Re: DIS: Proto-contest: Red November

2009-05-09 Thread Quazie
On Fri, May 8, 2009 at 8:39 PM, Ian Kelly ian.g.ke...@gmail.com wrote:
 23. A gnome who abandoned eir comrades wins if all gnomes who did not
    abandon their comrades lose; otherwise e loses.

If i abandon, how can i lose?  Rather how can a gnome win without abandoning?

Also, no indication of how many minutes i start with as a gnome.


Re: DIS: Proto-contest: Red November

2009-05-09 Thread Quazie
On Sat, May 9, 2009 at 8:27 PM, Quazie quazieno...@gmail.com wrote:
 On Fri, May 8, 2009 at 8:39 PM, Ian Kelly ian.g.ke...@gmail.com wrote:
 23. A gnome who abandoned eir comrades wins if all gnomes who did not
    abandon their comrades lose; otherwise e loses.

 If i abandon, how can i lose?  Rather how can a gnome win without abandoning?

 Also, no indication of how many minutes i start with as a gnome.


Upon closer reading, all my questions were answered.


Re: DIS: Proto-contest: Red November

2009-05-05 Thread Quazie
On Tue, May 5, 2009 at 2:20 PM, Ian Kelly ian.g.ke...@gmail.com wrote:
 Proto-contest: Red November

 1. This is a public contract called Red November.  This contract is
   intended to be a contest.  The contestmaster CAN add the Y axis to
   and remove any other axis from this contract by announcement.

 2. A contestant to this contract who is currently involved in an
   ongoing game is known as a gnome.  Within this contract, the phrase
   on the double means within 48 hours.

 3. Any player CAN join this contract by announcement.  Any contestant
   who is not a gnome CAN leave this contract by announcement.

 4. Whenever this contract is a contest, no game is ongoing, and this
   contract has at least three contestants, the contestmaster CAN
   start a new game.

 5. To start a new game, the contestmaster selects three to eight
   contestants, randomly assigns each a starting location within the
   experimental gnomish submarine BFGS Red November, and awards two
   randomly drawn starting items to each.  E then announces each
   gnome's location, as well as the time remaining to each gnome (as
   laid out on the game board, see Appendix A).  This announcement
   begins a game.

 6. When the contestmaster awards a randomly drawn item to a gnome, e
   SHALL inform the gnome of the identity of the item on the double.
   The contestmaster SHALL NOT reveal any gnome's inventory to anyone
   except as required by this contract.

 7. Each gnome has an intoxication level, an integer from 0 to 3,
   inclusive.  All gnomes begin the game at 0 intoxication.  Each
   time a gnome uses a grog item, eir intoxication increases by one,
   to a maximum of 3.  Each time a gnome uses a coffee item, eir
   intoxication decreases by two, to a minimum of 0.

 8. Any gnome with more than zero minutes remaining CAN take a turn by
   announcement, provided that all turns previously taken in the same
   game have been fully resolved by the contestmaster.  A turn
   consists of a sequence of movement, followed by one action.  A
   gnome can also use items at any point in eir turn; once used, an
   item is lost.  Any time spent as required by this contract in the
   course of a turn is deducted from the gnome's remaining time.

 9. A gnome's sequence of movement consists of one or more iterations
   of the following steps:

   a. Spend one minute to Open an unblocked hatch attached to the room
      the gnome is in.

   b. If one of the rooms connected by the open hatch is at high
      water, and the other has no water, then water equalizes between
      the two rooms; both become at low water.  If the room that had
      no water was on fire, the fire is extinguished.

   c. Optionally enter a room or exit the sub through the opened
      hatch.  To exit the sub, or to enter a room at low water, one
      minute must be spent.  Additionally, to exit the sub the gnome
      must have used an aqualung in the current turn.  Rooms at high
      water cannot be entered.  A room that is on fire can be entered
      only if the gnome has used a grog or fire extinguisher item in
      the current turn.

   d. The hatch automatically closes.

 10. The action taken by a gnome during a turn must be one of the
    following:

    a. Unblock a blocked hatch connected to the room.

    b. Extinguish a fire in the room.

    c. Pump low water out of the room.

    d. In room 1, fix the engine.  If successful, this resets the
       pressure disaster track and prevents all Crushed! timed
       destruction events at the gnome's current time or later.

    e. In room 2, fix the oxygen pumps.  If successful, this resets the
       asphyxiation disaster track and prevents all Asphyxiated!
       timed destruction events at the gnome's current time or later.

    f. In room 4, fix the reactor.  If successful, this resets the heat
       disaster track.

    g. In room 7, stop a missile launch.  If successful, this prevents
       all Missiles Launched! timed destruction events at the gnome's
       current time or later.

    h. Outside the sub, kill a kraken threatening the sub.  If
       successful, this prevents all Devoured by Kraken! timed
       destruction events at the gnome's current time or later.

    i. In room 8, spend one to four minutes to gain the same number of
       items.  The contestmaster awards the items gained, drawn at
       random, to the gnome.

    j. In room 0, spend one or two minutes to gain the same number of
       grog items.  The number of grog items that can be gained in this
       manner during a single game is limited to six.

    k. In a room with another gnome, spend one minute to give any
       number of items to that gnome.  The recipient CAN then give any
       number of items in return by announcement; this can only be done
       before the next turn is taken.

    l. Spend one minute to perform no action.

    m. Outside the sub, spend all remaining minutes to abandon eir
       comrades.  This 

Re: DIS: Proto-contest: Red November

2009-05-05 Thread Alex Smith
On Tue, 2009-05-05 at 12:20 -0600, Ian Kelly wrote:
 19. If no surviving gnome has any minutes remaining, and the sub has
 not been lost, then all surviving gnomes who have not abandoned
 their comrades win the game.
 
 20. A gnome who abandons eir comrades wins if all other gnomes lose;
 otherwise e loses.

I am having serious trouble figuring out what happens here if multiple
gnomes abandon their comrades, and the sub is lost.

-- 
ais523



Re: DIS: Proto-contest: Red November

2009-05-05 Thread Quazie
On Tue, May 5, 2009 at 2:20 PM, Ian Kelly ian.g.ke...@gmail.com wrote:
 9. A gnome's sequence of movement consists of one or more iterations
   of the following steps:

   a. Spend one minute to Open an unblocked hatch attached to the room
      the gnome is in.

   b. If one of the rooms connected by the open hatch is at high
      water, and the other has no water, then water equalizes between
      the two rooms; both become at low water.  If the room that had
      no water was on fire, the fire is extinguished.

What if the room connected by the open hatch is at high water and the
other is at low water?  No change?

Also, how many minutes does each gnome start with?  Is there some
representation of the track?

Can we earn points for any intermediate actions?

Where are the items listed?


Re: DIS: Proto-contest: Red November

2009-05-05 Thread Ian Kelly
On Tue, May 5, 2009 at 12:33 PM, Alex Smith ais...@bham.ac.uk wrote:
 I am having serious trouble figuring out what happens here if multiple
 gnomes abandon their comrades, and the sub is lost.

The phrasing used in the original rules is that a gnome who abandons
has eir winning conditions reversed, which would imply that both
should win.  I'll tidy this up.


Re: DIS: Proto-contest: Red November

2009-05-05 Thread Ian Kelly
On Tue, May 5, 2009 at 12:34 PM, Quazie quazieno...@gmail.com wrote:
 What if the room connected by the open hatch is at high water and the
 other is at low water?  No change?

No change, there's no medium water state.

 Also, how many minutes does each gnome start with?  Is there some
 representation of the track?

46-60 minutes, depending on the number of gnomes.  The board image
linked to in the appendix has the time track running around the edge
of the board.

 Can we earn points for any intermediate actions?

Not currently, but I'll consider adding points for fixing things.

 Where are the items listed?

I'll add an Appendix B with the item descriptions and distribution.

-root


Re: DIS: Proto-contest: Red November

2009-05-05 Thread Benjamin Caplan
Ian Kelly wrote:
 On Tue, May 5, 2009 at 12:34 PM, Quazie quazieno...@gmail.com wrote:
 Also, how many minutes does each gnome start with? �Is there some
 representation of the track?
 
 46-60 minutes, depending on the number of gnomes.  The board image
 linked to in the appendix has the time track running around the edge
 of the board.

It would be good to have this explicit, probably in paragraph 5.

Also, the various time and disaster tracks don't seem to be defined
anywhere. How do those work?



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Re: DIS: Proto-contest: Red November

2009-05-05 Thread Ian Kelly
On Tue, May 5, 2009 at 1:44 PM, Benjamin Caplan
celestialcognit...@gmail.com wrote:
 46-60 minutes, depending on the number of gnomes.  The board image
 linked to in the appendix has the time track running around the edge
 of the board.

 It would be good to have this explicit, probably in paragraph 5.

Okay, I'll add another appendix.

 Also, the various time and disaster tracks don't seem to be defined
 anywhere. How do those work?

Oops.  I'll add explanations of those.  The time track is just a
visualization of time remaining and when events occur, but the
disaster tracks will need more detail.

-root