This document last updated at: 8:16:15am November 20, 1997
Action Type |
Player |
Action |
51. Declaration / Proposal |
Anarchy |
I join the voodoo priesthood. Title: Return of the Brain Stealers
Accepted. It's about time I had a way of sorting through, even if this is going to make things cumbersome at the end. |
52. Turns / Proposal |
Dan Sanderson |
1. I build The Imperial Indoor Pool, left of Room 15. Sorry, Dan, you can't do that - the generator gets in the way. 2. I plumb it (install a Kitchen Sink). 3. I move to Room 24. 4. I move to the Bat Room. Title: Dance, Humans, Dance! Accepted. |
53. Proposal |
Dan Sanderson |
Title: Lounge, Humans, Lounge! Room 15 is The Imperial Lounge, the main place where drinks were once served. It is plumbed for water (has a Kitchen Sink) and has many bottles that, strangely, could easily contain brain, or even support the livestyle of a goldfish. It is, however, not wired for sound, as it never had the right accoustics. This serves as one of the few publicly owned plumbed areas. Accepted. Sorry I ran out of witty comments this morning L . |
54. Proposal |
Dan Sanderson |
Title: It's Brain Food Room 1 is the Imperial Fish House, where there exists an unlimited supply of Herring. Each Player can hold up to one Herring at a time. To obtain a Herring, the Player must visit Room 1, then use a turn to pick up a Herring. Accepted. This one is just too silly to be rejected and maintain the spirit of the game. |
55. Proposal |
Tivol |
I'd like to become a Voodoo Priest. As a Voodoo Priest, I would like to force Anarchy to move north. I'd like to build House of Blues south of the Hall of Mirrors; it that's impossible, I'd like to build it south of the Blue Room. I'd like both of my rooms to have carpeting. Title: Two's Company, Three's a Crowd The wriggling mass of a zombie^2 keeps tugging at itself, ashamed to be such a monstrous thing, but its own body parts are too far apart to give it the leverage needed to rip itself to shreds. If any more zombies merge with a zombie^2, however, forming a zombie^3 or one of higher order, the arms and legs and heads will be packed densely enough to allow the blob to start destroying itself, turning extra limbs into small puddles of goo. Eventually, a mass zombie pile will be able to reduce itself to a zombie^2, but without more help, that's as low as it can get. Rejected. AFAIK, zombies are an exact sequence - you can't go beyond more than two elements without ending up at a zero. |
56. Proposal |
Tivol |
Title: Zombie Mosh Pit Zombies' tastes in music make it hard to tell if they're dancing or if they're fighting. When a dancing zombie or a mad zombie sees a wriggling zombie^2 in its room, it will be enticed to start jumping on and throwing punches at the zombie^2. The zombie^2, not happy at being wrestled with crowd-surfed upon, will start pulling and punching the thrashing zombie. When all is said and done, the two masses will merge to form a zombie^3. Rejected. Given that I have rejected P55 already, I have little choice here. |
57. Proposal |
Tivol |
Title: Zombie Love If a zombie has at least one viable shoulder and finds itself in a room with another zombie and with an opaque bottle, it will attempt to win that other zombie's love with a game of Spin the Bottle. The zombie will reach down and spin the bottle on the floor, and it will wind up pointing at one of the other humanoids in the room, selected at random. If the bottle points at another zombie, the two shall immediately embrace and form a zombie^2. If the bottle points at a human, the zombie will feel heartbroken and immediately become a Mad Zombie. If the bottle points at any other sort of body in the room, the zombie will try to forget its troubles by imbibing the contents of the bottle and then breaking it on the ground. Accepted. I just hope we don't get too many games of this at the moment. |
58. Actions / Proposal |
Dan Sanderson |
Dan builds the Imperial Indoor Pool, right of Room 15, and installs a Kitchen Sink. I swing the bat chained to the post in the Bat Room at Zombie 3: <SCHWACK!>. Its right shoulder is now dislocated permanently. 4. Just for fun, I install Shocking Linoleum in the Zombie Lounge. Okay, but it doesn't shock anyone yet - only when something enters or leaves the room. Title: Winners Have Brains. A player cannot be declared The Exhaulted Winner if e does not have eir own (original) Human Brain is eir head. Rejected. Currently people are rated better if they have someone else's brain, rather than their own (Don't ask me why). It would be inappropriate at this stage to deny such people victory. Besides, you mipslet Exulted. |
59. Proposal |
Dan Sanderson |
Title: My Favorite Things All game objects that have a location on the map fall into one of two categories: Animate and Inanimate.
Rejected on two grounds. One, if this is clarification, why the hell does it appear longer than the ruleset J . Two, if this is clarification, why does it need to be codified in the ruleset? I'm quite happy with my interpretations so far. If we need clarifications, I'm also of the opinion that they should be a little less broad than this. |
60. Proposal |
Dan Sanderson |
Title: Keep Brains Moist!
Accepted. This is about as much complexity as I can handle at 8 in the morning J . |
61. Proposal |
James Blonde |
Title: Bring that win condition one step closer. If a room contains everything but the kitchen sink (i.e. contains shocking linoleum, is wired for sound, and contains a zombie) the player loses all these and gains an empty gold fish bowl. (It still needs to be filled with water). Rejected. That seems like an awful lot of trouble when it turns out that the decanters in the Imperial Lounge look an awful lot like goldfish bowls. |
62. Proposal |
Anarchy |
Title: Carpet Colour Chaos
Rejected. How would I keep track of ownership colours and carpet colours simultaneously? Besides, this colouring method leaves the Throne Room without any protection! We couldn't have that now, could we? |
63. Proposal |
Anarchy |
Title: Increasing Playability Modify the rules on allocation of Turns as follows: All players who have made at least one accepted Proposal in the game may make exactly three Turns per TICK. A player may only build her Nth room after having made 4N-3 accepted proposals. Players may move around at any time, unlike other Creatures who are restricted to moving every TICK. Accepted, but not made retrospective. We'll see how it goes from the tick starting Thursday. |
64. Proposal |
Anarchy |
Title: ***Zap!*** Accepted, although I have visions of the famous Dr. Marvin Monroe scene in the Simpsons. |
65. Proposal |
Tivol |
Title: "All For One and One For All" My Foot Out of the many proposals a player may make in one day, if TIE feels that some follow too closely on the heels of others in terms of Theme or effects on the ruleset, TIE may ignore such proposals. Accepted. Gee, I wonder why you thought of this one? |
66. Proposal |
Tivol |
Title: Say Hi To Peter Jackson For Me The power of the Blender is often far too exciting for any zombie; few manage to restrain themselves. A zombie with a blender in a room with electricity will start shredding all sorts of things: regardless of whether or not its arms work, the zombie will destroy all loose brains on the floor and all inanimate, brainless bodies; if the zombie has two functional shoulders, it will also start destroying brainless zombies and any brains held by bodies; and if the zombie has two functional shoulders and is also mad, it will start shredding fully-functional bodies with brains intact, just out of spite. A zombie on a blender-totin' splatter spree can shred three things a day, chosen at random if too many objects are present in the room. Rejected. My palace guards would have any such zombie forcibly blown to bits should such an event happen. Their loyalty is without question! The loyalty of the players, however... |
67. Proposal |
Tivol |
Title: Roamin' Vampires When it's time for a vampire to move, he will carefully consider all the paths from its current location to The Crypt and to The Batroom, the two favorite places of vampires. (If the vampire is currently in one of those rooms, he will only consider paths to the other one.) All paths that lead through the Hall of Mirrors will be thrown out, since vampires hate that room; similarly, since vampires can't cross running water, any paths that go through rooms with sinks will be disregarded. Out of the remaining paths, the vampire will randomly pick one from among the shortest, and travel one room along that path. Should a vampire ever be out of places to travel, he will disintegrate into a pile of dust. Accepted. When are we going to get some vampires? |
68. Proposal |
Dan Sanderson |
Title: I want my Zombie^2! Rejected. This would create all sorts of nasty precedents for Shocking Linoleum without creating a consistent method of dealing with it - besides, something that dangerous shouldn't malfunction - it could repeatedly shock someone, couldn't it? |
69. Proposal |
Dan Sanderson |
Title: The Imperial Elevator Room However, being an elevator and an elevator waiting area, Room 18 (The Imperial Elevator Room) is wired for sound. Accepted. Anyone for a muzak version of PUSA? |
70. Proposal |
Dan Sanderson |
Title: The Source of Power The Empire never bothered to shell out money for a kingdom-wide power system with a hydroelectric dam. As such, all electricity to the rest of the kingdom is imported, and at great cost. Water, however, flows freely from the hills. To dodge the cost of imported electricity, the Generator was installed, converting flowing water to electricity for use throughout the castle. As such, the Generator Room is plumbed for water (has a Kitchen Sink). If water supply to the castle is halted for any reason for a period of time, electricity will be halted for that period of time, delayed one tick. Accepted. I just hope no-one works out how to get outside the castle and stop the water getting in J |
71. Proposal |
Anarchy |
Proposal: Wait In Line Again Reinstate the original Automatic Queueing System rule. Having only three players making 90% of the proposals is too much. Also it forces people to think about what they really want to see. Accepted. Admittedly the top 3 players have only made 70% of the proposals since the change was made, but I admit that it was really a test to see how the game (and my updates) coped with a lot of work. I believe the time has come to quieten down again. |
72. Proposal |
Grimace |
Title : Population control Accepted. This should make dealing with the critters that much easier. |
73. Proposal |
Tivol |
Title: Anger Therapy Any Mad Zombie who enters Sethus's Mad Lab will immediate be sated and become a non-Mad, standard Zombie. Accepted. This would be a great way to reduce the insanity level around here, of great relief to us all no doubt. |
74. Proposal |
Tivol |
Title: Magic Flying Zombies! There's a whole lot of traffic of monsters along the eastern wall of the palace, what with most zombies leaving the Crypt facing south and with vampires' favorite places creating a potentially frequently travelled path. To keep his room safe, a young inventor tried to create a method of evicting zombies, but didn't quite finish before being dismembered. Accepted. The zombies were starting to take over the right wing in their numbers, moving them around should enable us to start fighting back. Fling! The Catapult immediately goes into effect! |
75. Proposal |
Tivol |
Title: Count von Eins Bis Zehn News Flash: Count von Eins Bis Zehn, a powerful vampire, has recently been located in the House of Blues! Look out! Accepted. I must admit I did always wonder what the Count from Sesame Street was properly called. |
76. Proclamation / Explanation |
TIE |
To fix up all the questions about Turns, I am amending the ruleset so that each player receives three turns per TICK, which are not storable. |
77. Proposal |
Dan Sanderson |
Title: Disco TIE Likes Disco Music What good is a sound system if it's not wired into your office? Clearly this must be just an oversight. I propose that the Throne Room be wired for sound, to give the appropriate groove to your day to day Imperial Duties. Rejected. Sorry Dan, you picked the wrong TIE. I can't concentrate on my work when there's noticeable music in the background. |
78. Proposal / Actions |
Anarchy |
(Anarchy was supposed to have moved to the Dance Hall yesterday - he's done that now). Title: Controlling the Violence A player hit once during a TICK with a Baseball Bat drops anything he is carrying at the time. A player hit twice is Knocked Out and taken to the Surgery. Accepted. Nice touch with the self-attack JAt this point, Zombie 3 turns to the right, and is immediately given a tremendous WHACK by Dan! Uh oh, Mad Zombie! Fortunately Dan's there when it becomes Mad, so it completely ignores him. |
79. Proposal / Action |
Grimace |
Grimace moves east twice, and becomes a Voodoo Priest. Title : Eine Kleine LiftMuzak. The Imperial Composer has finally finished drafting off some arrangements of TIE's favourite pieces for a thumped tub orchestra. Every 2 TICKs, the tune being played over the sound system shall change to another from the list detailed below. The tune shall be chosen randomly with equiprobability assigned to each tune. The special effects assigned to tunes must be adhered to in all rooms wired for sound. They override effects detailed by other rules, such as song 2 taking precedence over the usual zombie dancing procedure.
Accepted. Let's see what tune comes up first (roll, roll): Ah, here we are: Cage it is. |
80. Proposal |
Tivol |
Title: That Stings! All the open cuts a zombie has on its body often get in the way when it tries to drink lime juice. A zombie drinking lime juice will yelp in pain, drop all its objects, and move one step forwards along the dislocated-shoulder-cycle. Rejected. I think zombies are complicated enough as they are at the moment - perhaps we should work on other parts of the rules? |
81. Proposal |
Dan Sanderson |
Title: The Glorious Spinning Room Accepted. Sounds more like the Imperial Disco to me. |
82. Proposal |
Anarchy |
Anarchy moves south to Twisted Tower, charges up his Prod and move north again to the dance hall. Title: Accelerated Zombies Accepted. This should lead to some roaming zombie hordes pretty quickly, but note that for simplicity this won't start working until we have the next TICK (at which point about half of the Zombies will lumber into action). |
83. Proposal |
Tivol |
Tivol moves West, West, North. Title: Break Time TIE will take a week off collecting all his papers and righting the furniture, and during such time, no players may submit proposals. However, players will gain an extra two Turns per Tick because they don't need to be deep in thought about rule changes. (*): It should be noted that some players would disrupt the Throne Room not out of spite, but in order to allow players to move swiftly through the Palace in order to win and end the game quickly. Accepted. I will probably rue this act, but nonetheless I approve this proposal. |
84. Proposal / Actions |
Dan Sanderson |
Dan attempts to charge his prod and zap Zombie 3. Unfortunately for Dan, Mr. Unowned spots him trying to steal electricity and prevents the transfer (you have to be in a room you own to charge your Prod). Title: Cage Just Isn't Dancable Accepted. Yes, the muzak version of Cage sounds remarkably like going up and down in an elevator. |
85. Proposal |
Tivol |
Title: Ninety-Nine Bottles of Lime Juice on the Wall Johnny Bottleseed is standing in the Imperial Lounge, facing west, and he's about to embark on a trip. Johnny, being a robot programmed to act as if he were frightened, follows the following set of rules: to MOVE: if i can move forward, then i will move forward; otherwise i will turn left and then MOVE. to BE_SCARED(*n*): i will turn right, MOVE once, turn left, and MOVE *n* times. To DROP: if the last two bottles i dropped were lime juice and I didn't have to BE_SCARED since the last time i dropped a bottle, then i will drop a bottle or rum; otherwise i will drop a bottle of lime juice. next, i will increment my ROOM_COUNTER by one. When i enter a room: i will count the total number of humans, vampires, zombies, and loose brains in the room and call that number *n*, and i will then BE_SCARED(*n*). When i am given the command to start: i will set ROOM_COUNTER to one. i will then keep doing "MOVE ROOM_COUNTER times and then DROP" until ROOM_COUNTER is greater than fifteen. Johnny will be created and given the command to start as soon as this proposal is accepted. Rejected. It looks fun, but this would just be hell to implement! |
86. Proposal |
Pabrowil |
Title: Moving and Thinking Unless a player either cannot submit a proposal this TICK, or has already submitted a proposal for this TICK then that player may not use a turn except to pass. Rejected. The whole point of the Anarchy Turn Reforms was to break the nexus between proposals and turns. This would just bring it back in a weaker form. |
87. Proposal / Actions |
Dan Sanderson |
Dan moves north. Title: 'Wired' Implies Power Rejected. Why do we have to be so reliant on real-world physics? I like the idea of sound without electricity - it's just silly enough without being completely bonkers. |
88. Proposal |
James Blonde |
Title: Nice juicy porterhouse stake A player holding both a baseball and an axe can spend one turn sharpening the baseball bat into a wooden stake. If a player with a stake is in the same room as a vampire, they may stab the vampire with the wooden stake. This causes the vampire to disintegrate into a pile of dust. Accepted. We now have a way of ridding ourselves of Count Eins bis Zehn. The Odd Zombies are on the march! |
89. Proposal |
Tivol |
Title: Oh, Just Put Those Bottles Anywhere, Then. As players cry out of bottle distribution, THS still fears random numbers. There must be a better way, he thinks, a way that rewards clever players who can find the pattern but that doesn't make it trivial or utterly hopeless to try to discover the contents of the bottles. Suddenly, an idea hits him, one that he hopes he can sneak past TIE before TIE decides to distribute the bottles randomly: When it's time to place bottles around the Palace, THS will behave as follows: THS will move through the rooms placing bottles, moving through them in the order in which they were created. (The first twenty-five rooms were built in numerical order.) To begin, THS will ask TIE which proposal he likes the best, and that proposal will start off THS's busy day. THS will count the number of words in TIE's comment on that proposal, divide by three, and look at the remainder. If the remainder is zero, TIE places a bottle of rum in the room; if the remainder is one, TIE places a bottle of lime juice. If TIE's comment doesn't include a smiley character, THS will move on to the next proposal (wrapping around to the beginning if neccessary) and the next room; otherwise, THS will still move on to the next proposal but stay in the same room to place one more bottle before moving on (unless, of course, that next proposal also had a WingDing character). THS will continue until he runs out of rooms to visit. Accepted. I may as well do something about it now. THS's favourite prop is The One and Only Cliff Richard Reference. Note - I may not do this immediately, but it takes effect immediately. (Also note this changes the game state but not the rules). |
90. Proposal / Actions |
Murphy |
I build The Bat Cave, east of The Bat Room. Title: From Dusk Till Dawn Accepted. I'll just check with my lawyers on this one... Ah, what the hell. |
91. Actions |
Dan Sanderson |
Turns for this Tick: 1. I pick up the bottle of rum in room 20. 2. I already know it's Rum, so I dump the contents on the floor. 3. I wire the Imperial Indoor Pool for electricity (lights for night swimming :). |
92. Point of Order (Yay!) |
Anarchy |
Point of order: Rule 19 specifies that the contents of a bottle can only be determined by drinking the whole thing. This clause probably ought to be removed now. Comment: Darn Tootin'. Done. |
93. Actions / Proposal |
Anarchy |
Moves: Pick up bottle, drink contents (this identifies it and gives me an empty bottle, so I can fill it, right?) install a kitchen sink in Twisted Tower. Title: How to get those brains into bowls Zombies have an instinct to preserve valuable brains. Therefore, if a zombie is holding a brain in its hands and already has one installed in its head it will deposit it into the first water-filled Goldfish Bowl shown to it by a player (this takes a Turn). Each Bowl may only contain one brain. A computer brain mistreated in this way short-circuits, destroying the brain and giving the zombie an electrical shock. Accepted. We do need some way to get the brains moving, and this certainly looks like it. |
94. Actions / Proposal |
Grimace |
Error: Grimace is in the Imperial Lounge. Now fixed. 1. I'm going to pick a bottle up. 2. I'm going to throw the contents of said bottle down my neck. Tasty. 3. All well and good, I'm going to fill the bottle with cold water. Title : All hail! All players shall submit a Hailing with any proposals ey make. A Hailing is in the form : "Hail, great Emperor, <praise>". Praise is acceped or rejected via TIE's best judgement. A proposal is considered illegal if it fails to Hail. An example follows : "Hail, great Emperor, whose nostrils shine like silver kippers in the sunlight". Rejected. Back in the Old Days of Imperial (TM), there were a number of required praise games - personally as Emperor I don't feel I need any ego stroking . |
95. Actions / Proposal |
Tivol |
Move North, move East, build Blue Lagoon north of Room 4. Title: Vampires Move Twice Each Tick. Vampires move twice each Tick. Accepted. Small, dark blue, different. |
95a. Zombies! |
12:00m |
Even Zombies are on the March! There's a lot of spinning bottles, and a lot of merging - we now have 5 zombie^2s. Count Eins bis Zehn also goes for a walk. |
96. Proposal / Actions |
Anarchy |
Anarchy moves south, fills his bowl, then moves north. Title: Inventory Clarification Rejected. I'm from the LucasArts school of unlimited inventory (let's just fit that timberwolf into my ordinary pants pocket here :-)). |
97. Proposal |
Tivol |
Title: Rugburn! Accepted. It seems that this is the only way we're going to get some shocks. |
98. Proposal / Actions |
Dan Sanderson |
Dan moves Up, then Left, the fills a bowl with water. Title: Vampiric Silence Vampires hate music. If a vampire enters a room wired for sound, and any song other than Cage's 4'33" is playing, e will become a Mad Vampire. If a Mad Vampire is ever in the same room with a Zombie, the Mad Vampire will tear the Zombie to shreds, leaving the brain from the Zombie's head (if any) and whatever the Zombie was carrying on the floor. If there is more than one Zombie in the room, the Vampire will choose one at random with equal probability. If there is no music playing (or Cage is playing) in the room, the Vampire will cease to be Mad after the shredding. Mad Vampires are still too polite to shred human bodies (thank goodness), and are too weak to shred Zombie^2s. Note that a shredded Zombie ceases to be a Zombie, and the Zombie count is reduced by one (allowing for one to be created in eir place). ["There are now fourteen Zombies! Ah, Ah, Ah..."] Accepted by sheer weight of madness. |
99. Actions |
Tivol |
Grab bottle, move south, rip carpet. |
100. Actions |
Grimace |
Move east into the Imperial Pool (after orienting emself), and submit plans for a new building, Cloud 9. |
Index | Initial Rules | Rules | P001-050 | P051-100 | P101+ | Scores | Submit
This page by Duncan Richer, dcr24@cam.ac.uk