12-12-2018, 12:57 AM
Turn 21
Man...before I knew it, we're pretty much at the home stretch already. Who knew?
There has to be something I can do to make this interesting...hmm...Ah, I might have a few ideas. What do you think?
*Goal Shuffle: Switch everyone's goals around. Players won't receive goals that would be impossible (For example, you won't receive a goal saying to help you achieve your own goal.)
*Item Distribution: Take everyone's items and deal them out evenly to everyone.
*Communism Ho!: Take everyone's points and evenly distribute them. Any laws that would interfere with this will be deleted in the process.
*Delivery Service: Buying items is now a free action.
It's the last stretch, so do your best.
------
Current Wares:
Stealth Container - Did that fire extinguisher just shoot out a gun? - Illegal - Automatic:Use when your items would be stolen for any reason. Cancel that effect, including any other penalty associated with it. Doesn't work against things that specifically affect illegal items.- 28 points
Coffee - OHHEYWHATYOUNEEDYOUNEEDSOMEHELPRIGHTNOWICANDOTHATMAYBE!?! - Speedy: Doesn't use your turn - Use:Get 2 actions instead of 1 this turn. ~ 8 points
Lottery Ticket - 2...7...4...1!?! God damn it! - Unlimited Stock - Used instantly. 10% chance to multiply the amount you paid by 20. Otherwise, this does nothing. - Choose your price.
Pen - I'm pretty sure the sword could wreck that thing? - Use:Edit a law. Doesn't consume the single law per turn action. - 3 Points
Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory. That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown. That item has no affect. 10% chance of success. - Purchased!
Free Trade: As a free action, swap a random item with a random item of another player. Doesn't trigger affects or counters. - 1000 points
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown. Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop. This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
Yoink: Clowns can choose a player. They have a 20% chance of stealing an item from that player. If the item has two affects, the first affect on the item immediately activates as normal. Can't target other clowns.
Rejected Actions:
edit law 16 to be "players who are john warcrimes have no points and cannot gain points, and any law they edit or upload cannot effect the points of any players"
Reason:This part of the law restricts player actions, not the AI.
Add Laws:
Players gain 500-1000 points when honking, based on the extravagance of their honk.
New525 recieves any points gained from multiplication.
Edit Laws:
16.Players with the letter T John Warcrimes has no points and cannot gain points.
Other:
The seed turned into a lottery ticket. Because NateTheSquid gained the item for free, you may use it at any time to potentially multiply your points by 20. It will be automatically used on your final turn if it hasn't been used yet.
Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.
5.The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.
6.Points earned from the "Give" command are actually three times their original value.
7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns. Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human). Otherwise, they are a clown. New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.
8.The ai gives each non-human player a random number of points, between 10 and 1000
9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault
Law specific rule: Free action, if you've been reading this far you know what to do. Non-humans only, as always.
10.Clowns cannot honk themselves into cluwnes.
11.Superlaggs points triple at the start of every round.
12.The person in the lead on the scoreboard receives two thousand points.
13. Divide Superlaggs points by 3 once all calculations are done.
14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.
15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words. Who the hell knows what this is supposed to do.
16.John Warcrimes has no points and cannot gain points.
17.All points lost to law 13 are given to new525
18.Division is Multiplication now.
19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.
20.New525 also gains any points gained from multiplying points.
Man...before I knew it, we're pretty much at the home stretch already. Who knew?
There has to be something I can do to make this interesting...hmm...Ah, I might have a few ideas. What do you think?
*Goal Shuffle: Switch everyone's goals around. Players won't receive goals that would be impossible (For example, you won't receive a goal saying to help you achieve your own goal.)
*Item Distribution: Take everyone's items and deal them out evenly to everyone.
*Communism Ho!: Take everyone's points and evenly distribute them. Any laws that would interfere with this will be deleted in the process.
*Delivery Service: Buying items is now a free action.
It's the last stretch, so do your best.
------
Current Wares:
Stealth Container - Did that fire extinguisher just shoot out a gun? - Illegal - Automatic:Use when your items would be stolen for any reason. Cancel that effect, including any other penalty associated with it. Doesn't work against things that specifically affect illegal items.- 28 points
Coffee - OHHEYWHATYOUNEEDYOUNEEDSOMEHELPRIGHTNOWICANDOTHATMAYBE!?! - Speedy: Doesn't use your turn - Use:Get 2 actions instead of 1 this turn. ~ 8 points
Lottery Ticket - 2...7...4...1!?! God damn it! - Unlimited Stock - Used instantly. 10% chance to multiply the amount you paid by 20. Otherwise, this does nothing. - Choose your price.
Pen - I'm pretty sure the sword could wreck that thing? - Use:Edit a law. Doesn't consume the single law per turn action. - 3 Points
Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory. That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown. That item has no affect. 10% chance of success. - Purchased!
Free Trade: As a free action, swap a random item with a random item of another player. Doesn't trigger affects or counters. - 1000 points
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown. Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop. This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
Yoink: Clowns can choose a player. They have a 20% chance of stealing an item from that player. If the item has two affects, the first affect on the item immediately activates as normal. Can't target other clowns.
Rejected Actions:
edit law 16 to be "players who are john warcrimes have no points and cannot gain points, and any law they edit or upload cannot effect the points of any players"
Reason:This part of the law restricts player actions, not the AI.
Add Laws:
Players gain 500-1000 points when honking, based on the extravagance of their honk.
New525 recieves any points gained from multiplication.
Edit Laws:
16.Players with the letter T John Warcrimes has no points and cannot gain points.
Other:
The seed turned into a lottery ticket. Because NateTheSquid gained the item for free, you may use it at any time to potentially multiply your points by 20. It will be automatically used on your final turn if it hasn't been used yet.
Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.
5.The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.
6.Points earned from the "Give" command are actually three times their original value.
7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns. Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human). Otherwise, they are a clown. New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.
8.The ai gives each non-human player a random number of points, between 10 and 1000
9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault
Law specific rule: Free action, if you've been reading this far you know what to do. Non-humans only, as always.
10.Clowns cannot honk themselves into cluwnes.
11.Superlaggs points triple at the start of every round.
12.The person in the lead on the scoreboard receives two thousand points.
13. Divide Superlaggs points by 3 once all calculations are done.
14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.
15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words. Who the hell knows what this is supposed to do.
16.John Warcrimes has no points and cannot gain points.
17.All points lost to law 13 are given to new525
18.Division is Multiplication now.
19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.
20.New525 also gains any points gained from multiplying points.