I've been rattling this idea around in my mind for a bit. I decided to
put together a proto-proposal to see what others think.

Title: Amulets ver. 0.1
AI: 1.0
Author: ATMunn
Co-author(s):

Enact a power-1 rule entitled "Amulets" with the following text:
    Amulets are a class of assets, tracked by the Teasuror, which can be
    owned by players. Each amulet has the following attributes: type,
    effect, tier. The effect and tier are tied to the type of the
    amulet, and are all defined elsewhere in the rules.

    Wearer is an amulet switch, with possible values of all active
    players or none (the default). A player CAN wear (syn. put on,
    equip) an amulet e owns by announcement, flipping the amulet's
    wearer to emself. E is then said to be wearing that amulet. A player
    CAN take off (syn. dequip) an amulet e is wearing, flipping the
    amulet's wearer to none. Players CANNOT wear more than one amulet at
    a time. An amulet with its wearer set to a player CANNOT be
    transferred.

    If the rules define the effect of a type of amulet to be passive,
    then the effect takes place for as long as it is worn by a player.
    If the rules define the effect of a type of amulet to be active,
    then the wearer of the amulet CAN activate it, causing its effect to
    occur. Active amulets have a cooldown attribute, which unless
    specified otherwise, is 7 days after the time the amulet was most
    recently activated. Attempts to activate an amulet during its
    cooldown are INEFFECTIVE, even if the amulet's wearer has changed.

    If an amulet has existed for at least 3 months, and/or it is an
    active amulet and has been activated 5 or more times, it is
    considered to be expired. Expired amulets have no effect and CANNOT
    be activated. Any player CAN destroy an expired amulet by
    announcement.

Enact a power-1 rule entitled "Amulet Types" with the following text:
    The following is a list of tier-1 amulet types and their effects:

    - Amulet of Victory (passive): At the beginning of each Agoran week,
      the wearer of this amulet earns a Victory Point.

    - Amulet of Justice (passive): At the beginning of each Agoran week,
      the wearer of this amulet earns a Blot-B-Gone.

    - Amulet of Legislation (passive): At the beginning of each Agoran
      week, the wearer of this amulet earns a Pendant.

    - Amulet of Voting (passive): At the beginning of each Agoran week,
      the wearer of this amulet earns an Extra Vote.

    - Amulet of Economy (passive): Every Payday, the wearer of this
      amulet earns an additional 10 coins.

    The following is a list of tier-2 amulet types and their effects:

    - Amulet of Drawing (passive): The wearer of this amulet CAN specify
      at any time, by announcement, a type of card e wishes to earn from
      this amulet. At the beginning of each Agoran week, e earns one of
      that type of card. If no type is specified, the type defaults to
      Victory Cards. The wearer MAY change the type of card specified,
      even if e has already earned cards of a different type.

    - Amulet of Influence (active): Upon activation, the wearer's voting
      strength on any one proposal that e specifies is increased by two.

    - Amulet of Pending (active): Upon activation, the Pended switch of
      any specified proposal is flipped to True.

    The following is a list of tier-3 amulet types and their effects:

    - Ultimate Amulet (active): Upon activation, the wearer earns any 3
      cards of eir choice. The cards chosen can be all the same type or
      different.

Enact a power-1 rule entitled "Amulet Auctions" with the following text:
    Each tier of amulet has an "ideal number" of that tier of amulet
    that should be maintained in existence. The ideal number of tier-1
    amulets is 7; the ideal number of tier-2 amulets is 4; and the ideal
    number of tier-3 amulets is 1.

    If there are fewer amulets of at least one amulet tier in existence
    than that tier's ideal number, then the Treasuror CAN initiate an
    auction for new amulets ("amulet auction") if e has not already done
    so in the current month. The Treasuror SHALL do so in a timely
    fashion after the beginning of the month if e is able to do so.

    The lots of an amulet auction shall be determined as follows: For
    each tier of amulet, if the number of amulets of that tier in
    existence is lower than the ideal number of that tier of amulets, a
    lot will contain a new amulet of any type in that tier.

    In addition, if the number of tier-1 amulets in existence is less
    than the ideal number of tier-1 amulets by at least two, an
    additional lot for a tier-1 amulet shall be created.

    When choosing amulet types for amulet auctions, the Treasuror SHOULD
    avoid creating more than two of the same type of amulet. E SHOULD
    choose amulet types that are not currently in existence, if
    possible.

[Potential issues with this proposal currently:
- Any general issues in wording that may cause bugs (I'm sure there are
  some)
- The wording of amulet auctions is really clunky right now
- More amulet types would be good
- I worry that most of the tier-1 amulets aren't balanced right now. I
  intitially had them giving a card a week, but that was far too
  powerful. I changed it to just be a product a week instead. I still
  feel like that might be too overpowered. I could make it a
  product/card a month, but then the lifespan of only 3 months makes
  them practically pointless. Maybe tier-1 amulets could last longer
  than the others?]

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