Chapter III of the Imperial Ruleset - Interplayer Actions
- (Snubbing - Rule 24b)
Any player may attempt to Snub another player by attracting TIE's
attentions. If the proposal before the attempted Snub has not been
decided upon, then the proposer of that proposal becomes the Snubbee. If
the Snubber's P score is more than the Snubbee's by at least 5, then the
Snubbee's proposal is automatically ignored. If the Snubbee's Popularity
is greater than the Snubber's, then the Snubber's proposal is ignored and
the Snubbee is awarded an A point for the insult. If neither of the
above is the case, then the Snub succeeds if the Proposal snubbed has an
odd number, failing if the Proposal snubbed has an even number. Proposals
that Snubbed others may themselves be Snubbed. Snubbing might be done
blindly, without the player knowing whom they might be snubbing. A
Snubbing costs the Snubber 1 P point.
- (Support - Rule 53)
A player may declare himself to be a Supporter of another
player's next proposal(without actually knowing what that proposal is).
Should the proposal be Accepted, the Supported player gains a bonus +1A
in addition to his normal award. Should the proposal be Rejected, the
Supported player doesn't receive the normal 1B, this goes instead to the
Supporter. In any case, the Supporter gains +1P for this generous act.
This only lasts for 1 Proposal, and a player can only Support one other
player at a time.
- (Time Restrictions on Support - Rule 54)
Once one player has Supported another, they may not Support each other
again until one player has Supported or been Supported by a third player.
- (Duels - Rule 56)
A player with positive P points may challenge another player with positive
P points to a duel. If the challenged player rejects the duel, they lose
1 P point to the challenger. Otherwise, both players have 2d6 rolled for
them, and added to their number of S points. The winner can either take
away one point from the loser and add it to their own, or give the loser
one of their points. Points that cannot be exchanged in this way are
attribute points. Attribute Points are P points and S points. The
winner of a duel also gains 1 S point.
- ('Eeeper Attacks - Rule 58)
Creepers, Weepers and Leapers will Attack anyone who is in their
Location(i.e. the Eastern Mountainous Mountains) when they make a
Proposal. If the last digit of the proposal number is 1,2,3,4, a Creeper
attacks; on 5,6,7 a Weeper attacks; and on 8,9,0 a Leaper attacks. If the
player is a Hero, they will defeat the beast and get one G point(for wood
of the Glumba tree). Otherwise, they get the G point anyway, but lose 1A
for a Creeper, 2A for a Weeper, and 3A for a Leaper attack. There is a 1
in 30 chance that the creature is none of these, but is in fact a Sleeper
which removes all A points from a player's score. 'eepers have as many
S points as they can remove A points.
- (Shields for 'Eeepers - Rule 67)
A player may buy a shield by spending a C, E, L or S point. Only one
shield may be carried at once, but a C shield protects against Creeper
attacks, an L shield against Leapers, an S shield against Sleepers, and
an E shield against Weepers, so that the player is not hurt by the
creatures' attacks.
- (Weaponry - Rule 88)
A member of any race may convert 1 G point to a weapon (K point).
Sandgropers produce Krossbows, Sapsuckers Blowpipes and Croweaters
Boomerangs. When attacked by a Wild Animal (to include 'eepers), a player
possessing a K point, even if not a Hero, has a chance to defeat the
Animal. See Rule 145 for further details on the method of duel.
If the player kills the Animal, they also
gain the Pelt of the Animal and furthermore for Hunting skill
gain one H point, up to a maximum of 2.
- (Political Parties - Rule 108)
A player who has previously had a proposal accepted may
start a Political Party. The founding player must give the Party a
Party Name and a Party Platform (a statement of the Party's goals)
which are both public knowledge. Any player may join a Political Party
by declaring to THS that they are joining. A member of a Political Party
cannot make a Proposal which violates or opposes the Party Platform.
Political Parties may accumulate positive and/or negative P (popularity)
points just like players; a Political Party gains a P point any time a
party member has a Proposal accepted and loses a P point any time a
party member has a Proposal rejected. When a Political Party's P total
reaches or exceeds +5P, all of the Party's P points are divided equally
(rounding up) among members of the Party, and the Party's P total is
reset to 0. No player may be a member of multiple parties at once.
- (Cliques - Rule 110)
Players can form Cliques of three players each as long
as each player has a positive P-Count and their total P-Count is
at least 5. If at any point a Clique fails to have meet these
requirements, the Clique will be disbanded.
When one member of a Clique votes on a proposal or appeal or any
other sort of vote, his vote also stands for the rest of the Clique.
Therefore, a Clique member voting to accept a proposal will set forth
three votes for that proposal and bar the other members from voting
on it later. A Clique member voting on a Board of Appeal also votes
three times, even if the other Clique members aren't on the Board!
Clique members _can_ vote on the Popularity of proposals made by other
members. The extra vote they carry for the proposer is disregarded.
Members of Cliques can attempt to Snub with their combined Popularity.
When attempting to Snub, no Clique member loses any P Points, since
Snubbing is a Cliquish thing to do. However if a Clique Snubs one of
its own members, the Clique is disbanded.
Clique members cannot be members of Political Parties.
When an entire Clique is present at a party, only they receive any
Jollity. If a second Clique tries to assemble at a Party, presence
of the first Clique will keep the third member of any other Clique
from attending. No player may be a member of multiple cliques at once.
- (Restrictions on Clique Members - Rule 126)
A member of a clique cannot support, or be supported by, anyone
apart from the other members of the clique. If they all agree, the members
of a clique may arrange with THS a system such that they automatically
support each others' proposals. If members of a clique duel with each other,
the clique is disbanded immediately. Finally, each clique has a nickname,
usually obscure and rarely complimentary. As soon as a clique forms, the
first non-member to suggest a nickname receives an A point, unless TIE thinks
the name is unacceptable, in which case a B point is awarded and the next
player's suggestion is considered.
- (Duel Location Limit - Rule 129)
Duels may only take place when the challenged
player is in the same Location as the challenger. If the challenged
player is not in the same Location, he can simply ignore the challenge.
If the challenged player should then move from the Location, he will be
taken as having declined the challenge.
- (Duel Limits - Rule 132)
No player may have more than one unanswered duel challenge at any time.
- (Multiple Duel Delay - Rule 134)
Should a duel be rejected by the challenged party, then
another challenge between the same parties may not be issued for a period of
one day and one night (40 proposals).
- (Clarification of Villainy and Ambushing - Rule 141)
Firstly, Wild Animals and Eepers always Ambush to attack.
Secondly, Villains should always be able to be
challenged by Heroes if they are in the same location despite the fact
that they don't have any P points. Thirdly, in non-combat situations the
-H of Evil players may be treated as if they were H points at that
player's discretion; while a Hero may influence people by commanding
respect, a Villain may influence them by commanding fear.
- (Clarification of Duels - Rule 145)
A being may attack another in one of two ways, by accepted Duel or by Ambush.
A being may only attack another while in the same location.
First consider special rules for each antagonist (Villains and Demons ignore H
points, Weapons and Shields are not used in duels, Possession of Demon King's
Sceptre gives +5 bonus and 'eeper attacks are useless against certain shields).
Each antagonist then has 2 six sided dice rolled for them by THS and S points,
H points and the +2 bonus for weapon (K point) are totalled and added to the
dice result. The winner and loser sufferring the consequences as detailed in
the individual rules. Only players may be Heroes.
- (Practical Joking - Rule 149)
A player may spend JOKE in order to play a Practical Joke on
another player in the same Location. The Joker must submit to TIE,
publicly, a description of the intended Practical Joke. TIE according to
his great wisdom and sense of humour will judge the outcome of the Joke.
If TIE deems the joke to be sufficiently amusing, it will be Accepted,
the consequences of this being: All A and J points of the Victim are
transferred to the joker and the joker shall gain +5P, +1E and -1H. If
TIE disapproves of the joke, it will be deemed to have failed in some
way. The Joker gains +1E -5P -1H for this and loses all their J points.
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