> 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.

This has a lot in common with G.'s "stones" proto. Last posted in
September, I think:

https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-discussion/2019-September/055498.html

I thought the rules about stones escaping were fun. Also, there were
some creative kinds of stone which you might want to combine with your
list.


> 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

This CAN needs a method. Also this is in conflict with the last
paragraph about expired amulets (though it's clear the last paragraph is
intended to override it).

>      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.

This is pretty powerful compared to G.'s proposal of auctioning card per
week. I think it's roughly equivalent to winning half those auctions for
free.

>      - 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.

Jason suggestedout last month that voting strength is evaluated
continuously, and instantaneous changes like this won't do anything.

Thread: "Sets v0.9"
https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-discussion/2020-May/057669.html

G.'s stones proto had the same problem.

Sets v1.4 amends R2422 to explicitly cover the case of paying an Extra
Vote. Maybe you could piggy-back on that by using the Buy Strength
action?

- Falsifian

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