner specifying a space within 8
squares in a diagonal direction
Effect: The Bishop moves to the specified space.
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
Field Object: Queen
Invokable Action: Move
Trigger: A Game Action by the owner specifying a space within 8
squares in any cardinal or diagonal direction
Effect: The Queen moves to the specified space.
Action: Distribute
Trigger: Field Object has not yet been placed on the Field.
Effect: If there exist at least three unoccupied squares on the Field
and there exists at least one unoccupied square adjacent to this Field
Object's owners King, place this Field Object on a random unoccupied square
adjacent to that King. Otherwise, destroy this Field Object.
}}
}
"Life"
This Field Match has Ended.
Create a Field Match named "Life" with a 5 x 5 Field and the following
details.
* Each square is also adjacent to the four squares sharing only a
corner with it.
* Attribute: Team
- Scope: Players
- Range: Red, Green, Blue, null
- Default: null
* Field Object: Cell
* Attribute: Color
- Scope: Cells
- Range: same as Teams
- Default: same as Teams
* Attribute: Advantage
- Scope: Field
- Range: same as Teams
- Default: same as Teams
* Invokable Action: Initialize
- Attached to: Field
- Trigger: While no Cells exist, the Referee performs
/* preferably using the nomic.net dice server */
enough random selections to carry out the Effect, and
posts the results of these selections to a Public Forum
- Effect: For each location in the Field, a Cell is placed
there, and its Color is set to a weighted random value (null
has probability 11/16, all other values are equally likely);
each Player's Team is set to a random non-null value; Advantage
is set to a random non-null value
* Invokable Action: Tweak
- Attached to: Cells
- Trigger: A Player posts a message to a Public Forum stating
that he is tweaking the specified Cell, and he has not already
performed the Tweak action during the current nweek, and the
Referee has performed the Evolve action during the current
nweek, and the Cell's Color is either null or that Player's
non-null Team
- Effect: If that Cell's Color is null, then its Color is changed
to that Player's Team; otherwise, its Color is changed to null
* Invokable Action: Evolve
- Attached to: Field
- Trigger: The Referee posts a message to a Public Forum stating
that he is performing the Evolve action, and he has not already
performed the Evolve action during the current nweek, and he
performs enough random selections to carry out step 4 if needed
- Effect:
1) The following occur simultaneously:
a) For each Cell with null Color that is adjacent to
exactly three Cells with non-null Color, its Color is
changed to the most common of those non-null Colors,
with ties broken in favor of the Field's Advantage
b) For each Cell with non-null Color that is adjacent to
less than two or more than three Cells with non-null
Color, its Color is changed to null
2) If exactly one non-null Color of Cell exists, then the
match ends, with all Players whose Team is that color
winning
3) Otherwise, if the Field's Advantage is Red, it changes
to Green; if it is Green, it changes to Blue; if it is
Blue, it changes to Red
4) Each Player whose Team is null has his Team changed to a
random non-null value
* Trophy: A copy of the October 1970 issue of Scientific American
autographed by John Conway.

