> 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