Craig Daniel on Wed, 27 May 2009 00:46:26 -0700 (MST)


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[s-b] An Immodest Proposal


/* The following proposal/PoO (depending on the current ruleset)
merges the essential elements of the current Agoran rules with the
essential elements of the probably-current B Nomic rules; the intent
is to create a game that is recognizably B but with some of the
stability of Agora. In general, rules numbering less than 100 are
inessential B Nomic rules (with the exception of the very essential
Rule 0), rules numbered 101-200 are significant Agoran rules, rules
numbered 201-300 are essential B Nomic rules, and rules numbered 301
or higher are either new rules introduced to help fuse the two
rulesets or rules that fused corresponding rules out of both old
rulesets. This strips us of contract law and gameplay, both of which
ought to be reinserted either by non-emergent means or by subsequent
Points of Order. */

I submit the following as a PoO and a Proposal: {{
Set the ruleset to the set of the following rules:
{
Rule 2e000/0 (Power=4)
In Case of Emergency (Essential)

This rule takes precedence over all other Rules.

Each Player has a Mental State, which is exactly one of Calm,
Trusting, or Paranoid. As a message to the Public Forum, or any Forum
previously Public in the past real month, a Player CAN set his Mental
State by stating that he does so, and specifying the new Mental State.
No other Rule CAN alter a Player's Mental State, nor CAN any other
Rule restrict or prevent a Player from altering his Mental State when
the Player performs this action to modify it.

There is an Unrest Threshold which is the greater of one-third of all
Active Players, or the sum of one-third of all Active Players plus the
number of Active Players with a Trusting Mental State. If at any time,
the number of Players with a Paranoid Mental State equals or exceeds
the Unrest Threshold, B Nomic enters a State of Unrest. If at any
time, the number of Players with a Paranoid Mental State is less than
the Unrest Threshold, B Nomic exits the State of Unrest.

When B Nomic enters a State of Unrest, game time is halted. Except for
those specified in this rule, whatever means used in the game of B
Nomic to track time are stopped as of the beginning of the State of
Unrest, and CANNOT be restarted until B Nomic leaves a State of Unrest
by a means specified in this rule. Pending events and deadlines
relative to game time are postponed until game time resumes. Pending
events and deadlines with absolute dates and times do not occur.

Time in the State of Unrest is tracked using absolute days, which run
from 00:00:00 UTC, to 23:59:59 UTC.

Upon entering a State of Unrest, any Player CAN, and the Ministry of
Ministries SHALL, issue a Call To Order to a Public Forum. The first
Player to do so becomes the Chairman for the duration of the State of
Unrest. If no Public Forum is available, or the Public Forum becomes
unavailable for an extended length of time, the Chairman CAN designate
an alternate, provided each Player is notified at their last known
email address of the location and means to communicate through, the
alternate forum. The alternate forum becomes the Public Forum for the
Duration of the Unrest, and is subject to the above accessibility
requirement.

Each Player CAN, beginning with the start of the first absolute day
after the Call To Order reaches the Public Forum, and ending at the
start of the third absolute day after the Call To Order reaches the
Public Forum, submit any number of Points of Order which are documents
detailing a single change to the Rules or Game State of B. A Point of
Order CAN declare that it is Dependent on or Contradictory to a
previously submitted, but not yet discarded or selected Point of
Order.

Each Player CAN submit a single vote on each Point of Order which can
be exactly one of Yea or Nay, up until the end of the first absolute
day after the Point of Order reaches the Public Forum. If, after the
first absolute day from its reaching the Public Forum, a Point of
Order has more Yea votes than Nay votes, it is said to be Selected,
otherwise it is discarded. If a selected Point of Order is Dependent
on a discarded Point of Order, it to is discarded. If a selected Point
of Order is Contradictory to another selected Point of Order, the
Point of Order with the greater ratio of Yea votes to Nay votes is
selected; in the event of a tie, they are both discarded.

After four absolute days have passed since the Call To Order reached
the Public Forum, the Chairman SHALL gather all Selected Points of
Order, and if necessary implement the changes therein, and is capable
of doing so. Once all of the changes have been implemented, all
Players become Calm, and game time MAY resume.
}
{
Rule 2e001/0 (Power=1)
The Game of B Nomic

The only true name for this game is B Nomic, though it may also be
referred to as "The Canada of Nomics." The official motto of B Nomic
is "B Nomic: It's Better Than Sex."
}
{
Rule 2e002/0 (Power=1)
The History of B Nomic

The First Era of B Nomic is the time starting with the creation of the
game (approx. 5 Dec 2001, prompted by a five-month lull in A Nomic)
and ending immediately before the start of the Second Era of B Nomic;
this era includes the False Second through False Fifth eras.

The False Second Era of B Nomic is the time starting with the apparent
nweek 85 (approx. 4 Apr 2005, prompted by data loss when the
bnomic.org server crashed), and ending immediately before the start of
the False Third Era of B Nomic.

The False Third Era of B Nomic is the time starting with the apparent
nweek 112 (approx. 14 Nov 2006, prompted by another five-month lull)
and ending immediately before the start of the False Fourth Era of B
Nomic.

The False Fourth Era of B Nomic is the time starting with the apparent
nweek 135 (10 Dec 2007, prompted by a second State of Emergency in 2
nweeks), and ending immediately before the start of the False Fifth
Era of B Nomic.

The False Fifth Era of B Nomic is the time starting with the apparent
nweek 153 (2 Dec 2008, when an extensive refresh proposal by ehird to
fix approximately five simultaneous crises passed), and ending
immediately before the start of the Second Era of B Nomic.

The Second Era of B Nomic is the time starting with the apparent nweek
155, which is also nweek 262 (12 Feb 2009, when it was discovered that
none of the other eras had ever happened) and continuing to the
present. Rules in the Second Era of B Nomic were derived from rules of
the False Fifth Era as well as a strong stabilizing element borrowed
from Agora.
}
{
Rule 2e003/0 (Power=1)
ntime

Definition

There is a Game Object known as The Clock. The Clock consists of the
following values:

i. A positive integer known as the nweek
ii. A positive integer known as the nday
iii. A state of being Off or On
iv. A nonnegative integer known as the ndelay

Clock Changes

At midnight (00:00:00) Coordinated Universal Time (UTC), if the Clock
is On, then the nday is incremented by 1. Otherwise, the ndelay is
incremented by 1.

The Clock CAN be turned On or Off by any player as a game action;
however, players MAY NOT do so unless the rules specifically state
that they MAY. It CAN also be turned On or Off automatically by the
rules.

If the nday would be set to a value greater than 12, instead it is set
to 1, the nweek is incremented by 1, and the Clock becomes Off.

At the beginning of each Voting Period, the Clock becomes Off, and
until the Clock next becomes On, the Minister of Changes MAY set the
clock to be On, provided e has first published a Ballot.

The MoM MAY change the clock from On to Off.

If the Clock is Off, there are no Vacant Ministries and there are no
outstanding Ministerial obligations, the MoM SHALL turn the Clock On.

Whenever the Clock is turned On, the ndelay is set to zero.

Time

Each time that the Clock nday value changes a new nday begins. A
period of one nday is the time intervening between two consecutive
changes of the Clock nday value. Each time that the Clock nweek value
changes a new nweek begins. A period of one nweek is the time
intervening between two consecutive changes of the Clock nweek value.

When the clock turns off, and each time that the Clock ndelay value
changes to a value different from 0 a new ndelay begins. When the
clock turns on, the current ndelay immediately ends. While the clock
is off a period of one ndelay is the time intervening between two
consecutive changes of the Clock ndelay value.

Durations

A duration to the effect of "X ndays", where X is a number, means that
the duration ends at the end of the nday after X consecutive changes
of that value.

A duration to the effect of "X ndelays", where X is a number, means
that the duration ends at the end of the ndelay after X consecutive
changes of that value. The resetting of an ndelay to 0 from the Clock
being turned On does not count as a change for the purposes of this
paragraph.

A duration to the effect of "X nweeks", where X is a number, means
that the duration ends at the end of the nday when the nday is the
same value, but the nweek is increased by X.

A duration to the effect of "X rdays", where X is a number, means the
duration ends after X occurrences of midnight UTC.

Nyears

A period of 10 nweeks is known as an nyear. Hence, the first 10 nweeks
(1-10 on the Clock) comprise nyear 1, the second (11-20 on the Clock)
comprise nyear 2, and so on.

Starts and ends of nday

All events occurring at the end of an nday occur before all events
occurring at the beginning of the next nday.

Ordering

When any changes to the state of the game are scheduled to occur
simultaneously (e.g. at the start of an nweek), they occur in the
following order:

i. Changes specified by a Victory Condition
ii. Changes detailed in the Rules, in order of precedence (highest
first) of the Rules that call for each change.
iii. Non-Trick Game Actions.
}
{
Rule 2e004
Calendar

The ndays of the nweek have the following names:

nday 1 = Breakday
nday 2 = Winday
nday 3 = Mulberry
nday 4 = Tango
nday 5 = Wonko
nday 6 = Halfday
nday 7 = Joel
nday 8 = Rushnight
nday 9 = Ballotday
nday 10 = Teucer
nday 11 = Zarpint
nday 12 = Thirnight
nday 13 = Armageddon

Public Holidays

Wonko of the 4th nweek of an nyear is known as "Agoran Silly Hat Day",
in commemoration of the epic Agoran surrender of nyear 14. On this
holiday, it is customary for B to send Agora a mildly offensive
message. /* in the preceeding sentence, "Agoran surrender" refers to
the surrender of Agoran player BobTHJ. */

Breakday of the 5th nweek of an nyear is known as "Paranoia-Free Day",
in commemoration of the salutary relegation of all irrational panic to
an upstart foreign nomic. On this holiday, it is customary for Players
of B to flick their Panic Buttons.

Zarpint of the 10th nweek of an nyear is known as "Gift Day".

Breakday and Winday of the 2nd nweek of an nyear are collectively
known as the Crisis Days, due to a record number of emergencies
occuring in a single nday and ending the Fourth Era /* which of those
ndays it was was unclear for some of those emergencies, so they both
get the honor */. On these days, it is customary for players of B to
reflect on how amazing it is that B has survived so far.
}
{
Rule 2e005/0 (Power=2)
Currency

Currencies are types of Game Objects that are declared to be so by the rules.

All Currencies are Ownable and Transferrable. No type of Game Object
that is not Ownable and Transferrable is a Currency.

Text to the effect of "X may destroy Y units of currency" refers to
currency owned by X, unless otherwise specified. In this context,
"spend" is synonymous with "destroy".

Text to the effect of "X may spend Y units of currency to do Z", where
Y is zero, should be interpreted as "X may do Z as a Game Action".
}
{
Rule 2e006/0 (Power=2)
Mackerel

Mackerel (aka mack, macks) is a Currency.

Only Legal Entities can own mackerel.

Any Legal Entity MAY destroy any amount of mackerel in their
possession as a Game Action.

A lowercase m followed by a number refers to an amount of mackerel
equal to that number.

Whenever an entity becomes a Player, if they have less than 100 macks,
all their mackerel are destroyed and they gain m100.

At the beginning of each nweek, each Active Player gains m25.

Players with less than 50 mackerel are Bums.
}
{
Rule 2e007/0 (Power=1)
Official Quantities

For all game purposes the following phrases are defined to mean the
indicated numbers.

A Few = 4
A Jiffy = 3 rdays
A Handful = 6
An nDozen = 11
A Thirnight = 12
A Confused Baker's Dozen = 14
A Bunch = 24
A Metric Bunch = 25
A Lot = 63
A Bucketful = 96
A Metric Bucketful = 100
A Heck of a Lot = 365
A Hell of a Lot = 366
A Truckload = 960
A Metric Truckload = 1000
A Zillion = 100 000 000
A Bajillion = 100 000 000 000 000
An Insane Number = The number of players in the game
}

{
Rule 2e101/0 (Power=3)
Interpreting the Rules

When interpreting and applying the rules, the text of the rules takes
precedence. Where the text is silent, inconsistent, or unclear, it is
to be augmented by game custom, common sense, past judgements, and
consideration of the best interests of the game.
}
{
Rule 2e102/0 (Power=3)
Definition Definitions

Regularity of communication being essential for the healthy function
of any nomic, it is hereby resolved:

(1) A difference in spelling, grammar, or dialect, or the use of a
synonym or abbreviation in place of a word or phrase, is
inconsequential in all forms of communication, as long as the
difference does not create an ambiguity in meaning.

(2) A term explicitly defined by the Rules by default has that meaning
when used in any Rule of equal or lesser power, as do its
ordinary-language synonyms not explicitly defined by the rules.

The following clauses, where X and Y are both nouns or noun phrases,
SHOULD be interpreted as "X is/are defined as Y":

a) "X is/are Y"
b) "Y is/are known as X"

(3) Any term primarily used in mathematical or legal contexts, and not
addressed by previous provisions of this Rule, by default has the
meaning it has in those contexts.

(4) Any term not addressed by previous provisions of this Rule by
default has its ordinary-language meaning. In determining the
ordinary-language meaning of a term, definitions contained in
lower-powered Rules, followed by definitions used in contracts or
other Agoran legal documents, SHOULD be used for guidance.

This rule takes precedence over any other rules which dictate
terminology or grammar.
}
{
Rule 2e103/0 (Power=3)
Ratification (Essential)

A public document is part (possibly all) of a public message.

When a public document is ratified, the gamestate is modified so that
the ratified document was completely true and accurate at the time it
was published.  Nevertheless, the ratification of a public document
does not invalidate, reverse, alter, or cancel any messages or
actions, even if they were unrecorded or overlooked, or change the
legality of any attempted action.

Ratifying a public document is secured.
}
{
Rule 2e104/0 (Power=3)
B may not be A Nomic, but it is a Nomic (Essential)

In the interest of safeguarding Agora's nomic-ness, if a change to the
gamestate would otherwise make it IMPOSSIBLE to make arbitrary rule
changes and/or adopt arbitrary proposals within a four-week period by
any combinations of actions by players, then that change is canceled
and does not occur, any rule to the contrary notwithstanding.
}
{
Rule 2e105/0 (Power=3)
Power

The power of an entity is a non-negative rational number. An
instrument is an entity with positive power.

The power of an entity cannot be set or modified except as stipulated
by the rules. All entities have power zero except where specifically
allowed by the rules.

A rule that secures a change (hereafter the securing rule) thereby
makes it IMPOSSIBLE to perform that change except as allowed by an
instrument with power greater than or equal to the change's power
threshold.  This threshold defaults to the securing rule's power, but
CAN be lowered as allowed by that rule.

When a Rule is created, its Power is by default equal to the Power of
the Instrument that created it. If a Rule is created not by means of
an Instrument, that Rule's Power is 1.
}
{
Rule 2e106/0 (Power=3)
Power Controls Mutability

No entity with power below the power of this rule can

(a) cause an entity to have power greater than its own.

(b) adjust the power of an instrument with power greater than its own.

(c) modify any other substantive aspect of an instrument with power
greater than its own.  A "substantive" aspect of an instrument is any
aspect that affects the instrument's operation.
}
{
Rule 2e107/0 (Power=3)
Self-Ratification (Essential)

Any public document defined by the rules as self-ratifying is ratified
one week after its publication, unless explicitly and publicly
challenged during that period via one of the following methods,
explaining the scope and nature of the perceived error:

a) An inquiry case, appropriate for questions of legal interpretation.

b) A claim of error, appropriate for matters of fact. The publisher of
the original document SHALL respond to a claim of error as soon as
possible, either publishing a revision or denying the claim. If e
denies the claim, then the original document is ratified one week
after the denial, unless it is challenged again (subject to the same
requirements) during that period.
}
{
Rule 2e107/0 (Power=2)
Mother, May I?

The following terms are defined.  These definitions are used when a
rule includes a term in all caps, and SHOULD be used when a rule
includes a term otherwise.  Earlier definitions take precedence over
later ones.  If a rule specifies one or more persons in connection
with a term, then the term applies only to the specified person(s).

1. CANNOT, IMPOSSIBLE, INEFFECTIVE, INVALID:  Attempts to perform the
described action are unsuccessful.

2. MUST NOT, MAY NOT, SHALL NOT, ILLEGAL, PROHIBITED: Performing the
described action violates the rule in question.

3. SHOULD NOT, DISCOURAGED, DEPRECATED:  Before performing the
described action, the full implications of performing it should be
understood and carefully weighed.

4. CAN: Attempts to perform the described action are successful.

5. MAY: Performing the described action does not violate the rule in question.

6. MUST, SHALL, REQUIRED, MANDATORY:  Failing to perform the described
action violates the rule in question.

7. SHOULD, ENCOURAGED, RECOMMENDED:  Before failing to perform the
described action, the full implications of failing to perform it
should be understood and carefully weighed.
}

{
Rule 2e201/0 (Power=2)
Game Objects (Essential)

The game of B Nomic consists entirely of Game Objects (which may be
known simply as Objects), and attributes which are specifically
mentioned by the rules; generally speaking, the rules should only
track attributes on Game Objects, but they are not incapable of
tracking attributes of External Forces that are not Game Objects, or
of anything else.

All Game Objects have a Switch called Ownable, defaulting to Off.

All Ownable Game Objects have an Owner, which is either a Legal Entity
or Nobody. Game Objects are said to be "in possession of" their Owner.

All Ownable Game Objects have a Switch called Transferrable, defaulting to On.

Any Legal Entity which possesses a Transferrable Game Object may, as a
Game Action, transfer it to another Legal Entity (or Nobody) that is
able to possess the Game Object unless such a transfer is restricted
by the rules. Upon doing so, the new Owner of that Object becomes the
specified one.

"Give" and "tip" are synonyms of "transfer."
}
{
Rule 2e202/0 (Power=2)
Switches (Essential)

A switch is a type of attribute of Game Objects, which is either On
(aka Yes or True) or Off (aka No or False). The adjective form of a
Switch or its negation can be applied to an Object to unambiguously
denote whether the Object's relevant switch is On.

The phrases "have the X Property" and "have the property X" are
synonyms for "have an switch called X in the 'On' position". To "gain
a property" is a synonym for turning the switch with the same name On;
to "lose a property" is a synonym for turning the switch with the same
name Off.

Switches are attributes of game objects and are not themselves game objects.
}
{
Rule 2e203/0 (Power=2)
External Forces (Essential)

An External Force is anything which exists independently of the game.
That is, it is either not defined in the rules or it would still exist
were it not defined in the rules.

An Outsider is an External Force that is also a Game Object.
}
{
Rule 2e204/0 (Power=2)
Fora (Essential)

Fora are External Forces which are capable of allowing Outsiders in
general to communicate.

Fora which are Outsiders are either Discussion Fora or Public Fora,
Discussion Fora by default; this is a persistent attribute that can be
changed by proposal or by other means generally capable of altering
the gamestate. Fora which are not Outsiders are Private Fora.
}
{
Rule 2e205/0 (Power=2)
Game Documents (Essential)

Game Documents are Game Objects that consist of plain, unobfuscated text.

In every Game Document, with the exception of this paragraph, text
between a forward slash+asterisk character combination and the next
asterisk+forward slash character combination or between double open
square brackets and the next double closed square brackets (that is,
text between "/*" and "*/" or between "[[" and "]]") shall be deemed
Comment Text. Comment Text has no direct effect on the state of the
game, although it can be read. Comments SHOULD be taken into
consideration when answering Consultations.

The text contained in a Game Document SHOULD be written in English
using the ASCII character set.
}
{
Rule 2e206/0 (Power=2)
Rules (Essential)

Rules are Game Documents. Rules define how this game is played. Each
Rule must have a number and may have a name. When a new rule is
created, the Minister of Law is obligated to assign it a number, and
shall assign a number not already used by a rule in this era, to avoid
confusion. Each rule number MAY be prefixed with the notation "2e"
(for Second Era) to distinguish it from past rules in previous eras of
B Nomic. Where a Rule, Proposal, other Game Document, or Game Action
refers to a Rule by its number without a prefix, it shall be taken, by
default, to refer to a Rule prefixed with the notation "2e". /* For
example, one can say "Rule 15/3" to refer to Rule 2e015/3 */ Rules
also have a suffix consisting of a slash followed by a nonnegative
integer. By default the integer is 0. Every time a proposal changes
the text of a rule, the integer in that rule's suffix is increased by
one. Where a Rule, Proposal, other Game Document, or Game Action
refers to a rule without a suffix, it shall be taken, by default, to
refer to the version of the rule then in effect regardless of that
rule's correct suffix.

Rules have a Switch called Essential, which defaults to Off.

There exists a ministry known as the Ministry of Law. The Minister of
Law, also known as the Rulekeeper or Johnnie Cochran, is responsible
for maintaining a Public Display of the current Rules and Victory
Conditions.

The Rulekeeper may, as a Game Action without Objection, change a Rule's Title.
To "repeal" a rule is to destroy it.
}
{
Rule 2e207/0 (Power=2)
Game Actions (Essential)

A Game Action is defined as any activity specified by the Rules that
changes the state of the game. To perform a Game Action, an Outsider
must post a message to a Public Forum specifying that they are taking
that action. He must also specify any targets and/or parameters
necessary for that action [[for example, you must specify a proposal
in order to vote against a proposal]]. Unambiguous targets and
parameters specified in Game Actions are valid regardless of
capitalization, punctuation, or exact wording unless explicitly
required by a Rule. They may list multiple actions that they wish to
take, in which case they take them in the order they list them. They
may also state a specific positive integer to perform a particular
action that many times (if legal, of course) sequentially. The Rules
also have the power to cause an Outsider to take Game Actions whether
they post or not.
Game Actions occur upon reaching the appropriate fora, in the order
they arrived. Other rules may dictate otherwise, and for the purposes
of determining whether a Game Action occurs, this rule defers
precedence to all others. A Game Action that is caused by a Rule
instead of by a Forum Post takes place at the time specified by the
rule.
Text to the effect that "any player may do X" should be interpreted to
mean that X is a Game Action; but such a declaration implies that only
players may take the Game Action X (unless another declaration permits
other Outsiders to as well).

Game Actions which involve calculating things that are unreasonable,
impossible or ambiguous fail and have no effect. Determining what
meets that criteria is up to Ministries and the Consultation system.

No rule, game document, or game action may require or force any
retroactive changes to the game state.
}
{
Rule 2e208/0 (Power=2)
Supporting & Objecting (Essential)

The Rules may explicitly require a specific type of action to be
performed "without N objections" and/or "with N supporters" where N is
a positive natural number. The phrase "without objection" is
synonymous to "without 1 objection", the phrase "with support" is
synonymous to "with 1 supporter", and the phrase "with more support
than objection" is synonymous to "with 1 more Supporters than
Objections". These actions are referred to as "dependent actions".

To perform a dependent action, a Player must first announce their
intent to perform that action as a Game Action. Between 2 and 4 ndays
after the intent was announced, the action CAN be performed by the
Player if and only if:

i. If it's without N objections: less than N Players have Objected to the action
ii. If it's with N supporters: at least N Players have Supported the Action
iii. If it's with N more Supporters than Objections, at least N more
Players have Supported the Action than have Objected to the Action
iv. If no players have Objected to the action, and at least 5 players
have Supported the action, it can alternatively be taken between 3 and
5 rdays after the intent was announced; players SHOULD refrain from
relying on this mechanism except to avoid ambiguity or to fix bugs in
ntime. A rule may give a different timespan for the action to be
resolved.

All Players MAY Object or Support an action before it is performed as
a Game Action, unless they submitted the intent to perform the action
in question.
}
{
Rule 2e209/0 (Power=2)
Submitting (Essential)

The rules may state that it is legal for Outsiders to Submit certain
document types as a Game Action. To Submit a Game Document, an
Outsider must provide a full description of the Document in the Public
Forum message where they take the Action of Submitting.
}
{
Rule 2e210/0 (Power=2)
Joining & Leaving (Essential)

There exists a ministry known as the Ministry of Society. The Minister
of Society, also known as the Registrar, is responsible for
maintaining a Public Display of the current Players and their
Rule-defined attributes, as well as a Public Display of the current
Public and Discussion Fora.

A Player is an Outsider who consents to be governed by the rules,
fulfills all requirements for continued playerhood specified by the
rules, and has become a Player in a manner specified by the rules that
were in effect at the time e became a Player. The Operantly
Conditioned Beast is not an Outsider but is a Player, notwithstanding
the restrictions in this paragraph.

Any Human External Force who is not already a Player and who has not
been a player in the current or previous nweek can become a Player by
posting a message to a Public Forum containing a request to become a
Player and a uniquely identifying name that e wishes to be known by.

Any Player can change their name to any string not already the name of
another Game Object as a Game Action.

A Player may cease to be a Player by Forfeiting the game; this must be
done in a Public Forum unless there are no working public fora, in
which case he may notify the Player he most recently knew was
Registrar privately instead.

No restrictions may be placed on when a player may announce eir
forfeit; any player may opt to forfeit the game at any time
(regardless of any timekeeping device used in the game). However, the
forfeit takes place at the moment when the announcement that the
player forfeits reaches the Public Forum [[so you can't choose to
forfeit in the middle ages anymore, sorry]].

In its request to become a player, an External Force may name a group
of current players that were responsible for its desire to join the
game. A recruitment bonus of 60 mackerel shall be evenly divided
between the players so named when the External Force becomes a Player,
with any fractional mackerel being destroyed.
}
{
Rule 2e211/0 (Power=2)
Ministries (Essential)

A Ministry is a Game Object that can be assigned to at most one
Player. It represents the responsibility of that Player to keep
Players aware of the state of a particular aspect of the game, and may
also represent the power of that Player to affect the gamestate in
ways specified in the Ministry's definition. If a Ministry's defined
powers conflict with any other part of the Rules, the latter takes
precedence.

A Ministry that is not assigned to a Player is Vacant.

The terms "post holder", "pot holster", "post holder designate", and
"Minister" refer to the Player in possession of a given Ministry. This
can be abbreviated "PHD".
}
{
Rule 2e212/0 (Power=2)
Assigning Ministries

Any Player may, as a Game Action, assign a Vacant Ministry to
themselves, specifying for this Ministry a new Reward Value, which
must be less than or equal to its current Reward.
}
{
Rule 2e213/0 (Power=2)
Leaving Ministries

A Minister may Resign from their Ministry via Game Action. At that
time, the Ministry becomes Vacant.

A Minister which loses the Active property or ceases to be a Player
immediately vacates any Ministries it holds upon doing so.

Any Player may, with more support than objection, remove a Minister
from his Ministry, causing the Ministry to become Vacant.
}
{
Rule 2e214/0 (Power=2)
Electing Ministers

An Election for a Ministry is a type of Decision, with:
i. the valid Votes being an ordered list, of at least length one, of
any of the Candidates, without repeating any Candidate
ii. the Deadline being the end of nday 10 of the nweek the Election was created
iii. the valid Outcomes being any of the Candidates

Any Player may, as a Game Action, nominate a Player for a Ministry,
causing them to become a Possible Candidate for that Ministry, unless
that Ministry has an Election in Voting. Any Possible Candidate can
accept a nomination, specifying a Wanted Reward in macks. They then
become a Candidate for that Ministry. If there is no current Election
for that Ministry, one is created.

If there is only one Candidate for a Ministry at the end of nday 8,
that Candidate becomes the Chosen One for the Ministry and the
Election is destroyed.

At the end of an Election's Voting Period, the following calculations
and events happen:
i. Set every candidate's score to 0.
ii. For each vote including a candidate, increase the candidate's
score by 1/N, where N is the position of the candidate in the vote
(starting at 1).
iii. Every candidate's popularity is their score divided by the number
of votes cast.

The winners are the candidates with the highest popularities.

If there is only one winner, they are the Chosen One for the Ministry.
Otherwise, the Bidding Period for the Ministry starts.

In the Bidding Period, any Candidate can change their Wanted Reward
for the Ministry as a Game Action, as long as the new reward is lower
than any other Candidate's for that Ministry. This is referred to as
"bidding".

At the end of the nweek, all Bidding Periods end. At the end of a
Bidding Period, the Chosen One for the Ministry is the Candidate with
the lowest Wanted Reward.

Whenever a Candidate for a Ministry becomes the Chosen One, the Reward
for that Ministry becomes the Candidate's Wanted Reward and the
Ministry is assigned to them.
}
{
Rule 2e215/0 (Power=2)
Ministry Rewards

All Ministries have a Reward, which is an integer amount of mack from
m1 to m100, defaulting to m100. At the beginning of each nweek, the
Reward for any Vacant Ministry is set to the default value.

At the end of each nweek, for each Ministry that has been continuously
held by the same minister since the clock was first turned on that
nweek, its Minister earns that Ministry's Reward.
}
{
Rule 2e216/0 (Power=2)
Public Displays (Essential)

A Public Display is a display of an aspect of the current state of the
game in a form easily accessible to all Players. Good Public Displays
can include the B Nomic wiki or posting on a regular basis to a Public
Forum.

If the rules require a Ministry to maintain a public display, then
that Ministry is obligated to update that public display to reflect
the current gamestate whenever the data related to it is modified.
However, this obligation is fulfilled even if there are accidental
errors and/or omissions in the updated data of the public display.

Any player may challenge a public display as a Game Action by listing
any errors he believes to be present in that public display. The
Minister who maintains that display is obligated to address those
errors by either correcting them or indicating why he believes them to
be already correct.

A Player may, as a Game Action with 4 Support and no Objections within
2 rdays, Ratify a Public Display. The Public Display in question must
either be provided in full as part of the Game Action or linked to on
a static web page [[e.g. permanent link on the wiki]].

Public Displays posted to the Public Forum are self-ratifying.
}
{
Rule 2e217/0 (Power=2)
The MetaMin

There exists a Ministry called the Ministry of Ministry, also known as
the MetaMinistry. The Minister of Ministry may be referred to as the
MoM, the MetaMin, or Kurt Gödel.
The MetaMin is responsible for maintaining a Public Display of all
existing Ministries, showing their names, responsibilities, retainers,
and current holders.
}
{
Rule 2e218/0 (Power=2)
Ministerial Obligations

A rule or passed proposal can create an obligation for a Ministry to
take some action within its powers. A Minister shall fulfill any
obligations on his Ministry in a Jiffy. Unless the rules explicitly
state otherwise, a Minister has the power to make any changes to Game
Objects strictly necessary to fulfill his Ministerial Obligations.

Any Minister who fails to perform an obligation within the allotted
time can be removed from his Ministry by any Player as a Game Action.
In the case where the only obligations a Minister has failed to
fulfill within the allotted time concern the incompleteness or
fallaciousness of their Public Display, however, he may only be
removed after an explicit challenge to said Public Display has been
issued and has not been addressed within the allotted time.

Whenever a new Minister takes over a Ministry, the time limit for any
obligations on that Ministry are reset. Therefore a new Minister shall
always have a Jiffy to fulfill any obligations on the Ministry he has
taken over.
}
{
Rule 2e219/0 (Power=2)
Decisions (Essential)

Decisions are a type of Game Object consisting of a specification of:
i. the valid Votes on that Decision
ii. the list of Eligible Voters for that Decision, by default all
non-Bum, non-Prisoner, non-Dead Players at the start of that
Decision's Voting Period
iii. the Decision's Deadline, a point in time after the start of
Ballotday of the nweek, by default the end of the nweek (where "the
nweek" is the nweek that the Decision was created), or the end of next
nweek if it is after Ballotday
iv. a list of valid Outcomes of the Decision, and how to determine
them at the end of the Voting Period
v. what happens when the Decision's Voting Period ends

A Decision's Voting Period is the duration of time between Ballotday
of the nweek it was created and its Deadline.

A Decision in its Voting Period is said to be in Voting. A Decision
before its Voting Period is said to be Pending.

There exists a ministry known as the Ministry of Change. The Minister
of Change, also known as Barack Obama, is responsible for maintaining
a Public Display of the current Decisions and their attributes.

At the end of the nday prior to the beginning of Ballotday, the
Minister of Change is obligated to publish a Game Document known as a
ballot. Such a document should list all Decisions to be voted on.

Any Eligible Voter for a Decision CAN cast a valid Vote on it as a
Game Action while that Decision is in Voting. Any Eligible Voter CAN
retract their Vote on any Decision in Voting at any time.

At the end of a Decision's Voting Period, its Outcome is evaluated,
and whatever is specified to happen at the end of its Voting Period
happens. Unless specified otherwise in a another Rule, if two or more
Decisions have the same Deadline, the events in the previous sentence
happen in order of the Decisions' creation, earliest first. This is
the process of Resolving. The Minister of Change is then obligated to
publish the results of the voting, including each Vote received, the
final Outcome, and the changes to any scoring as a result of voting.

Unless specified otherwise in another Rule, Decisions are destroyed
post-Resolving.
}
{
Rule 220/0 (Power=2)
Proposals (Essential)

Proposals are a type of Decision with the following attributes:
i. Title (Range: all strings; Default: the empty string)
ii. Body (Range: all strings; Default: the empty string)
iii. Proposal Number (Range: null + all integers; Default: null)
iv. Conflicts (Range: all sets of other proposals; Default: the empty set)
v. Dependencies (Range: all sets of other proposals; Default: the empty set)
vi. Power (Range: all non-negative integers; Default: 2)

A Proposal's Valid Votes are {FOR, AGAINST}. A Proposal's Valid
Outcomes are {Won, Lost, Discarded}.

If, in a set of two proposals, either lists the other as a Conflict,
those proposals are said to Conflict with each other. If one proposal
lists another on its list of Dependencies, then the first is said to
Depend on the second.

/* Note that a proposal may contain text in addition to its list of
gamestate changes, but this text is generally ignored. It may be
unclear whether or not a particular part of the text is a gamestate
change; determining this is left to the Minister of Changes and the
justice system. */

Submission and Revision

Any player may submit a proposal at any time as a Game Action, causing
it to become a Game Object, unless a rule says otherwise. Any player
may revise a Pending proposal they own by resubmitting it as a Game
Action. To submit a proposal, a player need only specify its Body.
They may optionally also specify its Title, Conflicts, and
Dependencies; if any of these are not specified, they default to being
empty.

The player who submits a proposal is known as the Proposal's Author,
and is said to own that proposal.

When a new proposal is submitted, it is assigned the Proposal Number
null. The Chairman is obligated to assign a new Proposal Number that
is greater than all Proposal Numbers previously used in the Second Era
of B Nomic to each proposal with a number of null.

As a Game Action a Player may withdraw a Pending proposal if they are
the Author of that Proposal. A Proposal that is withdrawn has its
Status set to Historical and its Success state set to Lost.

Tallying the votes

A Proposal's Vote Count for a given vote value is the number of
Eligible Voters whose Vote on that Proposal is that value.

A Proposal's Stamina is F+A and its Strength is F-A, where F is its
Vote Count for FOR and A is its Vote Count for AGAINST.

When a Proposal's Voting Period ends:
i. If its Stamina is less than one half the number of Vested players
it is Discarded and Fails.
ii. If its Strength is Positive, it is Won.
iii. If its Strength is Negative, it is Lost.
iv. If it Depends on a Proposal that is Lost, it is Lost.
v. If it has lower Strength than, or equal Strength and a higher
Proposal Number than, a Proposal with which it Conflicts, it is Lost.
vi. If it is Won, it Passes.
vii. Otherwise, it Fails.

Whenever a proposal becomes Lost, it ceases to be Won. When a proposal
Passes, the game is changed according to the instructions in its Body.
}

{
Rule 2e301/0 (Power=1)
Blanket Statement of Permission

If a rule states that players CAN perform an action, then they MAY
perform that action unless a rule says otherwise.
}
{
Rule 2e302/0 (Power=1)
Consider Everything!

Players SHOULD NOT take Game Actions.
}
{
Rule 2e303/0 (Power=3)
Precedence (Essential)

If two Rules contradict each other and exactly one says it takes
precedence over the other, that one takes precedence. If two Rules
contradict each other and exactly one says the other takes precedence
over it or that it defers to the other one, that other one takes
precedence. If an Essential Rule contradicts a non-Essential Rule and
neither Rule specifies which takes Precedence over the other, the
Essential Rule takes precedence over the non-Essential Rule.

If two Rules contradict each other and the above paragraph does not
state which takes precedence, then the one with the higher Power takes
precedence. If they have the same Power, the rule with the lower
number takes precedence.

This Rule takes precedence over all other Rules that determine
precedence of Rules.
}
}}

I vote FOR the above Point of Order.

 - teucer
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